Oh, I didn't realize that the lock option needed to be set to save the geometry with a file. This one has the .ai file locked and also has a copy of the file in a .obj format, hopefully one will save with the file.
Thanks again!
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Houdini Indie and Apprentice » shatter geometry import
- steve.gaas
- 6 posts
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Houdini Indie and Apprentice » shatter geometry import
- steve.gaas
- 6 posts
- Offline
Hello,
I'm trying to get this simple text path import from .ai to shatter. I imported, polyextruded and beveled. Got points, then converted to poly's to make more shatters. But no action is happening. Can someone give me a hint as to what I'm missing?
Much thanks.
-steve
I'm trying to get this simple text path import from .ai to shatter. I imported, polyextruded and beveled. Got points, then converted to poly's to make more shatters. But no action is happening. Can someone give me a hint as to what I'm missing?
Much thanks.
-steve
Houdini Indie and Apprentice » newbie q - Help with Interpreting a template's network view
- steve.gaas
- 6 posts
- Offline
Hi everyone, first of all, I apologize for the length of this post..
I've been reading the manual for a few days now, and am trying to come to an understanding of the network in H9. I think I'm getting it, but I wanted to confirm my interpretations into a real life template that I downloaded from the internet to make sure I'm on the right path. From these network views (attached below) I can see that the author:
OBJ Context:
1.) Created a Deforming Rigid Body in the object container. This is done to organize the project and was accomplished via the TAB menu??? Not sure of which pane “Deforming RBD” sits. This might just be a label the author used to describe some other node he/she created in the object container. (Disregard error for now, still troubleshooting that as the scene aparently still works regardless of this condition)
And disregard the nodes on the bottom, I've been tinkering.
OBJ/DeformingRBD Context:
2.) In the Deforming RBD node, the author created a DOPNetwork from the TAB menu -> DOPNetwork. This is done to create an organization system to hold dynamic nodes, as dynamic nodes (Such as Gravity) could not be held in the Object container natively.
2.1) Not sure why the Sub-Network icons are here. Don't seem relevant at this time.
OBJ/DeformingRBD/DopNetwork Context:
3.) In the DopNetwork node, groundplane and torus and added to the scene. They were added here so that dynamic nodes could be applied to them, such as gravity.
3.1) torus node is a RBD object which has a SOP path (a path to Simple Operator like the torus) which is in the deformineggo node, which you can't tell from the screen cap. This is done to allow transformations to be applied to the Torus out of band, and take the resultant geometry and apply it as if it were a native torus SOP added in the network. similar to a symbolic link in unix-speak.
4.) Added a merge object to tie any behaviors (correct term?) below the merge node to each of the nodes attached to the North side of the merge.
4.1) In this case, gravity is applied to both the groundplane and torus.
5.) Then added an rbdsolver from the TAB menu to give H9 the ability to do the math for the variables the northbound behaviors added (in this case only Gravity). Without the rbdsolver node, gravity would seem to be useless I believe.
6.) The deforminggeo is some custom node the author created. Used TAB -> SOP Network to create this container for SOP Geometry pieces. Within this node is a Deform-Twist function beneath a torus object.
Thanks for any comments. I think I'm on the right path but I'm not sure if my understanding is entirely correct on all of the details. I'm trying to reverse-engineer other people's projects to learn the ins/outs of H9, and without a trainer, it's really all about reading the manual and working to gain an understanding.
I've been reading the manual for a few days now, and am trying to come to an understanding of the network in H9. I think I'm getting it, but I wanted to confirm my interpretations into a real life template that I downloaded from the internet to make sure I'm on the right path. From these network views (attached below) I can see that the author:
OBJ Context:
1.) Created a Deforming Rigid Body in the object container. This is done to organize the project and was accomplished via the TAB menu??? Not sure of which pane “Deforming RBD” sits. This might just be a label the author used to describe some other node he/she created in the object container. (Disregard error for now, still troubleshooting that as the scene aparently still works regardless of this condition)
And disregard the nodes on the bottom, I've been tinkering.
OBJ/DeformingRBD Context:
2.) In the Deforming RBD node, the author created a DOPNetwork from the TAB menu -> DOPNetwork. This is done to create an organization system to hold dynamic nodes, as dynamic nodes (Such as Gravity) could not be held in the Object container natively.
2.1) Not sure why the Sub-Network icons are here. Don't seem relevant at this time.
OBJ/DeformingRBD/DopNetwork Context:
3.) In the DopNetwork node, groundplane and torus and added to the scene. They were added here so that dynamic nodes could be applied to them, such as gravity.
3.1) torus node is a RBD object which has a SOP path (a path to Simple Operator like the torus) which is in the deformineggo node, which you can't tell from the screen cap. This is done to allow transformations to be applied to the Torus out of band, and take the resultant geometry and apply it as if it were a native torus SOP added in the network. similar to a symbolic link in unix-speak.
4.) Added a merge object to tie any behaviors (correct term?) below the merge node to each of the nodes attached to the North side of the merge.
4.1) In this case, gravity is applied to both the groundplane and torus.
5.) Then added an rbdsolver from the TAB menu to give H9 the ability to do the math for the variables the northbound behaviors added (in this case only Gravity). Without the rbdsolver node, gravity would seem to be useless I believe.
6.) The deforminggeo is some custom node the author created. Used TAB -> SOP Network to create this container for SOP Geometry pieces. Within this node is a Deform-Twist function beneath a torus object.
Thanks for any comments. I think I'm on the right path but I'm not sure if my understanding is entirely correct on all of the details. I'm trying to reverse-engineer other people's projects to learn the ins/outs of H9, and without a trainer, it's really all about reading the manual and working to gain an understanding.
Houdini Indie and Apprentice » About Houdini Particle work
- steve.gaas
- 6 posts
- Offline
Yeah, i've seen that tutorial. It's really good stuff. But there are a lot of small issues with the way that tutorial works. Like how H9 frames the picture with particles. You can't tell in his Tutorial, but there is a black border that particles will stick to on 2 sides that is not present in the original image. And if your image has an alpha, there are other issues as well. And the wind affects all particles, rather than only particles that I want to affect, like a wiping vertical destructor from left-right. I've got a lot I still need to learn!
Houdini Indie and Apprentice » About Houdini Particle work
- steve.gaas
- 6 posts
- Offline
Wow.. Your brain is huge I can tell.
I have the ideas pretty much solidified over the last few days of pondering. Now it's down to making them happen.
You've given me much to research. Thanks for the info. I will start tracking down some of the items you mentioned. I'm familiar with the switch, but need to read up on the group sop and pop as it relates to destruction of an image and/or geometry. H9's workflow is new to me, but it's a good way to do things I think. I'm just not confident on the network and connections yet, but will get there.
I'm sure I'll have many more specific questions later! Thanks again.
I have the ideas pretty much solidified over the last few days of pondering. Now it's down to making them happen.
You've given me much to research. Thanks for the info. I will start tracking down some of the items you mentioned. I'm familiar with the switch, but need to read up on the group sop and pop as it relates to destruction of an image and/or geometry. H9's workflow is new to me, but it's a good way to do things I think. I'm just not confident on the network and connections yet, but will get there.
I'm sure I'll have many more specific questions later! Thanks again.
Houdini Indie and Apprentice » About Houdini Particle work
- steve.gaas
- 6 posts
- Offline
Hi,
Sorry to piggy back off of this chain, but I've got a similar query. Two days ago I bought the Apprentice version of Houdini. I have some prior experience in C4D, and so far I'm really wondering why I've been wasting my time with that other app.
Being new to H9, can you give me any insight on how to :
“…just deteriorating the image and composting a animated ramp between layer a and then deteriorating particle version.”
I understand the concept, but I'm not sure of the method. I understand how to create a plane and set it to emit particles. I also understand how to make those particle infer colors from an original plate. But I don't get yet how to manipulate the particles and do an animated ramp between two layers (for lack of a better word, sorry still fuzzy.) C4D calls this an affector, but the logic is entirely different in H9.
My goal is to make various text and images blow away in a multitude of different ways (i.e., into sand, wind, clouds, etc…).
Not to carry on too much, but from what I've tried so far, it seems to me that the default behavior for images with an Alpha channel is to fill particles even within the transparent areas. So I'm hoping that the creation of the ramp might shed light on what I'm doing wrong.
Thanks a million.
Sorry to piggy back off of this chain, but I've got a similar query. Two days ago I bought the Apprentice version of Houdini. I have some prior experience in C4D, and so far I'm really wondering why I've been wasting my time with that other app.
Being new to H9, can you give me any insight on how to :
“…just deteriorating the image and composting a animated ramp between layer a and then deteriorating particle version.”
I understand the concept, but I'm not sure of the method. I understand how to create a plane and set it to emit particles. I also understand how to make those particle infer colors from an original plate. But I don't get yet how to manipulate the particles and do an animated ramp between two layers (for lack of a better word, sorry still fuzzy.) C4D calls this an affector, but the logic is entirely different in H9.
My goal is to make various text and images blow away in a multitude of different ways (i.e., into sand, wind, clouds, etc…).
Not to carry on too much, but from what I've tried so far, it seems to me that the default behavior for images with an Alpha channel is to fill particles even within the transparent areas. So I'm hoping that the creation of the ramp might shed light on what I'm doing wrong.
Thanks a million.
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