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Found 21 posts.

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Houdini Indie and Apprentice » Asset within another asset: bad idea?

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jon3de
21 posts
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 April 11, 2023 11:28:51
While working with nested assets I noticed that only the first layer of nested assets is installed. Is this correct?

So the setup is:
Asset A contains Asset B / Asset B contains Asset C and Asset C contains Asset D.
Asset B is inside Asset A. So all Assets are nested in Asset A.

Sorry for the confusion

If I install asset A in my hip File only Asset B is installed, which is directly in Asset A. Asset C (inside Asset B) is not installed and will not work. Only the assets directly inside of the installed asset will work but not the assets inside of them.

I will not overdo it with nested assets but for small tools and custom shaders etc. its handy.

Here you can see the test Asset. Asset B,C,D are nested in A. If all are installed it works. But if you install Asset A in a fresh scene only A and B are working.
Edited by jon3de - April 11, 2023 11:29:46
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Technical Discussion » Is it possible to save glb with object hierarchy?

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jon3de
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 Feb. 27, 2023 11:00:25
Yes, thats what I´m trying to do. Unfortunately it does not work. In Blender e.g. its one piece of mesh. I noticed that the ropgltf says "name attribute has different values. No mesh name will be exported"
Edited by jon3de - Feb. 27, 2023 11:00:44
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Technical Discussion » Is it possible to save glb with object hierarchy?

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jon3de
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 Feb. 13, 2023 10:08:44
While exporting a fbx I can create a objects hierarchy with a path attribute. Is this also possible with the gltf export Node?
Goal is to have separate objects later instead of one mesh like in in houdini.
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Technical Discussion » Whitewater after a flip cache

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jon3de
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 Nov. 21, 2022 14:01:26
I asked myself the same thing

What I figured out is that you can point your whitewater source node directly to the compressed cache. If you started with the shelf tools and create the white water also with the shelf you have to choose the flip object but it will point the input of the white water source also to the compressed cache.
Edited by jon3de - Nov. 21, 2022 14:17:13
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MARDINI Daily Art Challenge 2022 » Day 1 Image | Geometry | Curve

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jon3de
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 March 1, 2022 13:35:59
Day 1 - Curve Tree

Edited by jon3de - March 1, 2022 13:36:25
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Technical Discussion » Sprites display as black boxes

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jon3de
21 posts
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 April 7, 2021 04:23:52
I have the same issue in 18.5 would be nice to have a solution for that.
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HOULY Daily Challenge » Day 3 | Elements: Water

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jon3de
21 posts
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 July 3, 2020 15:41:50
Day 3
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HOULY Daily Challenge » Day 2 | Elements: Wind

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jon3de
21 posts
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 July 3, 2020 14:07:06
Day 2 Wind. I know its to late anyway. Creating the roof was fun
Edited by jon3de - July 3, 2020 14:07:23
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Technical Discussion » render view with logarithmic compression

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jon3de
21 posts
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 Nov. 15, 2019 19:25:19
hey jsmack,

Thank you very much for your reply. I had a look at the aces profile and installed it. Thats nice!!

The tip with chops is also very intersting. Is it enough to just create a vopchop in chops with the soft clip? Or do I need something else there? Right now it does not really use the copvop in the lookup cop. It gives me just black values.

cheers
Jonathan
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Technical Discussion » render view with logarithmic compression

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jon3de
21 posts
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 Nov. 15, 2019 06:24:10
Hi,

I will cross post this topic also here to this forum maybe someone can help me.

https://forums.odforce.net/topic/43598-render-view-with-logarithmic-compression-tone-mapped/?tab=comments#comment-206163 [forums.odforce.net]


I try to find a way to display my renders with a logarithmic compression in the render view. Since mantra has no function to apply a color mapping directly to the image my idea was to do that with a LUT but it seems really hard to find a lut that is creating a “simple” logarithmic compression.

I tried to create a lut myself in cops with soft clip node which gives the desired results but unfortunately I can´t create luts from that vopcop filter. Only from color correction operators.

I would be grateful for some help.

cheers
Jon
Edited by jon3de - Nov. 15, 2019 06:25:07
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Technical Discussion » Mantra Light Shaders

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jon3de
21 posts
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 July 12, 2019 06:55:51
hi, are there any news about this topic ?? I found this thread while searching for exactly this light behavior in houdini.

cheers
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Technical Discussion » Select by normal

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jon3de
21 posts
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 May 24, 2019 03:51:21
Makes also more sense to me. It would be nice to have this as a toggle.
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Technical Discussion » HDA multiple outputs

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jon3de
21 posts
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 July 27, 2018 08:44:12
9krausec
I'd like to export the position of a null within the HDA to be used for parented outside of the HDA. How would I get multiple inputs to work? (right now my Maximum Outputs is set to “1” and grey'd out in the type properties).

+1
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Technical Discussion » Matching FK to IK question

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jon3de
21 posts
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 June 25, 2018 04:03:04
I try to add a “match FK to IK ” functionality into my character hda.

This is my animated ellbow with an IK system ( it has no bones on this character )




I created a button which copies the animated values from IK to FK parameters to match both systems. That would work but of course the FK looks wrong because the wrist has no animation at all in IK system but should have some in FK system to match the IK.



I need some functionality to compensate the Wrist and animated back to the “zero” position. But I´m struggling a bit.

Does anybody have some tipps to deal with this ?

kind regards
Jon
Edited by jon3de - June 25, 2018 04:04:41
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Technical Discussion » rbd flip collision problem

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jon3de
21 posts
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 June 23, 2018 05:26:39
Indeed a strange behavior. Now I would also be interested into the reason why this is happening.
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Technical Discussion » Can't render a sequence of frames of a pyro sim to disk.

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jon3de
21 posts
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 May 22, 2018 03:14:53
I didn´t test this but it should be possible to use the heat variable as an extra image plane in your rop.
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Technical Discussion » wired_sine_function

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jon3de
21 posts
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 May 17, 2018 08:35:49
Sine node works with radians. So -0.988 should be fine. Depending on what you are after you can use the “degrees to radians” node before your sine node.
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Technical Discussion » Can't render a sequence of frames of a pyro sim to disk.

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jon3de
21 posts
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 May 17, 2018 07:17:30
I think its because of the shader. Your Alpha channel is black and your pngs are premultiplied with the black alpha so you cant see anything. If you hit the “toggle transparency” button in the render view you can see that you render is also getting black in houdini.

kind regards
Jon
Edited by jon3de - May 17, 2018 07:27:47
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Houdini Lounge » Houdini Podcast

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jon3de
21 posts
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 April 25, 2017 04:42:01
+1
I would absolutely love to see some podcasts about houdini stuff. I did found one podcast for some time. Here is the link…

http://www.schoolofmotion.com/an-interview-with-the-brilliant-chris-hendryx/ [schoolofmotion.com]

If you know some more please share
Always nice to listen to some houdini content on my way to work.

jon
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Houdini Indie and Apprentice » Zoom/Move Cursor does not change back to the selection mode

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jon3de
21 posts
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 Jan. 28, 2015 02:47:50
Thanks for the reply. I will try that with the graphics driver just to be sure. I think the bug occurs more often when I´m working with the graphics tablet…but I´m not sure.
kind regards
Jon
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