I have one more question…I like the way the velocity attribute get mapped to the Cd attribute via the volumetrail SOP. I'd like to modify the way this mapping happens…What is the best way to do that?
When I look at the volumetrail SOP, I don't see a velocity attribute being created, so not sure how I would go about modifying it?
Thanks!
Found 86 posts.
Search results Show results as topic list.
Houdini Learning Materials » Magnetic field tutorial - last step
- rurik2000
- 87 posts
- Offline
Houdini Learning Materials » Magnetic field tutorial - last step
- rurik2000
- 87 posts
- Offline
Oops, sorry, for some reason that image was taking a long time to load, now I see it!
Thanks
Thanks
Houdini Learning Materials » Magnetic field tutorial - last step
- rurik2000
- 87 posts
- Offline
Hmm, I just looked twice and I don't see any attachment…
Am I missing something?
Thanks again
Am I missing something?
Thanks again
Houdini Learning Materials » Magnetic field tutorial - last step
- rurik2000
- 87 posts
- Offline
Thanks, that is the right interpretation, but to formulate the question more precisely, how do you randomize the pole values?
Thanks!
Thanks!
Houdini Learning Materials » Magnetic field tutorial - last step
- rurik2000
- 87 posts
- Offline
Hello
I've dropped out of Houdini for a version or two, and am now trying to create an effect as described in the following tutorial
http://pepefx.blogspot.com/2015/08/how-to-create-magnetic-vector-field-in.html [pepefx.blogspot.com]
However I get stuck at the last step where the author suggests randomizing the f@pole attribute to create a more “sun” like magnetic field.
I assume this is done in an attribute wrangle SOP, but I'm not sure what the syntax would be?
Thanks for any pointers
I've dropped out of Houdini for a version or two, and am now trying to create an effect as described in the following tutorial
http://pepefx.blogspot.com/2015/08/how-to-create-magnetic-vector-field-in.html [pepefx.blogspot.com]
However I get stuck at the last step where the author suggests randomizing the f@pole attribute to create a more “sun” like magnetic field.
I assume this is done in an attribute wrangle SOP, but I'm not sure what the syntax would be?
Thanks for any pointers
Houdini Lounge » "AF" keeps updating
- rurik2000
- 87 posts
- Offline
I'm rendering a series of hip files from a dropbox folder, and I keep getting notifications that my “AF” file is being updated. It seems like Houdini has an Af file at the hip level…I am rendering out an Af plane, but why would there be a single Af file constantly updating at the hip level?
Thanks
Alex
Thanks
Alex
Work in Progress » Shadow morph freebie
- rurik2000
- 87 posts
- Offline
Houdini Lounge » Non Square UV's
- rurik2000
- 87 posts
- Offline
Thanks for the replies.
UV transform is not really what I'm after….
Let me try to explain it like this :
In certain cases you have to work with UV's not based on an optimum layout for the geometry but an optimum layout for the content you are placing on it.
In my case I have a fairly specific 3k image map that has various areas of interest. These areas of interest relate to the way the polygons on my geometry will actually display them.
So for example I have a series of polygons that need to be very concentrated to the left, another series that needs to be looser on the top, and a series of one polygons that need to take in 1 pixel slices on the left.
This is just the nature of the image map and of the actual surface.
In Bodypaint 3d, the workflow is based on the image map. So if I bring in a 3k image, it will show me my UV space relative to this image, since this image is being mapped to the entire geometry.
I'm sure that what is really happening is that the UV's are in fact just being displayed like that for convenience, but then being squeezed back into the typical unit square space.
However the possibility of working within the 3k domain is extremely handy, because I can, for example, export my UV outline to Photoshop and check that, to the pixel, my Uv's match the specific parts of the image map I'm trying to match.
Doing this in 0 to 1 space is the right thing to do, but being stuck to working visually in the 0 to 1 space is not convenient in this case at all….My reference image map is being squeezed to fit, and accurately placing my Uv's is made much more difficult…
Hope this makes any kind of sense…
Thanks
Alex
UV transform is not really what I'm after….
Let me try to explain it like this :
In certain cases you have to work with UV's not based on an optimum layout for the geometry but an optimum layout for the content you are placing on it.
In my case I have a fairly specific 3k image map that has various areas of interest. These areas of interest relate to the way the polygons on my geometry will actually display them.
So for example I have a series of polygons that need to be very concentrated to the left, another series that needs to be looser on the top, and a series of one polygons that need to take in 1 pixel slices on the left.
This is just the nature of the image map and of the actual surface.
In Bodypaint 3d, the workflow is based on the image map. So if I bring in a 3k image, it will show me my UV space relative to this image, since this image is being mapped to the entire geometry.
I'm sure that what is really happening is that the UV's are in fact just being displayed like that for convenience, but then being squeezed back into the typical unit square space.
However the possibility of working within the 3k domain is extremely handy, because I can, for example, export my UV outline to Photoshop and check that, to the pixel, my Uv's match the specific parts of the image map I'm trying to match.
Doing this in 0 to 1 space is the right thing to do, but being stuck to working visually in the 0 to 1 space is not convenient in this case at all….My reference image map is being squeezed to fit, and accurately placing my Uv's is made much more difficult…
Hope this makes any kind of sense…
Thanks
Alex
Houdini Lounge » Non Square UV's
- rurik2000
- 87 posts
- Offline
Here is what I'm trying to do…
I have a surface that has polygons that need to be individually assigned UV's
However these UV's need to be assigned based on an image map that is of 3k resolution, and has an aspect ratio of about 2:1.
The way I work in Bodypaint is that I bring in my texture, and see it in native resolution. I then move my UV polygons around until they match the desired location on the image map.
In Houdini, if I bring in an image map in UV view, it gets mapped to a square. This makes placing my UV's properly quite complicated because the 3k image map is squeezed…
Does this make sense?
Thanks!
Alex
I have a surface that has polygons that need to be individually assigned UV's
However these UV's need to be assigned based on an image map that is of 3k resolution, and has an aspect ratio of about 2:1.
The way I work in Bodypaint is that I bring in my texture, and see it in native resolution. I then move my UV polygons around until they match the desired location on the image map.
In Houdini, if I bring in an image map in UV view, it gets mapped to a square. This makes placing my UV's properly quite complicated because the 3k image map is squeezed…
Does this make sense?
Thanks!
Alex
Houdini Lounge » Non Square UV's
- rurik2000
- 87 posts
- Offline
I guess what I'm asking is if it is possible to view UV's in the UV viewport in a non-square form…I don't need tiling, just a rectangular 3 to 1 aspect ratio on which I want to lay my UV's without having to fit everything in a square…It feels like any other UV layout app can do that…
What am I missing?
Thanks
Alex
What am I missing?
Thanks
Alex
Houdini Lounge » Non Square UV's
- rurik2000
- 87 posts
- Offline
Hello
I'm a bit confused about the UV process in Houdini. I come from a BodyPaint background, where I can bring in a texture of any size, and lay my UV's on top of it.
In Houdini it seems that the texture needs to be contained inside of the Unit Square and then gets stretched onto the appropriate location on the geometry.
Is there anyway to actually view a non square texture in the UV view?
Thanks
Alex
I'm a bit confused about the UV process in Houdini. I come from a BodyPaint background, where I can bring in a texture of any size, and lay my UV's on top of it.
In Houdini it seems that the texture needs to be contained inside of the Unit Square and then gets stretched onto the appropriate location on the geometry.
Is there anyway to actually view a non square texture in the UV view?
Thanks
Alex
Houdini Lounge » Forces fighting each other on particles
- rurik2000
- 87 posts
- Offline
I'm trying to accomplish a typical morph between two objects using scattered points and an attractor POP.
All works fine, until I try to add an additional force to the mix to have the particle stream travelling from point A to point B be a bit more irregular.
For example if I add Curl Noise, my particle stream never makes it to the attractor as it seems the noise force takes over.
What is a good way to combine forces but give one force priority over the others?
Thanks
All works fine, until I try to add an additional force to the mix to have the particle stream travelling from point A to point B be a bit more irregular.
For example if I add Curl Noise, my particle stream never makes it to the attractor as it seems the noise force takes over.
What is a good way to combine forces but give one force priority over the others?
Thanks
Houdini Lounge » Scatter points on Font SOP?
- rurik2000
- 87 posts
- Offline
Houdini Lounge » Scatter points on Font SOP?
- rurik2000
- 87 posts
- Offline
If I scatter a bunch of points on a Font SOP, even if I pipe it through an extrude SOP, the points end up appearing in places where they shouldn't, as if there was geometry in places it is not seen.
For example if I use a C, there will be points “inside” the C….
Is there anything particular about the font SOP that causes this?
Thanks
AC
For example if I use a C, there will be points “inside” the C….
Is there anything particular about the font SOP that causes this?
Thanks
AC
Houdini Lounge » Maya Vray to Houdini
- rurik2000
- 87 posts
- Offline
Hello
Does anybody have tips on getting a Maya Vray material baked out for use in Houdini?
Thanks
Alex
Does anybody have tips on getting a Maya Vray material baked out for use in Houdini?
Thanks
Alex
Houdini Lounge » Tx Toolkit
- rurik2000
- 87 posts
- Offline
Vimeo is only good if you have a Pro account, if not the videos will not be HD and harder to look at than QuickTimes…
Alex
Alex
Houdini Indie and Apprentice » Color Attribute transfer on grid is "soft"
- rurik2000
- 87 posts
- Offline
Thanks, that makes sense…
However in http://www.sidefx.com/index.php?option=com_content&task=view&id=877&Itemid=261 [sidefx.com] this tutorial there is no need for an attribute promote, he seems to only to have to change the grid from polygon to nurbs to switch between a soft and a “hard” interpolation of colors…
Could something have changed since H9 in that respect?
Thanks
Alex
However in http://www.sidefx.com/index.php?option=com_content&task=view&id=877&Itemid=261 [sidefx.com] this tutorial there is no need for an attribute promote, he seems to only to have to change the grid from polygon to nurbs to switch between a soft and a “hard” interpolation of colors…
Could something have changed since H9 in that respect?
Thanks
Alex
Houdini Indie and Apprentice » Color Attribute transfer on grid is "soft"
- rurik2000
- 87 posts
- Offline
Hello
I'm trying to transfer a Cd attribute to a grid based on a Line SOP. However I can't seem to have the colors fill only polygons, creating mosaic type fill, they seem to only want to blend with the entire grid. My grid is made of polys, and my blend mode is set to the minimum for the colors to transfer inside my Attributetransfer SOP.
What am I missing?
Thanks
Alex
I'm trying to transfer a Cd attribute to a grid based on a Line SOP. However I can't seem to have the colors fill only polygons, creating mosaic type fill, they seem to only want to blend with the entire grid. My grid is made of polys, and my blend mode is set to the minimum for the colors to transfer inside my Attributetransfer SOP.
What am I missing?
Thanks
Alex
Houdini Indie and Apprentice » Clean point distribution on a Font SOP?
- rurik2000
- 87 posts
- Offline
I want to have a line copied to points on this font SOP to create a form of extruded font but based on lines, not on a poly face.
It seemed to me that the easiest way to do this would be to have clearly distributed points on the font so the lines would copy nicely.
Does that make sense?
It seemed to me that the easiest way to do this would be to have clearly distributed points on the font so the lines would copy nicely.
Does that make sense?
Houdini Indie and Apprentice » Clean point distribution on a Font SOP?
- rurik2000
- 87 posts
- Offline
Yeah, the resample is really messy…Even if I make the Font SOP Bezier only, it really messes up the shape and does not provide a uniform alignment of points…
If anybody is familiar with it, what I'm looking for is the equivalent of C4d's “Uniform” distribution of points on a Spline.
Thanks
Alex
If anybody is familiar with it, what I'm looking for is the equivalent of C4d's “Uniform” distribution of points on a Spline.
Thanks
Alex
-
- Quick Links