awesome, thank you SESI!
If you want to change the interpolation type over the whole curve, there's a (very nice) new way for that as described in my original post.
Changing the interpolation type for all of the selected points should be possible too though. I'm sure it'll be re-implemented soon enough. Thanks for (apparently) listening to feedback and working so quickly SESI
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Houdini Lounge » selecting multiple points on ramp via shift click
- quack_
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Houdini Lounge » selecting multiple points on ramp via shift click
- quack_
- 14 posts
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playing around with 20.0 and I noticed it's not possible to quickly select a range of ramp points via shift click anymore. I've regularly used that feature to set the interpolation type.
I very much miss that feature and don't see why it would need to be removed.
Current 20.0 behaviour is shift + left mouse click adds a point to the selection. This was possible before with Ctrl + left mouse click in 19.5.
Please add this feature back in, it was extremely handy.
Thank you
edit: well... I just found the new interpolation button next to the cogwheel and flip X/Y. Now I feel stupid, this is much nicer than before for changing the interpolation.
range selection was still very handy for other things as well though so I still feel you should bring it back.
I very much miss that feature and don't see why it would need to be removed.
Current 20.0 behaviour is shift + left mouse click adds a point to the selection. This was possible before with Ctrl + left mouse click in 19.5.
Please add this feature back in, it was extremely handy.
Thank you
edit: well... I just found the new interpolation button next to the cogwheel and flip X/Y. Now I feel stupid, this is much nicer than before for changing the interpolation.
range selection was still very handy for other things as well though so I still feel you should bring it back.
Edited by quack_ - Nov. 14, 2023 14:41:15
Houdini Engine for Unreal » naming instancers
- quack_
- 14 posts
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hello! is there currently a way to rename instancers?
instead of "HoudiniOutput_16 Instancer" I'd like to have "Instancer rocks slope", having a lot of instancers on a landscape gets messy really quick.
also instancers appear in opposite order in UE compared to houdini. The first hfscatter instancer shows up as the last one in UE.
instead of "HoudiniOutput_16 Instancer" I'd like to have "Instancer rocks slope", having a lot of instancers on a landscape gets messy really quick.
also instancers appear in opposite order in UE compared to houdini. The first hfscatter instancer shows up as the last one in UE.
Edited by quack_ - May 4, 2023 12:38:36
Houdini Engine for Unreal » Component Tag VS Actor Tag
- quack_
- 14 posts
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zombieposting this thread, setting actor tags through HEngine would be a really nice feature!
also being able to set arrays through @unreal_uproperty would be cool. For example setting up a list of textures to use on an actor: concrete example would be a list of existing virtual textures to draw in on a landscape.
Thanks for considering!
also being able to set arrays through @unreal_uproperty would be cool. For example setting up a list of textures to use on an actor: concrete example would be a list of existing virtual textures to draw in on a landscape.
Thanks for considering!
Houdini Engine for Unreal » Q: State of Handles Houdini->UE4/5?
- quack_
- 14 posts
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Houdini Engine for Unreal » Q: State of Handles Houdini->UE4/5?
- quack_
- 14 posts
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bumpybump
the scaling issue is super weird. Why does rotating 10° with the TRS result in 573° rotation? Please fix this, thank you!
the scaling issue is super weird. Why does rotating 10° with the TRS result in 573° rotation? Please fix this, thank you!
Houdini Lounge » How to turn on full screen mode for all program's window
- quack_
- 14 posts
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Houdini for Realtime » unity VAT color map problem
- quack_
- 14 posts
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heya,
trying to export animated color map to unity with VAT 2.1. (soft shader) but the color map is glitching out. Position works fine though. I'm following the advice from the guide on vimeo, plugging out color into vertex tangent and tangent vector into albedo.
have things changed since then, is this still the correct workflow for this?
using unity 2019.4.4f1 (universal render pipeline 7.3.1) and houdini 18.5.415 py3
trying to export animated color map to unity with VAT 2.1. (soft shader) but the color map is glitching out. Position works fine though. I'm following the advice from the guide on vimeo, plugging out color into vertex tangent and tangent vector into albedo.
have things changed since then, is this still the correct workflow for this?
using unity 2019.4.4f1 (universal render pipeline 7.3.1) and houdini 18.5.415 py3
Houdini for Realtime » Vertex Animation For Unity - Transparency?
- quack_
- 14 posts
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https://imgur.com/nfRWA7w [imgur.com]
transparency working perfectly now
may I ask why this is not in the standard workflow? is it just trivial to fix up the shader for anyone with shader coding knowledge, am I overvaluing the use case for this? from an artist POV it seems essential to have alpha for vertex animations
transparency working perfectly now
may I ask why this is not in the standard workflow? is it just trivial to fix up the shader for anyone with shader coding knowledge, am I overvaluing the use case for this? from an artist POV it seems essential to have alpha for vertex animations
Edited by quack_ - Dec. 18, 2019 18:58:14
Houdini for Realtime » Vertex Animation For Unity - Transparency?
- quack_
- 14 posts
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Hey, how do I export @Alpha to use with the soft shader with LWRP?
Using VAT 2.0 in H17.5 and Unity 2019.2.16f
from reading through the generated shader code the only place where alpha shows up is for the Base Map but there is no map export option for that? I tried using color map alpha in the Base Map slot inside the unity shader to try and get some alpha to show up but it didn't do the trick.
since I don't have much experience with shader code and am not a programmer, I don't really know what to try next! scene file attached (excuse the huge mess)
Using VAT 2.0 in H17.5 and Unity 2019.2.16f
from reading through the generated shader code the only place where alpha shows up is for the Base Map but there is no map export option for that? I tried using color map alpha in the Base Map slot inside the unity shader to try and get some alpha to show up but it didn't do the trick.
since I don't have much experience with shader code and am not a programmer, I don't really know what to try next! scene file attached (excuse the huge mess)
Edited by quack_ - Dec. 18, 2019 12:17:04
Houdini Indie and Apprentice » general workflow question about mixing fluids / fluid interaction with geometry
- quack_
- 14 posts
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hey everyone,
I have a project in mind that I am currently doing some research for, watching tutorials to find some workflows that might work for me etc:
I want to show a muddy liquid, then a drop of a chemical drops into that muddy liquid and starts to clear the muddines. then I want geometry to form inside the liquid in some sort of chemical metallic growth fashion, giving off some chemical reaction with colored trails dissipating in the liquid. the geo should ideally sort of float and then drop to the ground and interact with the mixing process while forming.
I found this tutorial using FLIP fluids and pyro solver: https://lesterbanks.com/2018/10/create-mix-colors-houdini-fluids/ [lesterbanks.com]
my question is, will those solvers be able to interact with geometry out of the box in the way I need them to in order to achieve what I described above? is it possible to dynamically influence the buoyancy of the geometry through its mass/size? So it can drop to the ground based on how large the geo/mass of the object is while it forms.
I'm sure this is a very loaded post and I fear that some things might be a lot trickier to get to work than I would hope as I'm a beginner in houdini, especially with simulations. any pointers would be greatly appreciated, have a nice day everyone.
I have a project in mind that I am currently doing some research for, watching tutorials to find some workflows that might work for me etc:
I want to show a muddy liquid, then a drop of a chemical drops into that muddy liquid and starts to clear the muddines. then I want geometry to form inside the liquid in some sort of chemical metallic growth fashion, giving off some chemical reaction with colored trails dissipating in the liquid. the geo should ideally sort of float and then drop to the ground and interact with the mixing process while forming.
I found this tutorial using FLIP fluids and pyro solver: https://lesterbanks.com/2018/10/create-mix-colors-houdini-fluids/ [lesterbanks.com]
my question is, will those solvers be able to interact with geometry out of the box in the way I need them to in order to achieve what I described above? is it possible to dynamically influence the buoyancy of the geometry through its mass/size? So it can drop to the ground based on how large the geo/mass of the object is while it forms.
I'm sure this is a very loaded post and I fear that some things might be a lot trickier to get to work than I would hope as I'm a beginner in houdini, especially with simulations. any pointers would be greatly appreciated, have a nice day everyone.
Edited by quack_ - March 2, 2019 14:40:07
Houdini Indie and Apprentice » For Each Loop with Voronoi? (copy random pieces onto scattered points)
- quack_
- 14 posts
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Houdini Indie and Apprentice » For Each Loop with Voronoi? (copy random pieces onto scattered points)
- quack_
- 14 posts
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wow thanks a lot Jim!
If you don't mind can you explain further the expression you used here?
is fit01 used to fit to a range?
what is the importance of fetching the # of iterations from the other loop? the number isn't directly used to calculate the random number between 0 and 12, right? That's what the 0,12) part at the end is for?
so is that part used for telling houdini to repeat the copy every time the other for each loop goes through one iteration?
If you don't mind can you explain further the expression you used here?
fit01(rand(detail(“../meta”,“iteration”,0)),0,12)
is fit01 used to fit to a range?
what is the importance of fetching the # of iterations from the other loop? the number isn't directly used to calculate the random number between 0 and 12, right? That's what the 0,12) part at the end is for?
so is that part used for telling houdini to repeat the copy every time the other for each loop goes through one iteration?
Edited by quack_ - March 7, 2018 10:57:34
Houdini Indie and Apprentice » For Each Loop with Voronoi? (copy random pieces onto scattered points)
- quack_
- 14 posts
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Hello everyone,
newbie here I hope you can help me out! I'm trying to copy a different, random piece from a voronoi onto scattered points
I tried following the for each copy tutorial (http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html) but it doesn't quite apply to what I am trying to do. it says the for each loop is set up to deal with pieces so I figured what I am trying to do should work since voronoi is generating pieces too?
I hit somewhat of a wall, hope someone here can guide me in the right direction.
what I think I should do / need to do is:
1) generate the pieces (using voronoi)
2) generate points to copy pieces to (using a scatter)
3) set up a copy to copy a random piece, not the whole thing (not sure how)
4) every piece needs a number so I can randomly draw one of those numbers to copy the piece (create point or primitive attribute? is that built into the voronoi group outputs? does houdini already do this for me?)
have a good day everyone, I attached the scene file, hope someone can help.
newbie here I hope you can help me out! I'm trying to copy a different, random piece from a voronoi onto scattered points
I tried following the for each copy tutorial (http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html) but it doesn't quite apply to what I am trying to do. it says the for each loop is set up to deal with pieces so I figured what I am trying to do should work since voronoi is generating pieces too?
I hit somewhat of a wall, hope someone here can guide me in the right direction.
what I think I should do / need to do is:
1) generate the pieces (using voronoi)
2) generate points to copy pieces to (using a scatter)
3) set up a copy to copy a random piece, not the whole thing (not sure how)
4) every piece needs a number so I can randomly draw one of those numbers to copy the piece (create point or primitive attribute? is that built into the voronoi group outputs? does houdini already do this for me?)
have a good day everyone, I attached the scene file, hope someone can help.
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