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Technical Discussion » Vellum points viewport issue (gl_spherepoints)
- tiredfx
- 11 posts
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My vellum points in the opengl viewport fade away at a certain distance from camera, is there a setting to stop them from fading away?
Technical Discussion » Chattering on high res Fluid Solver
- tiredfx
- 11 posts
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Has anyone dove into the fluid solver? I know its almost a deprecated solver, but after using it for a bit it giving me some nice ripple sims. At first promising, it seems as soon as you up res the sim it becomes very chattery. Would anyone know of any special parameters that would resolve the chatterd. I see there are different advection methods, and changing them doesn't really seems to help.
Throwing it out there I know its an old method but any help would be much appreciated.
Throwing it out there I know its an old method but any help would be much appreciated.
Houdini Lounge » shortcut for "Auto Update" and "Manual update
- tiredfx
- 11 posts
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Hotkeys an be set here,
From the Edit/Hotkeys…
/Houdini/Update Mode ‘Always’
/Houdini/Update Mode ‘Changes’
/Houdini/Update Mode ‘Never’
From the Edit/Hotkeys…
/Houdini/Update Mode ‘Always’
/Houdini/Update Mode ‘Changes’
/Houdini/Update Mode ‘Never’
Edited by tiredfx - Dec. 14, 2017 12:32:43
Technical Discussion » How to make a subnets input act like a merge sop's input
- tiredfx
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Say I have a subnet with three inputs, is there a way to make the third input act like a merge node? While leaving the other two set to the default functionality.
Sort of the same functionality you might see in DOPS, from something like a gravity node.
Sort of the same functionality you might see in DOPS, from something like a gravity node.
Edited by tiredfx - Feb. 22, 2017 14:54:54
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- tiredfx
- 11 posts
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No there is going to be a bunch more of offsets to different pieces until the object un-forms itself.
Yes your totally right, I am going to have to separate all the pieces before computing the translation. The offset looks like it will do the trick. As for the export issue, I think I exported the object just to get the top level of animation out, now that you showed me this way I'll give it a try with the original object before I exported.
Yes your totally right, I am going to have to separate all the pieces before computing the translation. The offset looks like it will do the trick. As for the export issue, I think I exported the object just to get the top level of animation out, now that you showed me this way I'll give it a try with the original object before I exported.
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- tiredfx
- 11 posts
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Here is an example file I quickly put together. The issue is I need a full object level motion then take that in, and separate different groups that are making the object. All in all transforming them along the original rotation axis. Sounds a little jumbled when I write it down, maybe the file will explain it better.
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- tiredfx
- 11 posts
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Great yes this works perfectly for getting the rots and trans of the object. Was curious to know if there is a way to add a translation on the object which follows the rotation pivot.
So say the objects rotations are animated from 0 - 45 degrees in X in the first 24 frames, and then within those 24 frames I want to translate the object in Z uniformly around its updating rotation axis.
I tried to add to the point value in the object referancing the translation and rotations of the template point, but that didnt work correctly as it didnt take into account the correct rotation axis. Was thinking of adding to the VOP sop before the matrix calc. Not sure exactly.
So say the objects rotations are animated from 0 - 45 degrees in X in the first 24 frames, and then within those 24 frames I want to translate the object in Z uniformly around its updating rotation axis.
I tried to add to the point value in the object referancing the translation and rotations of the template point, but that didnt work correctly as it didnt take into account the correct rotation axis. Was thinking of adding to the VOP sop before the matrix calc. Not sure exactly.
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- tiredfx
- 11 posts
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I am tring to get the rotation matrix for an exported .bgeo When I import it back into houdini and attach a transform to it the pivot and rotations are in world space.
Is there a way to get the local rotations position applied to the object?
Is there a way to get the local rotations position applied to the object?
Houdini Indie and Apprentice » Houdini Appetence HD license not working for me
- tiredfx
- 11 posts
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Ok, it looks like my server key license server host name doesn't match the name on my license key, any way to reset this
Houdini Indie and Apprentice » Houdini Appetence HD license not working for me
- tiredfx
- 11 posts
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I recently purchased a Houdini Apprentice HD license, but I cant seem to get Houdini to read the license.
I manually entered the 3 keys along with a server key and I still start up in the regular apprentice version, with the watermark and all.
Has anyone experienced this problem??
I manually entered the 3 keys along with a server key and I still start up in the regular apprentice version, with the watermark and all.
Has anyone experienced this problem??
Technical Discussion » Rendering Correct Alpha
- tiredfx
- 11 posts
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I am new to Houdini, and primarily have worked on Maya. In my transition I am dealing with some primitive rendering issues.
I have rendered out an image with an incorrect alpha and cant seem to fix it.
I have a scene with some bunch of geometry copyed to a popnet. I also added a light source which doesnt light all of the seperate geometry, but a few of the ones within the lights gradient.
My issue is that the alpha has all of the geometry within it, and within compositing the un-light geometry is exposed as black pixels.
I am using a VEX super material and was wonder if there was a way to grab the rgb only for the alpha channel??
I have rendered out an image with an incorrect alpha and cant seem to fix it.
I have a scene with some bunch of geometry copyed to a popnet. I also added a light source which doesnt light all of the seperate geometry, but a few of the ones within the lights gradient.
My issue is that the alpha has all of the geometry within it, and within compositing the un-light geometry is exposed as black pixels.
I am using a VEX super material and was wonder if there was a way to grab the rgb only for the alpha channel??
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