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Found 45 posts.

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Technical Discussion » bracing error in particle_shockwave tutorial

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Shannon Gold
48 posts
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 Dec. 5, 2004 20:56:48
It may have been discussed somewhere earlier. However, I just wanted to point out that there is a bracing error in the impulse activation expression on the popnet of the shockwave tutorial in v 7.0.231 help files.
This expression needs one more brace preceeding the expression to eval correctly.

Here's the correct expression as I figure it was intended.

((clamp($FF, 2, 3 * 20+20/2)%20)<=1)
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Technical Discussion » procedural heart monitor effect

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Shannon Gold
48 posts
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 Jan. 21, 2004 14:33:15
Mark, I can't thank you enough.

I've created an usable approximation of a pulse by manipulating params in the pulse chop, however what you've posted seems to be far closer to the real deal. This is a great learning tool. I'm already tearing it apart.
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Technical Discussion » procedural heart monitor effect

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Shannon Gold
48 posts
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 Jan. 20, 2004 19:34:42
Good suggestion. Thats what I've done. However, I've generated the shape of the curve using the Pulse Chop. That way its fully procedural.
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Technical Discussion » procedural heart monitor effect

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Shannon Gold
48 posts
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 Jan. 18, 2004 18:15:09
I'm working on a heart monitor effect. The design needs to be 3d so that I can move the camera around, behind and follow the monitor as it moves along. Initially, my intention was to build a spline in the shape of this monitor's line and then attach an object with a trail. Or possibly to grow an object along this path.

However, I'm now interested in creating this spline procedurally over time using chops. I'm fairly new to this area and am open to suggestions on using chops to grow a spline similar to a heart monitor. Or possibly to animate particles in the shape of the monitor's line. Hope I'm clear on this monitor look. You know, beep…beep…beep, in a wave pattern. Also, it's inteneded more as a graphical element and doesnt need to be exaclty the correct wave pattern. Just needs to look good.
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Technical Discussion » Nurbs Workflow for Creating Branching Objects, (i.e. human )

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Shannon Gold
48 posts
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 Nov. 19, 2003 00:27:37
My example in that odforce thread uses 2 carve sops on the tube object.

first use was to extract 3d curves, so that I could do the trim.

Second use was to extract 2d profile so I could bridge.

I couldn't get it to work without extracting the second profile just for the bridge. However, I didnt try too hard.
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Technical Discussion » Quadro4 200 NVS w/64mb will do?

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Shannon Gold
48 posts
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 Oct. 27, 2003 11:53:03
Anyone using this card?

Quadro4 200 NVS Video Card, PCI, 64MB DDR

I currently have a system running the Quadro4 xgl 750 w/ 128mb and it works like a charm. However, I need to upgrade a second system with a new card on the cheap. Found this card, only 64mb, will this cause slowdowns?
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Technical Discussion » Render Passes

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Shannon Gold
48 posts
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 Oct. 26, 2003 22:33:41
Was working a few hours ago. Try again later.
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Houdini Lounge » New Tutorial

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Shannon Gold
48 posts
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 Oct. 11, 2003 05:24:27
I found there to be a lack of tutorials that address those who are beyond the beginner level, but need explaination for some of the higher level material. Practical examples using those math ops. Your vex tute is just what the doctor ordered.

There are many people out there who have years of 3d experience, but only rudimentary “3d math” and little experience writing shaders. Those who come from the 3d Studio max or lightwave world are used to prefabs where you tweak params and throw on maps to make shaders. Some can make quite sophisticated shaders this way and never learn about the underlying operations. Moving from that world to houdini, vex is quite intimidating.
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Houdini Lounge » New Tutorial

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Shannon Gold
48 posts
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 Oct. 10, 2003 13:54:05
I understand fully now. I'd love to see more vex tutorials. Also, thanks for the math tute link. That cleared up alot for me. :wink:
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Houdini Lounge » New Tutorial

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Shannon Gold
48 posts
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 Oct. 8, 2003 22:14:52
Good tute. One question. Why did you normalize the N,I vectors out of the global attrib node? Those ops were put down without explanation.
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Technical Discussion » suggestion: multiple extrudes in a single Polyextrude SOP

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Shannon Gold
48 posts
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 Oct. 8, 2003 00:03:55
I'm curious.

Have there been reports of system slowdowns as a result of accumulating many sops?

I realize that some ops can wind up with long cook times, but I've not had that problem when polymodeling creatures using the basic poly ops.

I know that this can be a problem in other apps.
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Houdini Lounge » License oddities

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Shannon Gold
48 posts
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 Oct. 7, 2003 22:14:17
What do you think of the new Polybevel SOP and edgeloop selections in 6.1?
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Technical Discussion » Need to animate an environment map

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Shannon Gold
48 posts
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 Oct. 6, 2003 15:35:28
Or you could just use FileCOP, sequence tab, Post Extend > Cycle.
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Technical Discussion » Need to animate an environment map

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Shannon Gold
48 posts
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 Oct. 6, 2003 14:13:16
Thanks Tallkien,

In my case, I started with a vopnet, so I'm assuming you're having a similar problem.

To animate a 10 frame sequence as a map, you simply need to append a parameter sop to the map input on your vop and set it's type to string (image). Right click on the network and choose create new shop.
In shops, in the params of your new shader use $f as John stated.

If you're starting with a shop, then skip all that. :wink:

If your sequence starts with a file named myImage.001.pic, you simply use the expression myImage.$F3.pic. $f will advance the sequence with each frame while the 3 is there to define how many places of padding you used to name your seq.
Edited by - Oct. 6, 2003 14:32:53
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Technical Discussion » Need to animate an environment map

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Shannon Gold
48 posts
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 Oct. 6, 2003 13:33:16
My problem has been my lack of understanding of how to implement vops.
I'm guilty of being lazy about reading the pdfs and actually diving into some prefab vops to see what's what.

However, you've giving me a good “kick-in-the-arse”.

I've gone into the prefab shinymetal vop and decided that I could do much better to suit my purposes. Created my own shader based on what I learned from the workings of ShinyMetal, however, with more controls and options. Read the entire vops pdf in doing so. Much of which is foreign to me.

I have a fair amount of understanding in the area of shading, however don't talk to me in vector algebra cause I get lost, fast.

I need to find a book called “Illuminance loops for dummies” .
I had to read the explaination of dot product 5 times over and still have only marginal understanding. ops:

Guess it's time to pick up some algebra books.
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Technical Discussion » Need to animate an environment map

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Shannon Gold
48 posts
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 Oct. 3, 2003 17:55:56
Got it. Thanks John.

Works wonderfully. Guess now I should flesh out a full interface for my shop instead of diving into vops every time i need to tweak. :wink:
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Technical Discussion » Need to animate an environment map

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Shannon Gold
48 posts
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 Oct. 3, 2003 16:43:25
I'm trying to simulate a chrome surface.

I'd like to use a file sequence in the environment map field of either the vex shiny metal or vex environment chrome. However, $f won't work stating that time dependent channels cannot be used.

If there is no way to accomplish this with the prefab shiny metal or env chrome, How can I set up supermaterial or another shader to simulate a “chrome”surface with a file sequence as environment map or reflection map?

Any suggestions?
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Technical Discussion » Capped holes on .eps import

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Shannon Gold
48 posts
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 Oct. 3, 2003 00:56:37
Nicely done. Thanks Steven.

Extrude took care of the problem as promised. :wink:
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Technical Discussion » Capped holes on .eps import

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Shannon Gold
48 posts
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 Oct. 2, 2003 23:48:40
I've imported a logo which incorporates text.

It seems that the letters have capped holes, ie. A and P
Any suggestions on cleaning this up.
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Houdini Lounge » VEX shaders

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Shannon Gold
48 posts
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 Oct. 2, 2003 02:40:18
You're going about this in the “old” and difficult way.
Check the vid tutes on OTL's. And search this forum for more great advice on importing shaders.

To solve your problem:
You simply need to compile the vex code into an op type library file.

All you need to do is use the following command.

vcc -l ShaderName.otl ShaderName.vex

This will create an .otl file which can then be imported through
File>Import new op type

It will put everything in the proper place for you.

Easy as pie
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