I turned of the borders on a Houdini window in KDE and now I cant get it back. on any other window you would hit alt F3 and you would get the menu to get the border back but I cant get the menu to pop up for Houdini. if I open another Houdini it has a border but the first Houdini window to be opened will always have no border.
any ideas?
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Technical Discussion » kde borderless houdini problem
-
- IsStuff
- 238 posts
- Offline
Houdini Lounge » Mars topography anyone?
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- xiondebra
- 543 posts
- Offline
Hi all,
I've been working on a Houdini plugin that will read data from the Mars Orbiter Laser Altimeter (MOLA) data set(s) and create geometry for use in Houdini. I'm doing all this development on my own time because I thought maybe other Houdini users would like to have this plugin and as such I didn't want to work on it on company time … But as my ever dwindling free time continues to dimish, I've come to realize I can't maintane so many free-ware projects and still have a life outside of CG land …
My question is: Is there anyone out there who would like to have this plugin in their toolbox?
If there's enough demand, like there is for the Real Flow plugins, I'll continue my work, other wise I should probably work on this on company time and if there's a user who wants geometry of specific locations on the planet I could generate the files for you.
Life is so short for the inquisitive mind …
–Mark
There's a screen shot on odforce at:
http://odforce.net/forum/index.php?s=8f38d0feb068339702d4d1a754b57f8a&act=ST&f=15&t=1998 [odforce.net]
I've been working on a Houdini plugin that will read data from the Mars Orbiter Laser Altimeter (MOLA) data set(s) and create geometry for use in Houdini. I'm doing all this development on my own time because I thought maybe other Houdini users would like to have this plugin and as such I didn't want to work on it on company time … But as my ever dwindling free time continues to dimish, I've come to realize I can't maintane so many free-ware projects and still have a life outside of CG land …
My question is: Is there anyone out there who would like to have this plugin in their toolbox?
If there's enough demand, like there is for the Real Flow plugins, I'll continue my work, other wise I should probably work on this on company time and if there's a user who wants geometry of specific locations on the planet I could generate the files for you.
Life is so short for the inquisitive mind …
–Mark
There's a screen shot on odforce at:
http://odforce.net/forum/index.php?s=8f38d0feb068339702d4d1a754b57f8a&act=ST&f=15&t=1998 [odforce.net]
Technical Discussion » Renderman User Attributes
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- vfxgordon
- 13 posts
- Offline
I apologise if this is a simple question, but I can't find it in the docs…
How do I go about adding renderman user attributes to point instanced geometry ?
I want to jitter the HSV values of a bunch of point instanced objects, using a cellnoise call seeded with a houdini point attribute called “jitterseed”, now at the moment I'm writing to the ri_surface attribute with my surface call with $jitterseed in the relevant location, this is somewhat non optimal as it's a pain in the jacksie to edit and is quite slow to cook, it also means repeating the surface call for every instanced point (this is a lot of points, and the entire surface call is identical bar the jitterseed).
In the RIB Stream I want to insert the line;
Attribute “user” “float JitterSeed”
and obviously have $jitterseed evaluate to whatever the point attribute is for that particular point, it's rather similar to say setting the displacementbound per instance to the value of a point attribute.
I don't know enough about Houdini attribute handling to be able to do this, so if anyone can point me in the right direction, that would be most appreciated.
Edit: On a related note, if I assign my surface shader in the SHOP to the geometry that's being rendered as point instanced (i.e. the placement object, not the object that's actually being rendered at each point), houdini repeats the rman surface call for each instance, even though it's the same call, how would I shift this call further up the stack so it was essentially applied to everything in the scene unless overridden by another surface call - much in the same way you can put a surface statement into a RIBBox in Maya called “world” and have it applied to all objects in the scene unless they have their own surfaces ?
How do I go about adding renderman user attributes to point instanced geometry ?
I want to jitter the HSV values of a bunch of point instanced objects, using a cellnoise call seeded with a houdini point attribute called “jitterseed”, now at the moment I'm writing to the ri_surface attribute with my surface call with $jitterseed in the relevant location, this is somewhat non optimal as it's a pain in the jacksie to edit and is quite slow to cook, it also means repeating the surface call for every instanced point (this is a lot of points, and the entire surface call is identical bar the jitterseed).
In the RIB Stream I want to insert the line;
Attribute “user” “float JitterSeed”
and obviously have $jitterseed evaluate to whatever the point attribute is for that particular point, it's rather similar to say setting the displacementbound per instance to the value of a point attribute.
I don't know enough about Houdini attribute handling to be able to do this, so if anyone can point me in the right direction, that would be most appreciated.
Edit: On a related note, if I assign my surface shader in the SHOP to the geometry that's being rendered as point instanced (i.e. the placement object, not the object that's actually being rendered at each point), houdini repeats the rman surface call for each instance, even though it's the same call, how would I shift this call further up the stack so it was essentially applied to everything in the scene unless overridden by another surface call - much in the same way you can put a surface statement into a RIBBox in Maya called “world” and have it applied to all objects in the scene unless they have their own surfaces ?
Technical Discussion » About Importing Geometry and Textures
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- RED OCTOBER
- 7 posts
- Offline
Hello all,
I?Lm playing with Icarus, it?Ls a Boujou, Mokey & Image Modeler mix software, so it can export a geometry file (scene.obj) with uv?Ls applied ,all the textures (texture##.pic) and primitive groups to apply that textures (object__1 —> texture01.pic, object__2 —->texture02.pic,….).
My problem is how to say the shader to get every texture based in the primitive group that is shading, I suposse that is made applying the vm_surface attribute
opdef:/Shop/v_decal amb 1 1 1 diff 0.8 0.8 0.8 spec 0.8 0.8 0.8 rough 0.1 map “C:/Model/House_texture1.jpg” uwrap decal vwrap decal _shop_ /shop/v_decal1
and changing the map variable to a FOR statement based on groups..
someone could help me referencing the groups????
Thanksssssssss
I?Lm playing with Icarus, it?Ls a Boujou, Mokey & Image Modeler mix software, so it can export a geometry file (scene.obj) with uv?Ls applied ,all the textures (texture##.pic) and primitive groups to apply that textures (object__1 —> texture01.pic, object__2 —->texture02.pic,….).
My problem is how to say the shader to get every texture based in the primitive group that is shading, I suposse that is made applying the vm_surface attribute
opdef:/Shop/v_decal amb 1 1 1 diff 0.8 0.8 0.8 spec 0.8 0.8 0.8 rough 0.1 map “C:/Model/House_texture1.jpg” uwrap decal vwrap decal _shop_ /shop/v_decal1
and changing the map variable to a FOR statement based on groups..
someone could help me referencing the groups????
Thanksssssssss
Technical Discussion » Creating separate Geometry Objects from Coy_SOP for RBD
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- Dave_ah
- 436 posts
- Offline
Lets say I want to do RBD calculation on thousand instanced objects. First I have to have those 1000 objects as individuals Geometry objects then they have to be added to RBD_Create_POP.
So here is where I am starting.
Create a BOX_SOP in separate Geometry
In POP, create a Source_POP with Volume option using box_SOP as volume source. The particles are static and are created with single frame impulse on frame #1 only, for total count of 1000 particles arranged in volume.
In new Geometry. POP_Merge_SOP to read the volume POP from previous step.
Append Copy_SOP to stamp instances of an object onto this POP_SOP, resulting in 1000 stamped instances.
Now how do I turn that Copy_SOP into 1000 separate Geometry objects with uniform Physical settings. Can this be done with simple script, or a complex OP is required.
Thanx
DaveR
So here is where I am starting.
Create a BOX_SOP in separate Geometry
In POP, create a Source_POP with Volume option using box_SOP as volume source. The particles are static and are created with single frame impulse on frame #1 only, for total count of 1000 particles arranged in volume.
In new Geometry. POP_Merge_SOP to read the volume POP from previous step.
Append Copy_SOP to stamp instances of an object onto this POP_SOP, resulting in 1000 stamped instances.
Now how do I turn that Copy_SOP into 1000 separate Geometry objects with uniform Physical settings. Can this be done with simple script, or a complex OP is required.
Thanx
DaveR
Houdini Lounge » DNA Seeks Effects TD Artist
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- DNAProductions
- 5 posts
- Offline
Responsible for shot specific FX and compositing under the direction of the sequence lead. Will need to be able to work with other FX artists to ensure consistency between shots within a given sequence.
Job Qualifications:
Strong skills in particle simulations, shading particles, dynamic animation. Must be able to produce all effects for a shot from start to finish. 3+ years professional experience creating effects for broadcast or film. Houdini experience a must. Realflow experience a plus. Renderman and UNIX/Linux experience a big plus.
Job Qualifications:
Strong skills in particle simulations, shading particles, dynamic animation. Must be able to produce all effects for a shot from start to finish. 3+ years professional experience creating effects for broadcast or film. Houdini experience a must. Realflow experience a plus. Renderman and UNIX/Linux experience a big plus.
Houdini Lounge » DNA Seeks Lighting Artist for feature film
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- DNAProductions
- 5 posts
- Offline
Responsible for shot specific lighting and compositing under the direction of the sequence lighting lead. Will need to be able to work with other lighters to ensure consistency between shots within a given sequence.
Job Qualifications:
Reel must demonstrate an understanding of color theory and the ability to recreate the qualities of light and shadow within a CG environment without the aid of GI simulation. Must be proficient in a 3D package (Houdini preferred) and in a node based compositing package (Shake preferred). Renderman and UNIX/Linux experience a big plus. A background in traditional cinematography a plus.
Job Qualifications:
Reel must demonstrate an understanding of color theory and the ability to recreate the qualities of light and shadow within a CG environment without the aid of GI simulation. Must be proficient in a 3D package (Houdini preferred) and in a node based compositing package (Shake preferred). Renderman and UNIX/Linux experience a big plus. A background in traditional cinematography a plus.
Houdini Lounge » DNA Seeks Layout Artists for Feature Film
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- DNAProductions
- 5 posts
- Offline
DNA Productions, Inc. is hiring for its upcoming CG feature film, “The Ant Bully”, which is being produced at DNA?fs studios in Irving, TX in conjunction with Warner Bros. and Playtone Co. DNA Productions is the Oscar- and Emmy-nominated studio who brought you the feature film, “Jimmy Neutron: Boy Genius”; the holiday special, “Olive the Other Reindeer”; the TV series “The Adventures of Jimmy Neutron, Boy Genius”; and the Christmas special, “Santa vs. the Snowman”.
DNA is looking for experienced layout artists for its upcoming CG feature film, The Ant Bully.
Layout artists will be responsible for working with environmental sets, staging character(s) blocking, and placing cameras to create strong shot compositions.
Job Qualifications:
Artists should have an understanding of realistic camera movements and be able to translate that into 3D space. Experience in a 3D package required. Knowledge in Houdini or Maya is a plus. Understanding of timing and editing is a plus. Demo tapes should demonstrate 3D camera work and an understanding of the rules of cinematography.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Layout
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include “SESI” in the subject line.
DNA is looking for experienced layout artists for its upcoming CG feature film, The Ant Bully.
Layout artists will be responsible for working with environmental sets, staging character(s) blocking, and placing cameras to create strong shot compositions.
Job Qualifications:
Artists should have an understanding of realistic camera movements and be able to translate that into 3D space. Experience in a 3D package required. Knowledge in Houdini or Maya is a plus. Understanding of timing and editing is a plus. Demo tapes should demonstrate 3D camera work and an understanding of the rules of cinematography.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Layout
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include “SESI” in the subject line.
Houdini Lounge » Houdini empty menus, no fonts at all
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- ungria
- 25 posts
- Offline
Hi
I have not been able to run Houdini ( apprentice version)
My computer is a Laptop, Toshiba.
Please let mw know if my computer does not have the right configuration.
Thanks
ungria
Graphic processor: GeForce4 420 Go
Bus Type: AGP
BIOS Version: 4.17.00.59.f9
On-Board Memory: 32 MB
IRQ: 10
TV Encoder Type: NV17 Internal (MV)
System Information:
System Processor: Intel Pentium 4 with SSE2
Total Physical Memory: 552,632 KB
Free Physical Memory: 238,356 KB
DirectX Version: DirectX 8.1 or better
I have not been able to run Houdini ( apprentice version)
My computer is a Laptop, Toshiba.
Please let mw know if my computer does not have the right configuration.
Thanks
ungria
Graphic processor: GeForce4 420 Go
Bus Type: AGP
BIOS Version: 4.17.00.59.f9
On-Board Memory: 32 MB
IRQ: 10
TV Encoder Type: NV17 Internal (MV)
System Information:
System Processor: Intel Pentium 4 with SSE2
Total Physical Memory: 552,632 KB
Free Physical Memory: 238,356 KB
DirectX Version: DirectX 8.1 or better
Houdini Lounge » DNA Seeks Riggers for Feature
-
- DNAProductions
- 5 posts
- Offline
DNA Productions, Inc. is hiring for its upcoming CG feature film, “The Ant Bully”, which is being produced at DNA?fs studios in Irving, TX in conjunction with Warner Bros. and Playtone Co. DNA Productions is the Oscar- and Emmy-nominated studio who brought you the feature film, “Jimmy Neutron: Boy Genius”; the holiday special, “Olive the Other Reindeer”; the TV series “The Adventures of Jimmy Neutron, Boy Genius”; and the Christmas special, “Santa vs. the Snowman”.
DNA has an immediate need for experienced riggers for its upcoming CG feature film, The Ant Bully.
Riggers will be responsible for rigging human and nonhuman characters and props of varying complexity.
Job Qualifications:
Riggers should have experience creating character rigs that demonstrate clean deformation, an extreme range of flexibility, stability and efficiency. Fluency in MEL or VEX and Hscript preferred. Experience animating at a studio a plus. Knowledge of C++ a?c plus.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Setup
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Qualified candidates are encouraged to email the contents of their resume as an indication of their interest in the position immediately, as slots are filling fast.
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include "" in the subject line.
DNA has an immediate need for experienced riggers for its upcoming CG feature film, The Ant Bully.
Riggers will be responsible for rigging human and nonhuman characters and props of varying complexity.
Job Qualifications:
Riggers should have experience creating character rigs that demonstrate clean deformation, an extreme range of flexibility, stability and efficiency. Fluency in MEL or VEX and Hscript preferred. Experience animating at a studio a plus. Knowledge of C++ a?c plus.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Setup
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Qualified candidates are encouraged to email the contents of their resume as an indication of their interest in the position immediately, as slots are filling fast.
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include "" in the subject line.
Houdini Lounge » DNA Seeks Modelers, Sim Artists for Feature
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- DNAProductions
- 5 posts
- Offline
DNA Productions, Inc. is hiring for its upcoming CG feature film, “The Ant Bully”, which is being produced at DNA?fs studios in Irving, TX in conjunction with Warner Bros. and Playtone Co. DNA Productions is the Oscar- and Emmy-nominated studio who brought you the feature film, “Jimmy Neutron: Boy Genius”; the holiday special, “Olive the Other Reindeer”; the TV series “The Adventures of Jimmy Neutron, Boy Genius”; and the Christmas special, “Santa vs. the Snowman”.
DNA has an immediate need for organic modelers and simulation artists for its upcoming CG feature film, The Ant Bully.
Responsible for creating and modifying complex organic props and environments, for using procedural techniques to create vegetation and dress organic sets, and for creating and managing cloth and hair simulation on human characters.
Experience with polygonal and subdivisional surface modeling required. Proficiency with modeling tools in Lightwave, Z-brush, Maya, or XSI preferred, but can be taught to strong modelers who have mastered other modeling packages. Advanced knowledge of Houdini is greatly preferred. Demo should include wireframes; animation that shows model use or demonstrations of node networks a plus.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Modeling
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Qualified candidates are encouraged to email the contents of their resume as an indication of their interest in the position immediately, as slots are filling fast.
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include "" in the subject line.
DNA has an immediate need for organic modelers and simulation artists for its upcoming CG feature film, The Ant Bully.
Responsible for creating and modifying complex organic props and environments, for using procedural techniques to create vegetation and dress organic sets, and for creating and managing cloth and hair simulation on human characters.
Experience with polygonal and subdivisional surface modeling required. Proficiency with modeling tools in Lightwave, Z-brush, Maya, or XSI preferred, but can be taught to strong modelers who have mastered other modeling packages. Advanced knowledge of Houdini is greatly preferred. Demo should include wireframes; animation that shows model use or demonstrations of node networks a plus.
All work will be done onsite at DNA Productions' studios just outside of Dallas, TX (USA).
Reels with resumes should be sent to:
Attn: Modeling
DNA Productions, Inc.
2201 W. Royal Lane #275
Irving, TX 75063 USA
Qualified candidates are encouraged to email the contents of their resume as an indication of their interest in the position immediately, as slots are filling fast.
Please see http://www.dnahelix.com/test.php [dnahelix.com] for more submission information.
Contact: jobs@dnahelix.com (do not send attachments) - Please include "" in the subject line.
Houdini Lounge » rest position OP problems
-
- jvnau
- 1 posts
- Offline
Good day people,
I was just wondering if ANYONE knows how to get the rest position op working!!
i'm using houdini 6.1.208 and in the pdf help file for “geometry” ( number 4 in the help menu list ) theres an example of how to use it in the rest position section… and it says
“1. Create a Grid OP, feed it into a Twist OP and animate the twist.
2. Apply a material with an orthographic projection to the grid.
3. When the grid is being shaded, the orthographic projection in the material is being done on the translated geometry, so you will see that the object ”swims“ through the texture. In most cases, this is not desirable.
If you take the output of the twist and feed it into a Rest position OP, then take the original (non-deforming) grid and feed it into the second input of the Rest position OP, a rest position attribute will be created. Now, the texture should seem to stick to the object. In fact, the material is now using the position of points on the original grid when calculating the texture coordinates. Its as if the original grid was being
shaded, then, the deformation occurs.”
So anyways…. ive done exactly that…. i first have the grid and its wired into the twist and also the second input of the rest op. the twist is wired into the first input of the rest op. then… i have the output of the rest op going into my shader and from the shader to the uvproject op ( using orthographic projection ).
thanks in advance
I was just wondering if ANYONE knows how to get the rest position op working!!
i'm using houdini 6.1.208 and in the pdf help file for “geometry” ( number 4 in the help menu list ) theres an example of how to use it in the rest position section… and it says
“1. Create a Grid OP, feed it into a Twist OP and animate the twist.
2. Apply a material with an orthographic projection to the grid.
3. When the grid is being shaded, the orthographic projection in the material is being done on the translated geometry, so you will see that the object ”swims“ through the texture. In most cases, this is not desirable.
If you take the output of the twist and feed it into a Rest position OP, then take the original (non-deforming) grid and feed it into the second input of the Rest position OP, a rest position attribute will be created. Now, the texture should seem to stick to the object. In fact, the material is now using the position of points on the original grid when calculating the texture coordinates. Its as if the original grid was being
shaded, then, the deformation occurs.”
So anyways…. ive done exactly that…. i first have the grid and its wired into the twist and also the second input of the rest op. the twist is wired into the first input of the rest op. then… i have the output of the rest op going into my shader and from the shader to the uvproject op ( using orthographic projection ).
thanks in advance
Houdini Lounge » Problems with rig
-
- hoknamahn
- 398 posts
- Offline
Hi all!
I'm just trying to create a hand rig and using an IK With Constraints And
Twist. But I have a problem. When I'm trying to translate a hand control,
bones are rotating.
Where is the problem and how to fix it?
Illustration is here http://www.aviajournal.interami.com/tmp/twist.gif [aviajournal.interami.com]
Scene http://www.aviajournal.interami.com/tmp/skeleton.zip [aviajournal.interami.com]
I'm just trying to create a hand rig and using an IK With Constraints And
Twist. But I have a problem. When I'm trying to translate a hand control,
bones are rotating.
Where is the problem and how to fix it?
Illustration is here http://www.aviajournal.interami.com/tmp/twist.gif [aviajournal.interami.com]
Scene http://www.aviajournal.interami.com/tmp/skeleton.zip [aviajournal.interami.com]
Technical Discussion » Mantra remotehost rendering compatibility - OSX
-
- 911Operator
- 19 posts
- Offline
Is there *ANY* way I can get Mantra to run on OSX?
Not the full-blown houdini, just Mantra, in order to do add say, a dual G5's number crunching ability to speed up rendering.
I would imagine this wouldn't be a hard port to do, considering it doesn't need a gui.
Not the full-blown houdini, just Mantra, in order to do add say, a dual G5's number crunching ability to speed up rendering.
I would imagine this wouldn't be a hard port to do, considering it doesn't need a gui.
Houdini Lounge » Scientific Visualization
-
- xiondebra
- 543 posts
- Offline
Hi folks,
I've been researching on the net and various libraries/databases for a few days looking for information regarding “The Business of Scientific Visualization”, i.e. how to make money using animation (read Houdini) tools for data visualization. There's plenty of info about *doing* sci-viz work, but not about the business end of the equation.
Would anyone out there involved in sci-viz work have any ideas of where to find more info on this?
As always, thanks!
–Mark
I've been researching on the net and various libraries/databases for a few days looking for information regarding “The Business of Scientific Visualization”, i.e. how to make money using animation (read Houdini) tools for data visualization. There's plenty of info about *doing* sci-viz work, but not about the business end of the equation.
Would anyone out there involved in sci-viz work have any ideas of where to find more info on this?
As always, thanks!
–Mark
Technical Discussion » interactive fibre optics - any ideas
-
- aracid
- 154 posts
- Offline
hey all
i would like any advice on making something that looks like fibre optics that should be emitted from an object and move through the world avoiding other objects.
i would like to use particles because the feel needs to be very organic and turbulant and also needs to move around objects, however the render needs to be solid and tube like.
i was thinking of grouping particles based on their emition point and then extruding between the grouped points, however i have no idea how i would do that. this would also be nice because then i dont need a high point count.
anyways
i would love it if any one has any comments or ideas
thanks in advance
aracid
i would like any advice on making something that looks like fibre optics that should be emitted from an object and move through the world avoiding other objects.
i would like to use particles because the feel needs to be very organic and turbulant and also needs to move around objects, however the render needs to be solid and tube like.
i was thinking of grouping particles based on their emition point and then extruding between the grouped points, however i have no idea how i would do that. this would also be nice because then i dont need a high point count.
anyways
i would love it if any one has any comments or ideas
thanks in advance
aracid
Houdini Lounge » Schools that teach Houdini
-
- MatrixNAN
- 405 posts
- Offline
Anyone know of a masters program in animation that uses mainly Houdini???
Cheers,
Nate Nesler
Cheers,
Nate Nesler
Houdini Lounge » Support files for the rocket ship model tutorial needed
-
- lisux
- 581 posts
- Offline
I'm trying to do the rocket ship model tutorial that is in the video tutorials section, but i need some files that aren't included in the lessonFiles_houdini5.5_tutorial_guide.tar.gz.
I can get the models, .bgeo, but the sketches for the rocket, thre .jpeg files aren't in the tar file, can anybody say me qhere can i get this sketches???
Thnaks
I can get the models, .bgeo, but the sketches for the rocket, thre .jpeg files aren't in the tar file, can anybody say me qhere can i get this sketches???
Thnaks
Technical Discussion » The Cookie Worked Great
-
- MatrixNAN
- 405 posts
- Offline
The Cookie SOP worked Great here are the improvements to my Mass Suicide Snow Mobile Crowd Sim model.



Cheers,
Nate Nesler



Cheers,
Nate Nesler
Houdini Lounge » Houdini for x86 Solaris?
-
- MG
- 108 posts
- Offline
I was wondering, since the only Sun Solaris version of Houdini is only available for the SPARC platform, are there plans for a x86 Solaris version of Houdini?
Oh and, could someone post a screenshot of Houdini running in dtwin (Solaris Motif/CDE) perhaps with a dterm window with “uname -a” in the background?
Oh and, could someone post a screenshot of Houdini running in dtwin (Solaris Motif/CDE) perhaps with a dterm window with “uname -a” in the background?

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