Very helpful, Thanks! I think I'll be sticking to your first suggested workflow but its great to comprehend other ways of doing it to better understand what's happening behind the curtain.
Best,
Nick
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Technical Discussion » transform color map from one uv map to another
- ultraharmonizer
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Technical Discussion » transform color map from one uv map to another
- ultraharmonizer
- 63 posts
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Thanks G! That works great!
I got stuck for a sec because the mantra rop doesn't seem to work unless there is a camera in the scene (even if it isn't being used). Also, it appears to only work with uv maps assigned to vertices (which I'm sure theres a computational reason for).
Out of curiosity, do you happen to know if there is a way to do this in cops and/or vops as well?
Thanks again!
I got stuck for a sec because the mantra rop doesn't seem to work unless there is a camera in the scene (even if it isn't being used). Also, it appears to only work with uv maps assigned to vertices (which I'm sure theres a computational reason for).
Out of curiosity, do you happen to know if there is a way to do this in cops and/or vops as well?
Thanks again!
Technical Discussion » transform color map from one uv map to another
- ultraharmonizer
- 63 posts
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Is there a way to transform a color map from one uv map space to another?
For instance, if I have a color map applied to an object the way I like it, but I want to create a new uv map for the object and transform the color map to fit the new uv map the same way, how would I go about it? I would like to be able to bake out a image sequence of these color maps from one uv space to another. Would I do this in cops?
Thanks in advance!
For instance, if I have a color map applied to an object the way I like it, but I want to create a new uv map for the object and transform the color map to fit the new uv map the same way, how would I go about it? I would like to be able to bake out a image sequence of these color maps from one uv space to another. Would I do this in cops?
Thanks in advance!
Technical Discussion » After Effects
- ultraharmonizer
- 63 posts
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Does anyone know if this script (HoudiniToAE.py) works in version 11 and how to “execute” this script from within the terminal on a mac?
Thanks!
Thanks!
Houdini Indie and Apprentice » upper range of parameter controlled by expression?
- ultraharmonizer
- 63 posts
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Houdini Indie and Apprentice » upper range of parameter controlled by expression?
- ultraharmonizer
- 63 posts
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Is it possible to use expressions inside a parameter's interface?
For example, I would like to make the locked range of a parameter be dependent on an expression or variable. Whenever I try to type anything other than a number inside of the range controls, it flashes red. Is there a way around this?
Thanks in advance for your help!
For example, I would like to make the locked range of a parameter be dependent on an expression or variable. Whenever I try to type anything other than a number inside of the range controls, it flashes red. Is there a way around this?
Thanks in advance for your help!
Houdini Indie and Apprentice » Direction of a polygon
- ultraharmonizer
- 63 posts
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Try a reverse sop on the backfacing Geometry. you might also try deleting the point normals with a Point Sop and seeing if that's where you're problem lies when rendering.
Houdini Indie and Apprentice » Video card requirements
- ultraharmonizer
- 63 posts
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I'm not sure about older Adobe CS's but CS5 supports ATI Radeon…
http://www.adobe.com/products/aftereffects/opengl.html [adobe.com]
I've been successfully using Adobe CS5 on my system and it works great! It runs at 64bits! Also, Houdini's mantra in Apprentice HD is taking advantage of all my cores while rendering. I'm on a 3.33ghz 6-Core with 24 gigs of ram. Don't get any of your ram or harddrives from Apple… I got all my peripherals at the OWC. Let me know if you have any more questions. I went through a painstaking process while putting together my current system and learned many ins/outs.
http://www.adobe.com/products/aftereffects/opengl.html [adobe.com]
I've been successfully using Adobe CS5 on my system and it works great! It runs at 64bits! Also, Houdini's mantra in Apprentice HD is taking advantage of all my cores while rendering. I'm on a 3.33ghz 6-Core with 24 gigs of ram. Don't get any of your ram or harddrives from Apple… I got all my peripherals at the OWC. Let me know if you have any more questions. I went through a painstaking process while putting together my current system and learned many ins/outs.
Houdini Indie and Apprentice » Video card requirements
- ultraharmonizer
- 63 posts
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The ATI Radeon HD 5870 graphics card in my new Mac Pro has been working really well with Houdini 11… I was concerned about this too at first and then saw that another Houdini user had reported some problems on the forum some months back and the developers fixed it. Here's a link to the post i read:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20427&highlight=ati+radeon [sidefx.com]
I hope that helps…
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20427&highlight=ati+radeon [sidefx.com]
I hope that helps…
Houdini Indie and Apprentice » Using Custom Variables from SOPS in CHOPS
- ultraharmonizer
- 63 posts
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I've created a custom attribute inside a SOP network and would like to use it as a variable inside a CHOP network but I haven't been able to figure out how to do it? Is there a way to do this?
After I typed this question, I figured out a work around by using a ch() expression and calling up the attribute but I'm still curious if its possible to call it up as a Variable.
Thanks for your help!
After I typed this question, I figured out a work around by using a ch() expression and calling up the attribute but I'm still curious if its possible to call it up as a Variable.
Thanks for your help!
Houdini Indie and Apprentice » OSX no midi in
- ultraharmonizer
- 63 posts
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I heard back from sidefx support and they said:
“MIDI in/out has not been implemented on OSX. Only MIDI files are supported. We might support it in future versions.”
If any other OSX users are wanting this feature supported, please make your voices heard. Thanks!
“MIDI in/out has not been implemented on OSX. Only MIDI files are supported. We might support it in future versions.”
If any other OSX users are wanting this feature supported, please make your voices heard. Thanks!
Houdini Indie and Apprentice » OSX no midi in
- ultraharmonizer
- 63 posts
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Hi, I'm trying to do this as well. I've got my midi devices and OSX working but Houdini's midi in CHOP only allows me to select midi file as its source. Anyone find any solutions?
I'm using Houdini 11.0.588 on Mac Pro 10.6 and have several midi devices that are working fine with other applications.
Thanks for your help
I'm using Houdini 11.0.588 on Mac Pro 10.6 and have several midi devices that are working fine with other applications.
Thanks for your help
Houdini Indie and Apprentice » temporal modeling: electronic wires using POPs & Trails
- ultraharmonizer
- 63 posts
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Hi,
I'm trying to model electronic wires connected between different points on surfaces in an organic manner. I've attached a couple of example photos for reference and was curious if anyone had any recommendations on how to go about creating this.
My first instinct is to model the cables using particle systems and trails but one of my problems is that when I add noise to the cables, they sometimes intersect one another. Is there a way to avoid trails from intersecting one another within a particle system or once the geo has been created? I imagine there must be a way to separate curves within a specified distance of one another…
Or is there a better way to go about approaching this in general?
Thanks for your help
I'm trying to model electronic wires connected between different points on surfaces in an organic manner. I've attached a couple of example photos for reference and was curious if anyone had any recommendations on how to go about creating this.
My first instinct is to model the cables using particle systems and trails but one of my problems is that when I add noise to the cables, they sometimes intersect one another. Is there a way to avoid trails from intersecting one another within a particle system or once the geo has been created? I imagine there must be a way to separate curves within a specified distance of one another…
Or is there a better way to go about approaching this in general?
Thanks for your help
Houdini Indie and Apprentice » trouble seeing color maps in Viewport
- ultraharmonizer
- 63 posts
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My color maps show up completely white in Houdini's viewport when using a Constant Shader… unless I adjust the base color to grey. Am I doing something wrong or is this a bug?
I've attached an example….
I've attached an example….
Houdini Indie and Apprentice » connecting points with smallest distance
- ultraharmonizer
- 63 posts
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Houdini Indie and Apprentice » displacement issue
- ultraharmonizer
- 63 posts
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It could be a UV mapping issue. What sort of UV mapping are you using? If your UV mapping isn't seamless, your displacement map may be scattered across your surface… accentuating the grid faces.
Houdini Indie and Apprentice » displacement issue
- ultraharmonizer
- 63 posts
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How does it look when rendering with no displacement? If you're using a displacement map, maybe those grids are within your map…. or your map is being tiled over your geo and it's borders aren't seamless.
Houdini Indie and Apprentice » Modelling: how to speed up the process?
- ultraharmonizer
- 63 posts
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Hi Cyrus,
Modeling in Houdini can be extremely fast and efficient once you get the hang of working procedurally. Most avid Houdini users rarely use the shelf because its usually quicker and more efficient to call nodes up within the network by hitting tab or middle mouse click. I recommend learning how to use the “copy sop” which is one of Houdini's most powerful tools. Have you seen the tutorial on creating a procedural forest? here's the link:
http://download.sidefx.com/images/stories/blogs/houdini10_blog/NodeWorkflow/procedural_forest.mov [download.sidefx.com]
You can put points down using the curve sop and then use the copy sop to copy tube sops (pillars) to each point. You can create some pretty intricate pillars by modeling the tube sops procedurally as well. I'm not sure what you mean about connecting the faces. It all depends on the look you're going for. If you explain more of what you're trying to do and/or have a reference image, I'd be happy to give you some more feedback.
Nick
Modeling in Houdini can be extremely fast and efficient once you get the hang of working procedurally. Most avid Houdini users rarely use the shelf because its usually quicker and more efficient to call nodes up within the network by hitting tab or middle mouse click. I recommend learning how to use the “copy sop” which is one of Houdini's most powerful tools. Have you seen the tutorial on creating a procedural forest? here's the link:
http://download.sidefx.com/images/stories/blogs/houdini10_blog/NodeWorkflow/procedural_forest.mov [download.sidefx.com]
You can put points down using the curve sop and then use the copy sop to copy tube sops (pillars) to each point. You can create some pretty intricate pillars by modeling the tube sops procedurally as well. I'm not sure what you mean about connecting the faces. It all depends on the look you're going for. If you explain more of what you're trying to do and/or have a reference image, I'd be happy to give you some more feedback.
Nick
Houdini Indie and Apprentice » Dry Ice simulation?
- ultraharmonizer
- 63 posts
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Rob,
How would you recommend adding the noise? I've tried adding noise to the geo using a moutain sop (creating an ocean type of noise effect) and it seems to be working but should I be adding it somewhere within my dop network or to the material somehow… any suggestions?
Also, how does one keep from having the volume disperse? I made the bounding smoke box smaller and it seems to be holding it together. Is this how you would recommend doing it?
lastly, what is the recommended way of controlling the opacity of a simulation like this?
I've attached an example of where I'm at…
Thanks for your help!
How would you recommend adding the noise? I've tried adding noise to the geo using a moutain sop (creating an ocean type of noise effect) and it seems to be working but should I be adding it somewhere within my dop network or to the material somehow… any suggestions?
Also, how does one keep from having the volume disperse? I made the bounding smoke box smaller and it seems to be holding it together. Is this how you would recommend doing it?
lastly, what is the recommended way of controlling the opacity of a simulation like this?
I've attached an example of where I'm at…
Thanks for your help!
Houdini Indie and Apprentice » Dry Ice simulation?
- ultraharmonizer
- 63 posts
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Does anyone happen to have a suggestion for achieving this look in Houdini? Does using sprites sound like the most efficient way to tackle this? Is there an online tutorial about using sprites?
Thanks!
Nick
Thanks!
Nick
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