–> line SOP origin: 0 .4 0
Distance .19
–> copy SOP rotate: 0 0 -5.7
Scale 1 .98 1
Number of Copies: 130
–> skin SOP
–> DONE
Found 48 posts.
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Houdini Lounge » Formula for Icon
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- michael
- 66 posts
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Technical Discussion » How to setup environment variables in Windows?
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- michael
- 66 posts
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# Open Control Panel
# Click the System icon and the window pops up
# Go to the Advanced pane
# Click the Environment Variables button
# There are two seperated windows showing two sets of environment
variables.
Select the “new” button for the upper window to create a new environment variable. Select the “Edit” button for the upper window to edit an existing environment variable.
Probably you need to create the “HOME” and “DISPLAY” variable, and edit the “PATH” variable.
# Click the System icon and the window pops up
# Go to the Advanced pane
# Click the Environment Variables button
# There are two seperated windows showing two sets of environment
variables.
Select the “new” button for the upper window to create a new environment variable. Select the “Edit” button for the upper window to edit an existing environment variable.
Probably you need to create the “HOME” and “DISPLAY” variable, and edit the “PATH” variable.
Houdini Lounge » Another SSS shader
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- michael
- 66 posts
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Houdini Lounge » Training Courses
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- michael
- 66 posts
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Simon
The eternal question……………
that's right.
I think the first time I postet a question like: “who can record…..”
was about 6-7 years ago.
till today nothing happens :cry:
Houdini Lounge » IMPORTING AN ANIMATED MODEL
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- michael
- 66 posts
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as stevenong mentioned, you have to export every frame of the animation as .obj file. ( name.$F4.obj)
load the sequence into houdini: file sop-> name.$F4.obj
load the sequence into houdini: file sop-> name.$F4.obj
Technical Discussion » Black artefacts with displacement map
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- michael
- 66 posts
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the best way is to use the “heightchannel +.1” of the map, in the displace bound parameter tab.
ch(“/obj/model/shopnet/displace/height”)+.1
ch(“/obj/model/shopnet/displace/height”)+.1
Houdini Lounge » HLSL FX
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- michael
- 66 posts
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jason_iversen
I would think that there should be a lot of similarities between VOPs and mental mill (http://www.mentalimages.com/2_4_mentalmill/index.html [mentalimages.com]) except that VOPs has the further advantage of being able to generate code for more renderers and, to boot, its not limited to shading: it can generate composite, channel and geometry operations.
hi jason,
thanxs for link, very interesting.something like that would be very nice to have with VOPS.
I think the idea of using VOPs to generate HLSL has been raised a couple of times but I'm not sure where SESI stand on the matter currently. I always thought of it being an excellent way to design real-time shaders for effective previs in the feature film industry instead of for its obvious benefits in the game development process but why not kill two birds with one stone?
you are right, because real-time shaders are excellent for client previews.
you can change things on the flight without rerendering the hole scene.
Houdini Lounge » HLSL FX
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- michael
- 66 posts
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andrewlowell
thats interesting, what part of the game pipeline to you use Houdini for? I think it's kind of odd that Houdini isn't used much in games, would you say it's because of the polygon modeling and unwrapping tools in other applications or simply the price?
I have seen some maxscript procedural game generation stuff could have easily been done with switch operations and copy stamping
we use houdini for all model and texture work. after that we import the stuff to maya for characteranimation, because there is NO inexpensive way to export from houdini directly to a gameengine. ( witch is really no problem with maya or 3Dmax )….
concerning your question I think it is a mix of price and not enough users.
Houdini Lounge » HLSL FX
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- michael
- 66 posts
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sometimes I have the feeling that we are the only companie working with houdini in the game business :cry:
Houdini Lounge » HLSL FX
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- michael
- 66 posts
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Houdini Lounge » A trouble of houdini8!
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- michael
- 66 posts
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I had the same, a view times ( geforce quadro FX3500 ). restart houdini to solve the problem
Houdini Lounge » File Dialog (Load From) and $HOME
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- michael
- 66 posts
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@2 from 50 handy houdini hints:
To do this, create a file called jump.pref and place it in your $HOME/houdini8.1 directory.
The line should contain one path per line.
Each path will show up in the jump menu the next time you start Houdini.
Example jump.pref contents:
$JOB/Images
$JOB/Hips
To do this, create a file called jump.pref and place it in your $HOME/houdini8.1 directory.
The line should contain one path per line.
Each path will show up in the jump menu the next time you start Houdini.
Example jump.pref contents:
$JOB/Images
$JOB/Hips
Houdini Lounge » Virus on Odforce/forum
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- michael
- 66 posts
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hi,
if you go to the forum-site a virus/trojan:
JAVA/Byteverify.6.3 and JS/Dldr.Agent.ab.12
will be installed !!!
“Trojan.ByteVerify is a Trojan Horse that exploits the vulnerability described in Microsoft Security Bulletin MS03-011 and could provide a hacker the ability to run arbitrary code on an infected system”
if you go to the forum-site a virus/trojan:
JAVA/Byteverify.6.3 and JS/Dldr.Agent.ab.12
will be installed !!!
“Trojan.ByteVerify is a Trojan Horse that exploits the vulnerability described in Microsoft Security Bulletin MS03-011 and could provide a hacker the ability to run arbitrary code on an infected system”
Technical Discussion » Exporting .objs from Houdini for use in Maya
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- michael
- 66 posts
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don't forget to reverse the normals in houdini and append a facet-SOP with “post-compute normals” on. otherwise you have shading problems in maya.
Houdini Lounge » demo reel question
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- michael
- 66 posts
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just take a look here:
http://odforce.net/forum/index.php?showtopic=675&hl= [odforce.net]
this should help.
http://odforce.net/forum/index.php?showtopic=675&hl= [odforce.net]
this should help.
Houdini Lounge » Ocean Shader
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- michael
- 66 posts
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Houdini Lounge » Comb normals
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- michael
- 66 posts
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if you look under “shops” there is a shader called VEX_Hair,which is a good starting point.
Houdini Lounge » How many people know every aspect of Houdini?
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- michael
- 66 posts
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I'm working since more than 10 years with houdini / prisms ( starting with version 4 ) and after that time it is still not possible to know ALL features of the software.
but it is more importend to know how you can fullfill all the wishes of a client. A workaround for not so well known features is always possible…
but it is more importend to know how you can fullfill all the wishes of a client. A workaround for not so well known features is always possible…
Houdini Lounge » New Site Feedback
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- michael
- 66 posts
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Houdini Lounge » journal update ?
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- michael
- 66 posts
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ok, I understand..
that means it makes no sense to download them if nothing has changed at the journal-site.
that means it makes no sense to download them if nothing has changed at the journal-site.
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