Do you know whether the upcoming software update from Apple will adress the nvidia driver issues and opengl problems which causes houdini to mailfunction on SL?
I could do the final page layout, and pdf conversion. As to the design we should discuss things in detail.
Some specifications:
————- Format: probably the standard, that is US Letter ————- Extent: the more is better (minimum 32 pages) ————-
I think we should do it as printready in cease if somebody would like to print the material, it means the file size can be easily 5 megs or more. With optimizations we can produce long materials (200-300 pages, full color) under 50 megs.
—————
We should state what kind of materials in what format, with what attachments we can use. For example we should get the manuscript in word doc, the pictures in jpg with maximum quality, etc…
I've checked python.org, and I think I'm gonna start learning it. My father is a programmer, so I'm trying to find some time to discuss things with him.
Meantime a friend has done the task with chops, he used a different approach, probably he is willing to share, but I have to ask for it. However your solution seems good too.
Do you know some good tutorials which could help me to dig into expressions, scripting, VOP SOP creation, CHOPs in houdini, besides th online help in Houdini?
I would like to achieve the next effect. You are growing a selection over time (thus far working). When a selection reaches or extends to a primitive face this face starts to rotate from 0 to 180 degrees in one of its axes. However now when a face is selected it starts rotating not from 0-180 degree but according to its position in the animation in the primitive sop as a whole.
I do not know how to tell it to the primitive sop. Probably I have to write a custom VOP geometry node. or maybe there are expressions to achieve this effect.
I'have seen in Max how different objects can be assigned the same relative UV size using the MapScale modifier. It's a great feature when creating UV masp for different objects, no need to use any checker pattern to adjust the UV sizes within each obj geometry.
When u want to render deep shadows the shadow shader fails to choose the good shadow map file, in case when auto generate deep shadow is turned on. At least seems to me. But when this auto generated deep shadow map is rendered to disk and u choose that again for the shadow shader its ok, provided u turn off auto generate shadow map. But this problem occurs only if u have the facet sop activated on the problematic area.
Seems now that the facet sop does something really stupid. Yeah. When I turn it off , everything is ok. But this previous problem drives deepshadow selection crazy.
I think I've found a bug. I've tested that on two computers. Win xp sp2. Houdini 8.1761
Description:
I have four spot lights, each with a light shader, using deep shadow map gen. On the frame where u create at first the shadow map somehow it does not know which shadow map to use (the shadow shader) After I manually choose the map previously generated it knows. Quite annoying.
Maybe I'm stupid, but it seems to be a bug anyway.