Hi guys.
I knew
viewdispset -s shade_wire
can set the shading mode.
But How can I get the current shading mode.
I can't find any command about it.
Thanks for help.
Tony
Found 55 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Script get current shading mode
- sisqosnew
- 57 posts
- Offline
Technical Discussion » Python Enable Select Tool
- sisqosnew
- 57 posts
- Offline
OK. Finally.
I got the key point.
HScript is important to work with python.
Lots of functions rely on hScript.
Thanks for hScript.
The only thing is where I can find information of kwarg.
Tony
I got the key point.
HScript is important to work with python.
Lots of functions rely on hScript.
Thanks for hScript.
The only thing is where I can find information of kwarg.
Tony
Technical Discussion » Python Enable Select Tool
- sisqosnew
- 57 posts
- Offline
Technical Discussion » Share Your Houdini Modeling Experience.
- sisqosnew
- 57 posts
- Offline
Finally, I must say thank you for your opinions.
I posted 3 questions. Two solved by myself.
One is solved with you.
(1)About viewport subdivision
I share my solution about the subdivision.
I wrote a simple script to switch subdivision. Subdivision Node offers better result and speed. Therefore, I've done this. You can watch it through the link:
https://www.youtube.com/watch?v=qshkgwz8YKs&feature=youtu.be [youtube.com]
(2)Question about deleting N in vertex
If I delete N in vertex, does it take any bad influence to the model? If yes, how do you handle it?
It's really funny, when you talked about some nodes without vertex normals.
Thank you
Tony
I posted 3 questions. Two solved by myself.
One is solved with you.
(1)About viewport subdivision
I share my solution about the subdivision.
I wrote a simple script to switch subdivision. Subdivision Node offers better result and speed. Therefore, I've done this. You can watch it through the link:
https://www.youtube.com/watch?v=qshkgwz8YKs&feature=youtu.be [youtube.com]
(2)Question about deleting N in vertex
If I delete N in vertex, does it take any bad influence to the model? If yes, how do you handle it?
It's really funny, when you talked about some nodes without vertex normals.
Thank you
Tony
Technical Discussion » Share Your Houdini Modeling Experience.
- sisqosnew
- 57 posts
- Offline
Hi everyone.
I'm learning and modeling a car with Houdini. I met some issues.
I need your experience for suggestions.
(CPU:i7 970 GPU:GTX960 OS: WIN10 H:15.0.347)
(1) Viewport Subdivision is very very slow and useless. Therefore, I use subdivision operator, but I must switch subdivision manually between operators. It's not efficient. What is your solution?
(2) Doing Symmetry Modeling, I always leave “Mirror” operator at the end of the stream. What is your solution about it?
(3) I knew someone has developed a modeling plugin for H15. How do you select operators quickly? I always type keywords.
(4) After a long process, there are operators in network(see Image 001). How do you handle these nodes? Or I should export models of each critical step and load them back in Houdini. Then, continue the new process?
(5) When modeling, the normal often looks like Image 002. I have to use lots of “Normal” operator to fix. How do you handle it? Especially, Polycap always makes a weird mesh.
Thanks for your sharing and help.
Happy New Year
Tony
I'm learning and modeling a car with Houdini. I met some issues.
I need your experience for suggestions.
(CPU:i7 970 GPU:GTX960 OS: WIN10 H:15.0.347)
(1) Viewport Subdivision is very very slow and useless. Therefore, I use subdivision operator, but I must switch subdivision manually between operators. It's not efficient. What is your solution?
(2) Doing Symmetry Modeling, I always leave “Mirror” operator at the end of the stream. What is your solution about it?
(3) I knew someone has developed a modeling plugin for H15. How do you select operators quickly? I always type keywords.
(4) After a long process, there are operators in network(see Image 001). How do you handle these nodes? Or I should export models of each critical step and load them back in Houdini. Then, continue the new process?
(5) When modeling, the normal often looks like Image 002. I have to use lots of “Normal” operator to fix. How do you handle it? Especially, Polycap always makes a weird mesh.
Thanks for your sharing and help.
Happy New Year
Tony
Houdini Lounge » Is it possible set hotkey with Python as NUKE
Houdini Lounge » Is it possible set hotkey with Python as NUKE
Houdini Lounge » Is it possible set hotkey with Python as NUKE
- sisqosnew
- 57 posts
- Offline
Hi,
I had a question:
Is it possible set hotkey with Python as NUKE in Houdini?
We knew we can customize the hotkey with menu.py in NUKE to overwrite or create one.
Thank you.
Cheers
Tony
I had a question:
Is it possible set hotkey with Python as NUKE in Houdini?
We knew we can customize the hotkey with menu.py in NUKE to overwrite or create one.
Thank you.
Cheers
Tony
Houdini Lounge » Is it possible to set hotkey for Lasso Picking
- sisqosnew
- 57 posts
- Offline
OK, I've done what you mentioned, but…
It shows Couldn't find hotkey symbol.
Any idea?
or is there another way to switch the picking mode.
This is good news.
Shift+Ctrl+Alt to get the command in the hotkey manager.
Thank you for the tip.
Tony
It shows Couldn't find hotkey symbol.
Any idea?
or is there another way to switch the picking mode.
This is good news.
Shift+Ctrl+Alt to get the command in the hotkey manager.
Thank you for the tip.
Tony
Houdini Lounge » Is it possible to set hotkey for Lasso Picking
- sisqosnew
- 57 posts
- Offline
HI,
I have a simple question:
Is it possible to set hotkey for Lasso Picking?
Thanks for helping
Cheers.
Tony
I have a simple question:
Is it possible to set hotkey for Lasso Picking?
Thanks for helping
Cheers.
Tony
Technical Discussion » Group Flip Particles
- sisqosnew
- 57 posts
- Offline
I want to control two Flip Source separately. Two Pop Group nodes are used to group two sources (red nodes) as GP1 and GP2. Two groups can't be inherited after Flip Solver. Copy Data Node (yellow node) is used to copy GP1 and GP2 back. Wind Force node only affects the group,GP2. GP1 will not be affected by any force.
Actually, the network didn't work as what I expected.
So, what's wrong with the network?
I need some suggestions to hit my head.
Thank you.
Tony
Actually, the network didn't work as what I expected.
So, what's wrong with the network?
I need some suggestions to hit my head.
Thank you.
Tony
Technical Discussion » Shape the fluid
- sisqosnew
- 57 posts
- Offline
PradeepBarua
Reseeding does that. It's under Particle Motion>Reseeding.
I've read the help about reseeding. It can help to represent the shape of the fluid surface. I've tried each parameter to understand how it works. Actually, I didn't get its idea yet.
Could you share your experience about using Reseeding?
Thank you.
Tony
Technical Discussion » Shape the fluid
- sisqosnew
- 57 posts
- Offline
Joker386
You can use “Particle Separation” option in the FlipSolver :wink:
Flip Solver parameters –> Particle Motion –> Separation –> Turn On “Apply Particle Separation” and increase “Separation Scale” value 8)
The option is good to improve the problem, but the particles easily pass through the collision object. I edit the collision object to increase the thickness. Some particles still spilled out of the collision object. I used Sink Object to delete them.
How do you figure out? or suggestions?
Thank you.
Technical Discussion » Shape the fluid
- sisqosnew
- 57 posts
- Offline
Hi, everyone,
I'm trying to make the fluid to fit the shape I want.
I found that the entrance is narrow (the red part) at the bottom to make particles not fill the entire shape.
The orange part has no enough of particles.
My solution is to add a wind force with Sin Expression to make the particles swim left and right circularly. It helps a bit, but not much.
So, I need some suggestions and directions.
Thanks
Tony
I'm trying to make the fluid to fit the shape I want.
I found that the entrance is narrow (the red part) at the bottom to make particles not fill the entire shape.
The orange part has no enough of particles.
My solution is to add a wind force with Sin Expression to make the particles swim left and right circularly. It helps a bit, but not much.
So, I need some suggestions and directions.
Thanks
Tony
Technical Discussion » Controls Flip Particle Collision
- sisqosnew
- 57 posts
- Offline
Yeah, you're right and great.
It works very well.
My mistake was that I didn't know which kind of the collision I used.
Thank you.
You really really gave me a big hand.
Tony
It works very well.
My mistake was that I didn't know which kind of the collision I used.
Thank you.
You really really gave me a big hand.
Tony
Technical Discussion » Controls Flip Particle Collision
- sisqosnew
- 57 posts
- Offline
Hi,
In the image P5.jpg, I created a geometry to shape the fluid. The particle flows along the geometry. The effect is made by Collision.
My question is coming. I didn't find a workable parameter to disable the collision effect. I need a parameter to set keyframe to stop the collision at a specific frame.
This video is my reference at 01:06 as shown in P4.jpg.
https://vimeo.com/12278051 [vimeo.com]
In the image, there is a geometry to guide the liquid and then disappears. I want to use similar concept for the current shot.
Thanks for your suggestion and help.
Tony
In the image P5.jpg, I created a geometry to shape the fluid. The particle flows along the geometry. The effect is made by Collision.
My question is coming. I didn't find a workable parameter to disable the collision effect. I need a parameter to set keyframe to stop the collision at a specific frame.
This video is my reference at 01:06 as shown in P4.jpg.
https://vimeo.com/12278051 [vimeo.com]
In the image, there is a geometry to guide the liquid and then disappears. I want to use similar concept for the current shot.
Thanks for your suggestion and help.
Tony
Houdini Lounge » Online Upload Quality!
- sisqosnew
- 57 posts
- Offline
In our company for uploading.
Youtube Requirement
Better Resolutions: 1920x1080 1280x720 (16:9) 720x540(4:3)
Pixel Ratio: 1 (important)
Codec: H264(MP4) or MOV(H264) with the max data rate.
Youtube Requirement
Better Resolutions: 1920x1080 1280x720 (16:9) 720x540(4:3)
Pixel Ratio: 1 (important)
Codec: H264(MP4) or MOV(H264) with the max data rate.
Houdini Lounge » Why is Houdini difficult to learn in my experience
- sisqosnew
- 57 posts
- Offline
I've learned the procedural modeling. It's amazing to go back to fix the shape or the relationship between the different objects. For example, changing the thickness. If the history was deleted, there is no chance to adjust the thickness in Maya. Houdini can integrate all together to make fantastic jobs without any plugins like NUKE.
Thank you all.
Thank you all.
Technical Discussion » Q: Flipsolver transfer the Point Colors to Fluid Object
- sisqosnew
- 57 posts
- Offline
Hi, I'm trying to mix flip colors.
Before H13, old Popsolver can transfer Cd to particles.
In H13, new popsolver can't do in this way.
I think I might take the Fluid Source from SOP and transfer Cd to particles, but it didn't work.
My Question is:
How does transfer Cd to color Flip Fluid Object? or any suggestion.
Thank you.
Tony
Before H13, old Popsolver can transfer Cd to particles.
In H13, new popsolver can't do in this way.
I think I might take the Fluid Source from SOP and transfer Cd to particles, but it didn't work.
My Question is:
How does transfer Cd to color Flip Fluid Object? or any suggestion.
Thank you.
Tony
Houdini Lounge » Why is Houdini difficult to learn in my experience
- sisqosnew
- 57 posts
- Offline
-
- Quick Links