Thank you, tamte. Both of your suggestions work like charms.
I'm glad that I learned a new trick from you.
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Houdini Indie and Apprentice » [solved] how to evaluate string attribute in delete node
- oat
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Houdini Indie and Apprentice » [solved] how to evaluate string attribute in delete node
- oat
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The geometry has an attribute “id” which contains string values for each polygon.
How shall I refer to it in the “filter by expression” option in the delete node?
I tried the following, and they didn't seem to work:
How shall I refer to it in the “filter by expression” option in the delete node?
I tried the following, and they didn't seem to work:
@id = "Building A" `@id` = "Building A" @id == "Building A" `@id` == "Building A"
Edited by oat - Dec. 13, 2019 00:50:06
Houdini Indie and Apprentice » how to export colored geometry in obj format`
- oat
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I want to export some geometries with color as obj file and import them in Rhinoceros3D software.
The color information is already embedded as attributes on point and vertice levels, as shown below?
However, only geometry information is exported in obj file, and therefore, I'm unable to see colored surfaces when import it in Rhino, as shown below.
May I ask if there is a way to export geometry in Houdini with surface color information embedded?
And if there is, which file format I shall use for export?
Thanks.
The color information is already embedded as attributes on point and vertice levels, as shown below?
However, only geometry information is exported in obj file, and therefore, I'm unable to see colored surfaces when import it in Rhino, as shown below.
May I ask if there is a way to export geometry in Houdini with surface color information embedded?
And if there is, which file format I shall use for export?
Thanks.
Image Not Found
Edited by oat - Oct. 20, 2019 03:29:56
Houdini Indie and Apprentice » unable to load otl digital assets created in old version Houdini in new version of Houdini
- oat
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Dear jsmack, thanks for the reply.
The digital assets did show in the asset library dialog when I load them. (see image below)
And, it also shows up in the “asset manager” window.
However, I'm unable to access it by hit the Tab key.
Has the latest Houdini changed the way to load digital asset otl files?
Or, is the latest Houdini not compatible with otls created in older version?
The digital assets did show in the asset library dialog when I load them. (see image below)
And, it also shows up in the “asset manager” window.
However, I'm unable to access it by hit the Tab key.
Has the latest Houdini changed the way to load digital asset otl files?
Or, is the latest Houdini not compatible with otls created in older version?
Edited by oat - May 21, 2019 01:57:32
Houdini Indie and Apprentice » unable to load otl digital assets created in old version Houdini in new version of Houdini
- oat
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I'm unable to load the digital assets in otl files created in early version of Houdini (v15) in the latest Houdini (v17). (images attached)
May I ask if I have missed any import steps to load digital assets? (haven't used Houdini for quite a while…)
Thanks.
May I ask if I have missed any import steps to load digital assets? (haven't used Houdini for quite a while…)
Thanks.
Edited by oat - May 17, 2019 03:44:54
Houdini Indie and Apprentice » Houdini v16.0.611 interface resolution too high and cannot be adjusted
- oat
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An additional problem when using Houdini on the 27inch Dell monitor is that the context menu from hitting the Tab key only shows up on the iMac 21inch mornitor and it cannot be dragged to the Dell monitor.
So does the rest of the menus, such as changing display mode, which are not shown beside the corresponding icon, but rather showing up on the iMac monitor.
This is quite irritating …
Is this a known issue for iMac OS X with high resolution monitor?
So does the rest of the menus, such as changing display mode, which are not shown beside the corresponding icon, but rather showing up on the iMac monitor.
This is quite irritating …
Is this a known issue for iMac OS X with high resolution monitor?
Houdini Indie and Apprentice » Houdini v16.0.611 interface resolution too high and cannot be adjusted
- oat
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If the Global UI Size is changed to “High DPI”, the Houdini interface can be changed to fit the entire screen on the Dell 27inch monitor, but the icons are scaled up too much.
Houdini Indie and Apprentice » Houdini v16.0.611 interface resolution too high and cannot be adjusted
- oat
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I'm using an iMac21inch (2048x1152) and a Dell 27inch monitor (2560x1440).
The interface of the latest Houdini v16.0.611 as displayed on the iMac screen has a high resolution and very small icons as shown below.
If the interface is dragged to the Dell monitor, its height is unable to be adjusted, strangely.
Plus, the preference window as shown in the Dell monitor has its contents scaled up and part of the options and buttons are not visible, and again, the size the preference window is not adjustable.
May I know if there is an option to set Houdini to adjust the resolution of its interface according to that of the native monitor?
Thank you.
The interface of the latest Houdini v16.0.611 as displayed on the iMac screen has a high resolution and very small icons as shown below.
If the interface is dragged to the Dell monitor, its height is unable to be adjusted, strangely.
Plus, the preference window as shown in the Dell monitor has its contents scaled up and part of the options and buttons are not visible, and again, the size the preference window is not adjustable.
May I know if there is an option to set Houdini to adjust the resolution of its interface according to that of the native monitor?
Thank you.
Houdini Indie and Apprentice » [solved] interface display problem in Mac OS X 10.11.5
- oat
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Thanks Silvina of the Houdini support team for her suggestion to solve this issue!
You can also try setting HOUDINI_ENABLE_RETINA=0 in your environment as a workaround to this issue.
For example, on Mac OSX, open the Houdini Terminal and in the terminal start houdini by typing:
export HOUDINI_ENABLE_RETINA=0
houdini
You can also try setting this variable in your houdini.env file for a more permanent solution.
You can also try setting HOUDINI_ENABLE_RETINA=0 in your environment as a workaround to this issue.
For example, on Mac OSX, open the Houdini Terminal and in the terminal start houdini by typing:
export HOUDINI_ENABLE_RETINA=0
houdini
You can also try setting this variable in your houdini.env file for a more permanent solution.
Houdini Indie and Apprentice » [solved] interface display problem in Mac OS X 10.11.5
- oat
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… BTW, I just checked and it seems there is no such problem when using Houdini 14.0.644 on my iMac.
So, this is definitely a problem for the latest Houdini 15.x.xxx
So, this is definitely a problem for the latest Houdini 15.x.xxx
Houdini Indie and Apprentice » [solved] interface display problem in Mac OS X 10.11.5
- oat
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I got the following interface display problem in Mac OS X 10.11.5 for the latest Houdini apprentice 10.0.481.
I'm using iMac 21.6inch late 2015 which is connected to a Dell U2715H monitor.
This problem shows up when the houdini interface is displayed on the Dell monitor, not when it is displayed on the iMac screen.
Appreciate your advice on how to solve this problem!
I'm using iMac 21.6inch late 2015 which is connected to a Dell U2715H monitor.
This problem shows up when the houdini interface is displayed on the Dell monitor, not when it is displayed on the iMac screen.
Appreciate your advice on how to solve this problem!
Edited by oat - May 21, 2016 02:45:57
Houdini Indie and Apprentice » how to get the "label" of an item in ordered menu
- oat
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I have an ordered menu with each of its “Token” associated with a string “Label”. (image 08 )
May I ask how can I use either Hscript or Python to get the Label string once I select an item from the menu?
I tried the following but it always return the numerical index or the token value of the menu item selected … (image 09 & 10)
Thank you very much!
May I ask how can I use either Hscript or Python to get the Label string once I select an item from the menu?
I tried the following but it always return the numerical index or the token value of the menu item selected … (image 09 & 10)
Thank you very much!
Houdini Indie and Apprentice » how to evaluate if a point is inside a geometry
- oat
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Thank you very much, sdienimjay!
I learn a lot from your method!
Wish you and your family a Merry Christmas and a Happy New Year, too!
I learn a lot from your method!
Wish you and your family a Merry Christmas and a Happy New Year, too!
Houdini Indie and Apprentice » how to evaluate if a point is inside a geometry
- oat
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Thank you very much, sidenimjay!
I tried your first method, and it seems it produces strange results sometimes. For example, in the houdini file attached, there are several points which are supposed to be inside the geometry (see image 1) somehow move from their original positions to the outside of the geometry (see image 2).
I haven't figured out the 2nd method you suggested. Appreciate if you can kindly advise!
The method 1 in the houdini file is the method I'm using currently which is not so tidy and clean, and it can't deal with geometry having cantilevered parts above the grid points. Hope you can also advise on how to improve this method.
Thank you, again!
I tried your first method, and it seems it produces strange results sometimes. For example, in the houdini file attached, there are several points which are supposed to be inside the geometry (see image 1) somehow move from their original positions to the outside of the geometry (see image 2).
I haven't figured out the 2nd method you suggested. Appreciate if you can kindly advise!
The method 1 in the houdini file is the method I'm using currently which is not so tidy and clean, and it can't deal with geometry having cantilevered parts above the grid points. Hope you can also advise on how to improve this method.
Thank you, again!
Houdini Indie and Apprentice » how to evaluate if a point is inside a geometry
- oat
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suppose we have a a geometry with fully enclosed surfaces, how to evaluate if a point is inside or outside this geometry?
Thanks!
Thanks!
Houdini Indie and Apprentice » how to animate a point moving through a vector field?
- oat
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thanks, pusat!
Can you advise on how to use the expression you suggested… ?
It's the first time I see this type of expression although I used hscript before…
does this calculated the length of the vector of each point?
Can it reflect the relative difference in speed btw particles?
Thanks!
Can you advise on how to use the expression you suggested… ?
It's the first time I see this type of expression although I used hscript before…
does this calculated the length of the vector of each point?
Can it reflect the relative difference in speed btw particles?
Thanks!
Houdini Indie and Apprentice » how to animate a point moving through a vector field?
- oat
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thank you very much, mestela!
May I ask how to paint the particles by their current velocity?
I have the feeling that the point attrib v, v, v only tell the vector of each particle, not its speed…
appreciate your advice!
Thanks, again!
May I ask how to paint the particles by their current velocity?
I have the feeling that the point attrib v, v, v only tell the vector of each particle, not its speed…
appreciate your advice!
Thanks, again!
Houdini Indie and Apprentice » how to animate a point moving through a vector field?
- oat
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Thanks, mestela!
May I ask if there is a way to confine the VDB volume as the same as the bounding box of the point group?
It seems some of the particles are flying out of the point group and stuck over the corner of the VDB volume…
It will take a while for me to understand your approach…
Nevertheless, thanks again!
May I ask if there is a way to confine the VDB volume as the same as the bounding box of the point group?
It seems some of the particles are flying out of the point group and stuck over the corner of the VDB volume…
It will take a while for me to understand your approach…
Nevertheless, thanks again!
Houdini Indie and Apprentice » how to animate a point moving through a vector field?
- oat
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I have a vector field composed of a group of points, each with it's velocity and vector information embedded.
I want to animate a group of points emitting from a certain position and moving through this vector field whose velocity and vector will change and are calculated as the average values across all the points around a given moving particle within a certain radius …
May I ask how to do this, using the particle system maybe?
Thank you very much!
I want to animate a group of points emitting from a certain position and moving through this vector field whose velocity and vector will change and are calculated as the average values across all the points around a given moving particle within a certain radius …
May I ask how to do this, using the particle system maybe?
Thank you very much!
Houdini Indie and Apprentice » point animation issue
- oat
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