if you place a pyro sop, dive inside and it takes you to /obj/geo1/pyrosolver1/dopnet1/FORCES
in the address bar thingy, click on pyrosolver1 and you can now see the dopnet1 node which you can click on to see the Simulation>Initial State parameter. It is greyed out because this is an HDA, which is locked from internal changes by default. You have to right mouse button>Allow Editing of Contents on the pyrosolver1 node back at the /obj/geo1 level
happy simming!
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Technical Discussion » H18 Pyro : initial state
- loopyllama
- 10 posts
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Technical Discussion » renderman question
- loopyllama
- 10 posts
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renderman is not free and does not come with houdini. if you would like to use the renderman rop with prman you will have to purchase and install renderman.
if you are looking for a free option, you can try 3delight which graciously gives you 1 free license. after that is installed and licensed you can set the renderman rop to render with 3delight instead of prman.
if you are looking for a free option, you can try 3delight which graciously gives you 1 free license. after that is installed and licensed you can set the renderman rop to render with 3delight instead of prman.
Technical Discussion » Subdivide polygons by resampled points
- loopyllama
- 10 posts
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hi
place down a divide sop
uncheck convex polygons
check bricker polygons
set size to .1 .1 .1
that is as good as it is going to get without altering funky geo in the example file
place down a divide sop
uncheck convex polygons
check bricker polygons
set size to .1 .1 .1
that is as good as it is going to get without altering funky geo in the example file
Houdini Indie and Apprentice » "cheat code" to XFORM everything in scene?
- loopyllama
- 10 posts
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why don't you just use an Object Merge node in Sop space?
remember to type a single period without quotes and no spaces in the Transform Object section of the Object merge node
remember to type a single period without quotes and no spaces in the Transform Object section of the Object merge node
Houdini Indie and Apprentice » Broken polymesh
- loopyllama
- 10 posts
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once in snapping mode (reread earlier reply for that), simply drag a point in the viewport near another point and it will snap to that point. on the lower left hand side of the viewport is the snapping section. there are a few snapping icons located there. scroll the icons down until you see the point snpaping icon. you can right click on this icon and select further options. see houdini manual for details. search for snapping.
good luck!
good luck!
Houdini Indie and Apprentice » Broken polymesh
- loopyllama
- 10 posts
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place down an edit sop after your mesh. with the edit sop selected in network view, press ENTER in the viewport. press 2 to enter point mode. Select some points. press v once to enter point snapping mode. snap points as needed. when fininshed hit ESC to back out of the edit sop state in the viewport. repeat as needed (you can use the same edit sop).
Houdini Indie and Apprentice » Broken polymesh
- loopyllama
- 10 posts
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your mesh probably had duplicate unique vertices on top of each other. An example: make a polygon sphere, place a facet sop after it and checkmark “unique points” then add a sculpt node. When you sculpt you will see tears because the edges are not sewn together.
options:
-from the unsculpted mesh, place a facet sop with “consolidate points” and increase the distance just lower than when unwanted consolidations occur. middle mouse on the nodes before and after this operation to verify that points were consolidated (by a decrease in number of points). turn on point numbers in viewport, turn on wireframe, make sure the point numbers are all unique (two numbers on top of each other make the number hard to read and easy to spot). sculpt as normal.
-if you are stuck with the sculpted mesh, use viewport point snapping (v) to snap points together in an edit sop, then perform above method.
options:
-from the unsculpted mesh, place a facet sop with “consolidate points” and increase the distance just lower than when unwanted consolidations occur. middle mouse on the nodes before and after this operation to verify that points were consolidated (by a decrease in number of points). turn on point numbers in viewport, turn on wireframe, make sure the point numbers are all unique (two numbers on top of each other make the number hard to read and easy to spot). sculpt as normal.
-if you are stuck with the sculpted mesh, use viewport point snapping (v) to snap points together in an edit sop, then perform above method.
Houdini Lounge » Right way to set up Volume Shadows?
- loopyllama
- 10 posts
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is Mantra>Properties>Render>Auto-Generate Shadow Maps enabled?
is Light>Shadows>Auto-generate Shadow Map enabled?
is Light>Shadows>Shadow Map a valid location that you can write to?
is the .rat in Shadow Map ever created?
if your geometry and/or lights changes shape/position you will need to calculate the shadow map each frame, but you can dump them to disk.
is Light>Shadows>Auto-generate Shadow Map enabled?
is Light>Shadows>Shadow Map a valid location that you can write to?
is the .rat in Shadow Map ever created?
if your geometry and/or lights changes shape/position you will need to calculate the shadow map each frame, but you can dump them to disk.
Houdini Indie and Apprentice » Snapping help
- loopyllama
- 10 posts
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-under your geometry in SOP space, place an Edit SOP
-with the Edit SOP highlighed in the network view:
-hit ENTER in the viewport to activate the Edit SOP
-hit 2 to enter point mode
-select some points
-in the parameters of the Edit Sop set desired axis Scale to 0
-all points will now be in a row
-move or snap that row of points to whereever you want
-with the Edit SOP highlighed in the network view:
-hit ENTER in the viewport to activate the Edit SOP
-hit 2 to enter point mode
-select some points
-in the parameters of the Edit Sop set desired axis Scale to 0
-all points will now be in a row
-move or snap that row of points to whereever you want
Houdini Indie and Apprentice » Snapping help
- loopyllama
- 10 posts
- Offline
-under your geometry in SOP space, place an Edit SOP
-with the Edit SOP highlighed in the network view:
-hit ENTER in the viewport to activate the Edit SOP
-hit 2 to enter point mode
-hit v to enter point snap mode
-hit v again to leave point snap mode
-hit ESC to back out of the Edit SOP
Good luck!
-with the Edit SOP highlighed in the network view:
-hit ENTER in the viewport to activate the Edit SOP
-hit 2 to enter point mode
-hit v to enter point snap mode
-hit v again to leave point snap mode
-hit ESC to back out of the Edit SOP
Good luck!
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