Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H21
      • Overview
      • Animation
      • Rigging
      • CFX
      • VFX
      • Lookdev
      • Copernicus
      • Terrain & Modeling
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
      • Overview
      • Compare
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Licensing
      • Overview
      • Commercial
      • Indie
      • Education
    • Help Desk | FAQ
    • H21 System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 14520 posts.

Search results Show results as topic list.

Houdini Lounge » Questions about lights and textures

User Avatar
Dragon Ranger
18 posts
Offline
 Oct. 30, 2002 23:05:20
I am modeling a variation of the obligatory trekie ship and have discovered a few problems, for me atleast, I hope.

I have used an atmospheric to simulate a radiant field, ops: I have got to tone it down a bit.



By the way the green glow in the nacelle is partialy accidental there is a vex metal shader set to green the same as the light and fog.

the field is lite by a dedicated light and the whole thing is parented.
:arrow: Nacelle->field->light

Now for my questions. How do I make the Ramscoop Glow(the red area)?
I currently have a light directed at it, but as you can see it does not work.
I also tried a glass texture and placing the light behind it that did not work either.

And, this may seem unrelated, but is there a way to simulate a light emiting diode(indicator lights)?

http://dragondroid.tripod.com/ [dragondroid.tripod.com]
See full post 

Technical Discussion » Illuminance loop

User Avatar
sirogi
13 posts
Offline
 Oct. 24, 2002 18:16:18
can't we have more than one illuminance loop in a shader!!!

:cry:

any good reason I'm missing? isn't it supposet to be a convenient way of err…“looping” through lights?


and please don't ignore this post….
See full post 

Technical Discussion » VOPS and optypes

User Avatar
sirogi
13 posts
Offline
 Oct. 23, 2002 02:01:20
is there any way of reopening an optype initially created in VOPS as a VOP net to inspect the network?

thanks!
See full post 

Technical Discussion » switcher1 evalInt: Invalid parameter name usecop

User Avatar
talsit
10 posts
Offline
 Oct. 22, 2002 21:48:13
Hey ppl!

I've been using houdini 5.0 and now I've upgraded to 5.5, and it's giving me this anoying error in the Houdini Console every time I touch a node in the viewer:

“switcher1 evalInt: Invalid parameter name usecop”

I've tried to recreate the switcher, but it still gives me that error, and recreating the cameras is not an option.

Any suggestions would be great, thank you!
See full post 

Technical Discussion » VOP paths...

User Avatar
sirogi
13 posts
Offline
 Oct. 16, 2002 13:02:27
HI all,

please help as this is a very annoying problem…
we have houdini 5.5.52 at school, and for some reason, you get plagued by console error messages whenever you mess around with VOPS (sporadically, depending on what you're trying to do, it does seem to work fine for SOP vops and *some* Shops vops)..

baseline is, I took the same file on an admin account (not a student acct.) and it ran just fine! to calrify things a bit, the directory where houdini is installed is write protected for students…..

all the “H” env variables are ok, manually checked them, since I'm sourcing houdini_setup in my .cshrc…..

any way of re-routing where VOPS generated its vex and .ds files since I suspect that's the culprit!

thanks for any suggestions!

……upset in SF.
See full post 

Technical Discussion » Question about selections

User Avatar
Prophet
22 posts
Offline
 Oct. 14, 2002 01:05:13
Hi all,

I'm still new here and have a question about selections.

Is there a way to select a loop of edges around a model? Other than going around the model and shift clicking all the edges. For a quick example of what I mean. When I use polysplit with the “quadralaterals” option and “closed” checked, I get a loop of new edges around my model. So, lets say later, I need to reselect that “loop”.

BTW, anyone know if us appretices will see the User Guide example files? I'd LOVE to get ahold of them as a learning tool.
See full post 

Houdini Lounge » Apprentice and tutorial in CGI mag

User Avatar
goldfarb
3465 posts
Online
 Oct. 10, 2002 15:24:33
the October 2002 issue of CGI (www.cgimag.com) has Houdini Apprentice on the coverdisk…and the objectstates videos work just fine

there is also a tutorial (with starter hip files) on shading a slug…
See full post 

Technical Discussion » sourcing out particles' xyz position to objects' xyz

User Avatar
tatchi
1 posts
Offline
 Oct. 9, 2002 02:38:24
hi all,

i'm an architecture student who is investigating on form and behavior. specifically i'm using particles to simulate a crowd's movement so that they're bounded within a geometry and react to various attractors. i saw the POP spreadsheet that each particles position/rotation/acceleration… values are all tracked and i'm wondering if there's a way to source those values out so that say i can link each particle's values to the vertices of a grid.

the theory behind this is that by simulating and understanding the behavior and patterns of a crowd, and through establishing a direct relationship between the occupants and the environment in the conceptual stage, form can be more optimized to its use.

hope this is not too confusing. TIA
See full post 

Houdini Lounge » How to define which kind of bone solver should be used?

User Avatar
musickent
19 posts
Offline
 Oct. 6, 2002 04:19:16
how to define which kind of bone should put in which part of body?

I know that the FK solver is for the spine and head, the Inverse Kinematics is for the legs and feet, Forward Kinematics is for shoulders and arms and hands. Is it always the case? and the drawing direction of the bones matters? shock

Also, if animation the creature wihout legs, such as snake and caterpillar, how to build the skeleton to animate its movement?
o
See full post 

Houdini Lounge » game with H5

User Avatar
michael
66 posts
Offline
 Oct. 4, 2002 07:14:23
CAMF Production has launched the official site for the upcoming
ROMAN RACE 6004 [romanrace.com]

The game will be for both PC and Consoles.
The site offers a lot of screenshots, renderings,concept artwork and a ton of information on the characters.
The complete 3D part of the game is made/textured/animated with Houdini 5.5
See full post 

Technical Discussion » Materials? Rails?

User Avatar
dcwarwick
5 posts
Offline
 Sept. 25, 2002 15:04:51
How do i create a Material in H5.5?? I open a H5.0 file and it finds all the correct materials but where do i now edit them, or create new ones??

Also, how do I use rails now?

Thanks
Dean
See full post 

Houdini Lounge » Houdini 4.0 demo files?

User Avatar
whodini
6 posts
Offline
 Sept. 24, 2002 11:12:10
In various postings here and on the odForce forum, there is continual reference to demo files that were available with version 4.0 release of Houdini. I realise that some of these may not be relevant anymore but it sounds as though a lot of them still are. Are there any plans to make these available for download so that Apprentice users can have access to them?

Although I appreciate the work that has obviously gone into the Apprentice training material, I can never get enough examples to pick apart!

Thanks,

Dave Carroll
See full post 

Technical Discussion » mental ray textures?

User Avatar
foetz
31 posts
Offline
 Sept. 23, 2002 17:01:40
hello,

maybe silly but how can i apply textures for using with mental ray?

thanks in advance
See full post 

Houdini Lounge » Creases in NURBS

User Avatar
draetsch
32 posts
Offline
 Sept. 20, 2002 17:52:23
Hi, it's me again,
I tried to model some sort of a head. Since I used Softimage, I took a NURBS sphere, cut it in half with carve and voila, there's a slight crease 90 degrees from the cut. At the end I mirrored the Geometry and put it together with “join”. Now I have a crease running from pole to pole along the ear. How can I fix this, so I have a smooth sphere. In SI I would delete some Isolines but how does it work here?
See full post 

Houdini Lounge » Escape news??

User Avatar
sferrell
1 posts
Offline
 Sept. 19, 2002 10:32:36
I was wondering if there was any idea when ESCAPE might be making its debut? I'm looking forward to it.
See full post 

Houdini Lounge » Apprentice build

User Avatar
Stremik
170 posts
Offline
 Sept. 12, 2002 01:58:40
I'm running Apprentice version 5.5 build 36 and this is the one I've downloaded from VisLab server.
If I go ahead and order an Apprentice CDs from SideFX right now, will it be the same build 36 or 98(or whatever the last one is out there)
I'm asking because I've learned from mailing list that some improvements has been made to COPsv2 in latest build(Swap COP in particular)
See full post 

Technical Discussion » any luck finding the tutorial files?

User Avatar
atracksler
41 posts
Offline
 Sept. 4, 2002 08:37:02
has anyone had any luck finding the tutorial files? I did the rocketship. I am looking for the snowman, etc. from the PDF tutorial guide….

thanks, adam
See full post 

Technical Discussion » Interesting! The problems fixed themselves

User Avatar
Dave_ah
436 posts
Offline
 Aug. 30, 2002 02:37:59
I allowed my Houdini Master Apprentice to expire, then re-authorized.
As if by magic, the troubles have disappeared.
Previously, when I entered into the two week countdown to expiration, Houdini just started misbehaving. Mantra would not launch, constant crashes using common tools. Now all these problems have disappeared, Houdini is behaving as per tutotials and PDF docs, apparently, becouse I got fresh codes. Can anyone shed light on this phenomah.

David Rindner
See full post 

Houdini Lounge » Houdini Apprentice Patches

User Avatar
MichaelC
344 posts
Offline
 Aug. 22, 2002 00:54:13
As I understand it, Houdini Apprentice is a Beta version of 5.5. Does SideFX plan to release updates to keep it current as the retail version of Houdini Master is patched and upgraded?
See full post 

Technical Discussion » Did Houdini 5.5 already offically shipped??

User Avatar
Steve
14 posts
Offline
 Aug. 18, 2002 00:34:40
:shock:
See full post 
  • First
  • 723
  • 724
  • 725
  • 726
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • H21 System Requirements
  • Documentation
  • Report a Bug/RFE
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language