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Technical Discussion » Licensing issues (apprentice - winxp)
- talos72
- 112 posts
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I also have had exactly similar issues with re-installing of my Apprentice license. For some reason , the keys do not automatically take so I have to Manually instal them from Side Effects site. I check my license manager, and everything seems to be validated but when trying to start Houdini, I receive the same errors (“the License Server may not serve licenses” ). I also run Win XP pro. So it seems the issue has to do with Houdini license manager and Windows.
Technical Discussion » Stamping chop animation?
- talos72
- 112 posts
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I am not sure if you already tried this, but load the Copy CHOP example from the help browser. It uses the stamp function to vary animation for each copy and the result is sent back to SOPs using a Channel SOP. Hope this helps.
Technical Discussion » Baking out geo using Rop_geometry SOP in apprentice?
- talos72
- 112 posts
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Just checking, you can not bake out geo through rop_geometry SOP in Apprentice, right?
Houdini Lounge » The Great Divide in CG Facilities: Adapt or Die
- talos72
- 112 posts
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I do find it interesting that more and more software developers are trying to implement proceduralism and node based tools (usually as an after thought on top of an architecture that doesn't really support it) while Houdini has always been a procedural system from ground up. In some ways, other software companies are playing catchup.
Yes, using and creating digital assets can save your butt during tight production schedules and Houdini is ahead of the game in that department with OTLs. That's simply the truth.
I take using nodes to creates assets over scripting everything if I can help it. 8)
Yes, using and creating digital assets can save your butt during tight production schedules and Houdini is ahead of the game in that department with OTLs. That's simply the truth.
I take using nodes to creates assets over scripting everything if I can help it. 8)
Technical Discussion » shader sop question
- talos72
- 112 posts
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Technical Discussion » shader sop question
- talos72
- 112 posts
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Sorry about that…by compliment I meant using the Combine tab. Ok, first pick all the poly faces you want in one group and name that group. You should see the primitive numbers in the pattern parameter just to make sure the group has the polygons you want.
Next go to the Combine tab, in the box on the left type the name of the new group which will be the compliment of the original group (contain the rest of the polys not originally picked). Then click the button in the middle to get the “exclamation” sign to appear (it is actually the logical NOT sign, if you are familiar with programming logic). Finally, in the box on the right type the first group's name. Now in one Group SOP you have created two complimentary groups.
If you want to create groups that are not necessarily compliments, just keep adding new Group SOPs down the same chain (each containing the specific polygons you want). In your example, first Group SOP has polys 1 and 2, then wire that SOP into a second Group SOP which will contain polys 5 and 6.
In either case, once you make your groups, then you can assign them shaders again by adding Shader SOPs down the same chain, each referencing a different group up the chain.
Next go to the Combine tab, in the box on the left type the name of the new group which will be the compliment of the original group (contain the rest of the polys not originally picked). Then click the button in the middle to get the “exclamation” sign to appear (it is actually the logical NOT sign, if you are familiar with programming logic). Finally, in the box on the right type the first group's name. Now in one Group SOP you have created two complimentary groups.
If you want to create groups that are not necessarily compliments, just keep adding new Group SOPs down the same chain (each containing the specific polygons you want). In your example, first Group SOP has polys 1 and 2, then wire that SOP into a second Group SOP which will contain polys 5 and 6.
In either case, once you make your groups, then you can assign them shaders again by adding Shader SOPs down the same chain, each referencing a different group up the chain.
Technical Discussion » shader sop question
- talos72
- 112 posts
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Ok, here may be a solution.
I took a polybox, created one group with 2 poly faces, then in the same group node under the compliment tab I created a second group, I put the other 4 faces in a second group. Then wired the group sop into the first shader sop with one shader and finally wired the same shader sop into a second shader sop with using a different shader. Each shader sop was applied to a different group. When rendered, its seemed the groups retain shader properties correctly. All in one chain.
You may want to keep your network as one chain, instead of branching the model into groups and merging them. The merge sop may be causing the problems….the UV's can get tweaked once the poly groups are merged. Anyhow, try creating your groups first in a single chain and then assign them shaders down the same chain.
I took a polybox, created one group with 2 poly faces, then in the same group node under the compliment tab I created a second group, I put the other 4 faces in a second group. Then wired the group sop into the first shader sop with one shader and finally wired the same shader sop into a second shader sop with using a different shader. Each shader sop was applied to a different group. When rendered, its seemed the groups retain shader properties correctly. All in one chain.
You may want to keep your network as one chain, instead of branching the model into groups and merging them. The merge sop may be causing the problems….the UV's can get tweaked once the poly groups are merged. Anyhow, try creating your groups first in a single chain and then assign them shaders down the same chain.
Edited by - June 13, 2005 13:46:03
Technical Discussion » randomizing size of spheres copied onto particles
- talos72
- 112 posts
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Houdini Lounge » New great laptop
- talos72
- 112 posts
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Not gonna be running linux on the notebook. what specific issues have people been having with ATI? Open GL issues? Crashes?…
I just checked the m70 prices….insane! No way I would pay that price for a notebook.
I just checked the m70 prices….insane! No way I would pay that price for a notebook.
Technical Discussion » Looping sprites
- talos72
- 112 posts
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Also, you should be able to use some form of modulus expression in the string parameter of the shader. I have seen this done before for various effects.
Houdini Lounge » New great laptop
- talos72
- 112 posts
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Anyone tested any of the new notebooks running an ATI's? Unless I pay upwards of 4k for the likes of Boxx or Alienware, it seems all the notebooks I see (HP, Toshiba,etc.) at the local stores run on ATI's.
So, wanted to get some feedback given the laptop thread.
So, wanted to get some feedback given the laptop thread.
Technical Discussion » Suppress Rule and State POPs
- talos72
- 112 posts
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Anyone have any good examples of how the State and Suppress POP are used? I have been playing around with them, especially the Suppress POP. Now when you set say Position parameter to 1 in Suppress POP that means it should instantly stop incomming particle groups from moving, suspended? But it doesn't seem to work as I expect it…any ideas?
Thanks
Thanks
Technical Discussion » What wrong with Collision POP ?
- talos72
- 112 posts
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I assume you just added numhit attribute to any particle colliding with the boundary and then using the Group POP and a rule $NUMHIT > 0 and killed the group?
Ya, the collision POP is not full proof yet….
Ya, the collision POP is not full proof yet….
Houdini Lounge » Laptop recommendations for Houdini?
- talos72
- 112 posts
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after long research…best bets are either Boxx or Alienware notebooks. They have the surefire specs to run Houdini…at a hefty price. So start saving up. :roll:
Houdini Lounge » Understanding Houdini
- talos72
- 112 posts
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is houdini worth the buy ie can I pick up the scripting and other technical parts of Houdini with a bit of hardwork(the biggest problem I face,since I come from max, is that I either cannot find the method to do something I visualize or if I have to code it myself ,I am at a loss words(no pun intended)) ?
Going back to the original question, I too come from a traditional background. My coding knowledge was limited, but I was able to get around houdini fine. The truth is that you can get plenty done with Houdini wihtout coding. However, what I have learned is that your life would be easier if you are familiar with the logic of computer programming and have an understading of math, specifically linear algebra and some trig.
When you want to become a more advanced user, you will realize you need to understand such things as vector mathematics. vectors play a big part in Houdini as far as tranfer of values or what not, like in attributes. If you want to build shaders or lighting networks, then you definitly need to know vector math to some level. Also, if you want to get into VOPs down the road, you will have to learn about for loops, if loops and quaternions. These are programming and math concepts which are prevalent in VOPs, albeit visually. Some people can pick up this stuff purely by playing with Houdini, but others with programming background VOPs is much easier to pick up.
But in reality, if you are willing to learn, then your options are much bigger. My 2 cents. 8)
Houdini Lounge » Laptop recommendations for Houdini?
- talos72
- 112 posts
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That HP Compaq NX9500 seems to have the right specs….I'll see if the local Best Buy carries it. Thanks for the link! 8)
Houdini Lounge » Laptop recommendations for Houdini?
- talos72
- 112 posts
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Ya…I was checking the HPs. Unfortunately, the new models are comming out and for some reason both Toshiba and HP notebooks have switched to ATI cards from Nvidia. I have a feeling ATIs will be problems with Houdini. I guess I will have to save up for an Alienware or something….unless I find a deal on a refurbished notebook with Nvidia.
Houdini Lounge » Laptop recommendations for Houdini?
- talos72
- 112 posts
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I have been interested in buying a laptop soon…obviously, I want to be able to run Houdini and other graphics apps on it.
Any recommendations? Also what kind of specs would I need for a notebook to run Houdini? The Alienware computers are way too expensive, and want to know if I can close the deal for around $2,000 or under…
I was looking at Toshiba Satellites (nice specs), but they all have integrated ATI cards. ATI cards have been known to have issues with Houdini, unless someone has experienced otherwise.
Any thought or inputs is appreciated.
Any recommendations? Also what kind of specs would I need for a notebook to run Houdini? The Alienware computers are way too expensive, and want to know if I can close the deal for around $2,000 or under…
I was looking at Toshiba Satellites (nice specs), but they all have integrated ATI cards. ATI cards have been known to have issues with Houdini, unless someone has experienced otherwise.
Any thought or inputs is appreciated.
Technical Discussion » woodplank VEX shader
- talos72
- 112 posts
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Rest SOP won't help you with uv's, only patterns that need “P” position.
Jeff, can you explain how that works? Why wouldn't Rest Position SOP work with uv, and are you saying that only procedural textures and shaders work with Rest Position SOP?
Thanks
Technical Discussion » Editing VOPnet codes?
- talos72
- 112 posts
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Basic question:
How do you edit VOPnet codes? I can view the code, but how can I have the code open formatted in an editor. cutting and pasting into word pad is ugly…also how do you apply the edited code back into the VOPnet?
Thanks
How do you edit VOPnet codes? I can view the code, but how can I have the code open formatted in an editor. cutting and pasting into word pad is ugly…also how do you apply the edited code back into the VOPnet?
Thanks
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