After the Measure SOP, add an AttributePromote SOP with:
original name: volume
original class: primitive
new class: detail
promotion method: sum
…then you should have the volume of your object stored in an attribute at the Detail level.
I tried with some objects and it seems to work fine.
I believe the Measure SOP stores partial volume for each primitive, so the sum should be the right thing to do.
Cheers,
Emanuele
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Houdini Indie and Apprentice » measure node does NOT produce a single volume value
- midorime
- 31 posts
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Technical Discussion » Recovering Lost Points
- midorime
- 31 posts
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Hi Steve,
now I understand which scene are you talking about in your PM.
I still don't understand which points are you referring to.
If you need some points inside the poly face, try using a Divide SOP, uncheck “Convex Polygons” and check “Bricker Polygons”.
If you just need the points on your profile curve as you had before the reshaping, try to assign the “Display/Render flag” at “back_to_your_flow” Null SOP.
Hope this help you with your problem.
Cheers,
Emanuele
now I understand which scene are you talking about in your PM.
I still don't understand which points are you referring to.
If you need some points inside the poly face, try using a Divide SOP, uncheck “Convex Polygons” and check “Bricker Polygons”.
If you just need the points on your profile curve as you had before the reshaping, try to assign the “Display/Render flag” at “back_to_your_flow” Null SOP.
Hope this help you with your problem.
Cheers,
Emanuele
Technical Discussion » points as sprites rendering
- midorime
- 31 posts
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Hi Danilo,
I saw your last scene, and I think you have just forgotten to put /shop/v_layered1 in the material tab of your geo1 object.
Cheers,
Emanuele
I saw your last scene, and I think you have just forgotten to put /shop/v_layered1 in the material tab of your geo1 object.
Cheers,
Emanuele
Houdini Indie and Apprentice » How can I emit particles from cloth?
- midorime
- 31 posts
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Hi,
I saw your scene and it works fine to me,
just be sure to point at Dopimport SOP from the ObjectMerge SOP, and not at the Null SOP.
Emanuele
I saw your scene and it works fine to me,
just be sure to point at Dopimport SOP from the ObjectMerge SOP, and not at the Null SOP.
Emanuele
Technical Discussion » sticking circle to grid
- midorime
- 31 posts
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Hi Steve,
I saw your last file… be careful with the warnings you have in the capture nodes and somewhere else, you should try to solve them.
About your idea to reshape the fly with a grid… I used a Project SOP…
Take a look to the scene I attached and let me know if is that what you are trying to achieve.
For the CHOPs and music… well… one step at time…
start with study the guide to see what kind of nodes the CHOP context gives to you and then if you like maybe you could be interested in http://www.sidefx.com/index.php?option=com_content&task=view&id=1268&Itemid=66 [sidefx.com]
I remember there was another simpler example online but at the moment I don't remember where… so, try to look around and see what other people have already done.
When I will found the link to the tutorial I saw, I'll post you.
Good luck with your project,
Emanuele
I saw your last file… be careful with the warnings you have in the capture nodes and somewhere else, you should try to solve them.
About your idea to reshape the fly with a grid… I used a Project SOP…
Take a look to the scene I attached and let me know if is that what you are trying to achieve.
For the CHOPs and music… well… one step at time…
start with study the guide to see what kind of nodes the CHOP context gives to you and then if you like maybe you could be interested in http://www.sidefx.com/index.php?option=com_content&task=view&id=1268&Itemid=66 [sidefx.com]
I remember there was another simpler example online but at the moment I don't remember where… so, try to look around and see what other people have already done.
When I will found the link to the tutorial I saw, I'll post you.
Good luck with your project,
Emanuele
Technical Discussion » sticking circle to grid
- midorime
- 31 posts
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I saw you have added “only horizontally”…
what do you mean?
I thought you would reshape the obj using a sort of semplified cage as the lattice does, am I right?
what do you mean?
I thought you would reshape the obj using a sort of semplified cage as the lattice does, am I right?
Technical Discussion » RBD glue with deforming geo
- midorime
- 31 posts
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Hi maxedout,
I've seen your scene and you could turn off the “Active Object” flag in your Sphere_object1 DOP and turn on “Use point Velocity for Collisions” or “Use Volume Velocity for collisions” in your RigidbodySolver DOP, that depends on what do you want to use as velocity source.
If you'd like to use your keyframed animation and have the sphere that reacts to the collision with the box, you should take a look at the RBDkeyframeActive DOP.
Hope this could help.
Cheers,
Emanuele
I've seen your scene and you could turn off the “Active Object” flag in your Sphere_object1 DOP and turn on “Use point Velocity for Collisions” or “Use Volume Velocity for collisions” in your RigidbodySolver DOP, that depends on what do you want to use as velocity source.
If you'd like to use your keyframed animation and have the sphere that reacts to the collision with the box, you should take a look at the RBDkeyframeActive DOP.
Hope this could help.
Cheers,
Emanuele
Technical Discussion » sticking circle to grid
- midorime
- 31 posts
- Offline
Houdini Indie and Apprentice » How to create points that represent objects
- midorime
- 31 posts
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How to create points that represent objects in SOP?
just like the DopImport SOP node have an option called “create points represent objects.”
I used a foreach SOP to take the centroId of each object you have to represent with a single point.
Hope this is what you are looking for.
Emanuele
Work in Progress » Laser weapon
- midorime
- 31 posts
- Offline
Hi All,
I've just published the “Laser weapon - Making of”:
http://www.vimeo.com/9401127 [vimeo.com]
I'm looking forward to receive your critics and comments.
Cheers,
Emanuele
I've just published the “Laser weapon - Making of”:
http://www.vimeo.com/9401127 [vimeo.com]
I'm looking forward to receive your critics and comments.
Cheers,
Emanuele
Work in Progress » Laser weapon
- midorime
- 31 posts
- Offline
Houdini Indie and Apprentice » scatter Tubes
- midorime
- 31 posts
- Offline
That' s amazing !!!
Thanks Tomas… with your example I can understand better how to use neighbourCount and neighbour !!!
Thanks Tomas… with your example I can understand better how to use neighbourCount and neighbour !!!
Work in Progress » Laser weapon
- midorime
- 31 posts
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So now that you're done the laser, get that time machine working.
Let me think which node I have to use… and I'll be back in time !!! :wink:
Technical Discussion » Group by color
- midorime
- 31 posts
- Offline
hi,
try to put in the “impulse birth rate” attribute: $NGRP
That takes the number of points in the group you have already specified in the “source group” in your Source POP.
Cheers,
Emanuele
try to put in the “impulse birth rate” attribute: $NGRP
That takes the number of points in the group you have already specified in the “source group” in your Source POP.
Cheers,
Emanuele
Houdini Indie and Apprentice » scatter Tubes
- midorime
- 31 posts
- Offline
Hi aquarel,
I could suggest you to take a look here: http://www.sidefx.com/index.php?option=com_content&task=view&id=1096&Itemid=279 [sidefx.com]
and download the pdf, that's awesome…
or if you want a quick way to achieve something “similar”, that doesn't take care about anything mentioned in the pdf, you could take a look at my quick scene.
If you change the tube's radius, you can see that the fuse SOP fixs for you the intersection, and if you need more or less precision, you could change the iteration number in the foreach SOP.
Hope that's what you are looking for.
Cheers,
Emanuele
I could suggest you to take a look here: http://www.sidefx.com/index.php?option=com_content&task=view&id=1096&Itemid=279 [sidefx.com]
and download the pdf, that's awesome…
or if you want a quick way to achieve something “similar”, that doesn't take care about anything mentioned in the pdf, you could take a look at my quick scene.
If you change the tube's radius, you can see that the fuse SOP fixs for you the intersection, and if you need more or less precision, you could change the iteration number in the foreach SOP.
Hope that's what you are looking for.
Cheers,
Emanuele
Work in Progress » Laser weapon
- midorime
- 31 posts
- Offline
Work in Progress » Laser weapon
- midorime
- 31 posts
- Offline
Hi everybody,
I've just finished another personal project and I'd like to share it with you.
http://www.vimeo.com/9153952 [vimeo.com]
This time I took the idea from an RnD called “Electricity Weapon” by Brandon Riza and I tried to improve it and make it fully procedural through the use of CHOPs.
I created a digital asset that controls how a laser weapon looks and behaves.
This HDA controls:
The starting and ending positions which are taken from its inputs (two nulls),
the starting radius,
the shoot's starting frame and its velocity,
the shoot's ending frame and its velocity,
the velocity and the number of turns around the main straight line,
the number of frames of gap between the collision and the explosion,
the constant material's attributes and
the width of the lines.
In this example there are three lasers (those use the same HDA with different parameters) around an unique straight line. Their animation, the column's explosion (with debris and dust) and the fluid from the lasers are controlled by a bunch of CHOPs. In this way I've been able to achieve a whole procedural workflow.
As soon as possible I'll make a technical video to show you how the controls work and some other rough examples.
Cheers,
Emanuele
I've just finished another personal project and I'd like to share it with you.
http://www.vimeo.com/9153952 [vimeo.com]
This time I took the idea from an RnD called “Electricity Weapon” by Brandon Riza and I tried to improve it and make it fully procedural through the use of CHOPs.
I created a digital asset that controls how a laser weapon looks and behaves.
This HDA controls:
The starting and ending positions which are taken from its inputs (two nulls),
the starting radius,
the shoot's starting frame and its velocity,
the shoot's ending frame and its velocity,
the velocity and the number of turns around the main straight line,
the number of frames of gap between the collision and the explosion,
the constant material's attributes and
the width of the lines.
In this example there are three lasers (those use the same HDA with different parameters) around an unique straight line. Their animation, the column's explosion (with debris and dust) and the fluid from the lasers are controlled by a bunch of CHOPs. In this way I've been able to achieve a whole procedural workflow.
As soon as possible I'll make a technical video to show you how the controls work and some other rough examples.
Cheers,
Emanuele
Houdini Indie and Apprentice » Learning flow for new Houdini users?
- midorime
- 31 posts
- Offline
Hi Matthew,
This is my story:
I started 10 months ago with Houdini all by myself,
and before that I have done 5 years on Maya and sometime Realflow.
This has been my personal course I've organized by myself:
1 - Starting with the Help from the “Nodes” section and try each one in Houdini, see what it does and what happens with each different attribute. (I completed it in 40 days)
2 - Then the “How to do things” section (9 days)
3 - The “Examples” in the Help (21 days)
After this rough introduction (that took 2 months and an half),
let's start with something more exciting:
4 - I downloaded all the free tutorials and lessons from 3DBuzz (Issue 1-2-3-4) and SideFx (Old school, apprentice blog, houdini 6)
5 - I bought the “Fast track” DVD from 3DBuzz
6 - Then the “Technical Fx” DVD from 3DBuzz
7 - Study the “Bridge asset” and the “Elevator asset” case studies
8 - I bought the “Technical rigging” DVD from 3DBuzz
9 - I came back to the Help to study all the expressions (Just to have a full overview to understand which commands exist) (15 days)
10 - Then the VEX (30 days)
11 - I bought the “Intro to Particles” from CMIVFX
12 - I bought the “Fluid FX integration for TD's” from CMIVFX
After 5 months I started my first personal project:
a whole procedural short movie that you can see here:
http://www.leleberti.com/res.asp?job=0 [leleberti.com]
After that I started a bunch of experiments and RnD:
http://www.leleberti.com/research.asp [leleberti.com]
And last week I finished my second personal project:
http://www.leleberti.com/res.asp?job=9 [leleberti.com]
Well, as you can see, it has been a very methodical approach.
I prefered to spend more time on basic and general concepts to better understand how Houdini thinks and works and what is his usual workflow.
I thought, because I was coming from Maya, I had to change my point of view, to change how I use to approach the way to achieve a particular result or to solve a problem.
I know this “course” could be sometime boring or frustrating, particularly at the beginning when you can't see anything coming out from your studies.
I believe if you have a strong passion and you are well motivated it will give you a lot of satisfaction and strong bases,
at least I hope so…
Cheers
Emanuele
This is my story:
I started 10 months ago with Houdini all by myself,
and before that I have done 5 years on Maya and sometime Realflow.
This has been my personal course I've organized by myself:
1 - Starting with the Help from the “Nodes” section and try each one in Houdini, see what it does and what happens with each different attribute. (I completed it in 40 days)
2 - Then the “How to do things” section (9 days)
3 - The “Examples” in the Help (21 days)
After this rough introduction (that took 2 months and an half),
let's start with something more exciting:
4 - I downloaded all the free tutorials and lessons from 3DBuzz (Issue 1-2-3-4) and SideFx (Old school, apprentice blog, houdini 6)
5 - I bought the “Fast track” DVD from 3DBuzz
6 - Then the “Technical Fx” DVD from 3DBuzz
7 - Study the “Bridge asset” and the “Elevator asset” case studies
8 - I bought the “Technical rigging” DVD from 3DBuzz
9 - I came back to the Help to study all the expressions (Just to have a full overview to understand which commands exist) (15 days)
10 - Then the VEX (30 days)
11 - I bought the “Intro to Particles” from CMIVFX
12 - I bought the “Fluid FX integration for TD's” from CMIVFX
After 5 months I started my first personal project:
a whole procedural short movie that you can see here:
http://www.leleberti.com/res.asp?job=0 [leleberti.com]
After that I started a bunch of experiments and RnD:
http://www.leleberti.com/research.asp [leleberti.com]
And last week I finished my second personal project:
http://www.leleberti.com/res.asp?job=9 [leleberti.com]
Well, as you can see, it has been a very methodical approach.
I prefered to spend more time on basic and general concepts to better understand how Houdini thinks and works and what is his usual workflow.
I thought, because I was coming from Maya, I had to change my point of view, to change how I use to approach the way to achieve a particular result or to solve a problem.
I know this “course” could be sometime boring or frustrating, particularly at the beginning when you can't see anything coming out from your studies.
I believe if you have a strong passion and you are well motivated it will give you a lot of satisfaction and strong bases,
at least I hope so…
Cheers
Emanuele
Technical Discussion » Particle Flow Trajectory - Steel Wire Effect
- midorime
- 31 posts
- Offline
Hi Ponge,
Thanks for your compliments, I did 5 years of productions using Maya and sometime Realflow before my decision to switch to Houdini.
I'm sorry, my mistake, with “different speed” I meant “different spacing”.
I meant a different problem you could have if you'd like to animate the InnerWire and the OuterWire at the same time and have a regular spacing spirals.
In animation because the Uvs of the InnerWire are distribuited on a different length, the spacing between OuterWire spirals change;
so, you will have the initial spirals with less spacing and, near to the end of your animation, spirals with more spacing, hope it makes sense.
To avoid that I think you should compensate the length of the InnerWire in the Creep POP of the OuterWire, hope that makes sense too.
About your “Advanced problem” I've to wait until the weekend.
Cheers
Emanuele
Thanks for your compliments, I did 5 years of productions using Maya and sometime Realflow before my decision to switch to Houdini.
Because so far, it spins with different speed based on the LENGTH of the first one.
Was that the solution you were looking for or have I misunderstood the problem?
I'm sorry, my mistake, with “different speed” I meant “different spacing”.
I meant a different problem you could have if you'd like to animate the InnerWire and the OuterWire at the same time and have a regular spacing spirals.
In animation because the Uvs of the InnerWire are distribuited on a different length, the spacing between OuterWire spirals change;
so, you will have the initial spirals with less spacing and, near to the end of your animation, spirals with more spacing, hope it makes sense.
To avoid that I think you should compensate the length of the InnerWire in the Creep POP of the OuterWire, hope that makes sense too.
About your “Advanced problem” I've to wait until the weekend.
Cheers
Emanuele
Houdini Indie and Apprentice » exploding a polyline
- midorime
- 31 posts
- Offline
Try a polyextrude SOP;
uncheck “Output Front” and use “Consolidate Points” -> “Per-Face”.
Cheers
Emanuele
uncheck “Output Front” and use “Consolidate Points” -> “Per-Face”.
Cheers
Emanuele
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