i need to export a camera from a stage to nuke.
nukes usd doesnt support cameras,how can i export a camera from usd to fbx or abc
Found 86 posts.
Search results Show results as topic list.
Technical Discussion » how to export abc or fbx camera from solaris
- thexon
- 86 posts
- Offline
Houdini Indie and Apprentice » How to return the highest value in a point attribute?
- thexon
- 86 posts
- Offline
tamteomg thanks,needed this
you can use AttributePromote SOP to promote maximum of point attribute to detail attribute, then access it with detail() expression
Technical Discussion » how do i write "and" in an expression
- thexon
- 86 posts
- Offline
Technical Discussion » how do i write "and" in an expression
- thexon
- 86 posts
- Offline
I want to make it so the expression is @Cd.r > 0.7 and @Cd.r <0.3
and while we are at it,what uis “or”
and while we are at it,what uis “or”
Technical Discussion » how do i import a py file from 3dequalizer
- thexon
- 86 posts
- Offline
hey,3dequlaizer gives me a py file as a houdini output,how do i import it into houdini
Technical Discussion » getting diffferent points to read different chops using vex
- thexon
- 86 posts
- Offline
I have a chop network that has multiple chops named output0,output1,output2,output3 and so on.
i then have a wrangle sop that should ideally use a chop vex function to read in the channels from the chops.
using the itoa and the concat vex functions ,the string names uses the point numbers in such a way that point number 0 should read the output0 chop,point number 2 should rwead the output 2 chop,and so on and so forth.
this works in theory but in reality houdini uses only point number 0.
i dont know if its a bug,or it is something i am missing.
kindly take a look at the attached hip file
i then have a wrangle sop that should ideally use a chop vex function to read in the channels from the chops.
using the itoa and the concat vex functions ,the string names uses the point numbers in such a way that point number 0 should read the output0 chop,point number 2 should rwead the output 2 chop,and so on and so forth.
this works in theory but in reality houdini uses only point number 0.
i dont know if its a bug,or it is something i am missing.
kindly take a look at the attached hip file
Work in Progress » apuoyo
Work in Progress » apuoyo
- thexon
- 86 posts
- Offline
this is the hip file and the rabbit geo file
this is the link to the hip file
https://drive.google.com/open?id=1ehaiVpXJ4Ye_4GGERYufJFvkh0i3-JAY [drive.google.com]
this is the link to the hip file
https://drive.google.com/open?id=1ehaiVpXJ4Ye_4GGERYufJFvkh0i3-JAY [drive.google.com]
Work in Progress » apuoyo
- thexon
- 86 posts
- Offline
Work in Progress » apuoyo
- thexon
- 86 posts
- Offline
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- thexon
- 86 posts
- Offline
eetuoh my god,i spent two days trying to get this effect,didnt think of a solution as elegant as yours…
Here you go:
if you are ever in kenya,i will buy a beer…and a pet lion
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- thexon
- 86 posts
- Offline
Anti-Distinctlymintyhez mine
Eetu,
If we ever meet, I'm going to kiss you. You have been warned.
Technical Discussion » i love vops but hate vex
- thexon
- 86 posts
- Offline
i am very concerned as to how vexy houdini is getting,i wish to alwsys do what is done in vex with vops
Technical Discussion » Trying to manipulate orient
- thexon
- 86 posts
- Offline
always wished there was a more straightforward method of getting rotations to points than orient.
orient is a vector4 attribute,randomizing one axis is easy,but trying out anything more sophistcited(e.g animating point rotations is hard)
orient is a vector4 attribute,randomizing one axis is easy,but trying out anything more sophistcited(e.g animating point rotations is hard)
Houdini Learning Materials » How can I restart a pyro sim from the last .sim file?
- thexon
- 86 posts
- Offline
PradeepBaruahwy i want to continue a cloth sim ,from the last frame of my files,how do i go about doing this?
It will work from anywhere if have wrote down required sim data to disk.
Technical Discussion » cloth object wont read animated attributes
- thexon
- 86 posts
- Offline
the cloth object reads the geo only on the creation frame,
this means animated attributes cannot be used,
this is a major limitation.
this means animated attributes cannot be used,
this is a major limitation.
Houdini Lounge » Redshift3D adds support for Houdini 16.5
- thexon
- 86 posts
- Offline
Technical Discussion » how do you get white hairs in houdini 16
- thexon
- 86 posts
- Offline
Technical Discussion » what are the advantages of generating hair/fur in mantra rather than using sops
- thexon
- 86 posts
- Offline
Technical Discussion » what are the advantages of generating hair/fur in mantra rather than using sops
- thexon
- 86 posts
- Offline
the hair / fur default workflow generates geometry in mantra rather than use the sop during rendering.
this method has many disdvantages.
1: if your guide groom nodes display is off…the hair generate will not render
2: it is very buggy,i have had many scenarios where relatively light hair (less than a thousand strands)took hours to render,i also have had scenarios where the hair is visible in the viewport yet will not appear in the final render
all these problems i easily solved by choosing the “use SOP geometry ” button on the hair generate node…
my question is why is this not the default,
seeing as it is more stable and faster?
why would anyone prefer the mantra fur procedural method?…what advantages does it have or what scenarios would using it be preferential…thhanks
this method has many disdvantages.
1: if your guide groom nodes display is off…the hair generate will not render
2: it is very buggy,i have had many scenarios where relatively light hair (less than a thousand strands)took hours to render,i also have had scenarios where the hair is visible in the viewport yet will not appear in the final render
all these problems i easily solved by choosing the “use SOP geometry ” button on the hair generate node…
my question is why is this not the default,
seeing as it is more stable and faster?
why would anyone prefer the mantra fur procedural method?…what advantages does it have or what scenarios would using it be preferential…thhanks
-
- Quick Links