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Houdini Lounge » Hidden line ghost "Viewport Shading" - logic behind it !!
- Konstantin Kovalenko
- 33 posts
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Houdini Lounge » Hidden line ghost "Viewport Shading" - logic behind it !!
- Konstantin Kovalenko
- 33 posts
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hi all, ive got this difference between 18 and 17,5 houdini and is there a way to make 18 looks like it was 17.5? cuz i need to see background through geometry, maybe some toggle somewhere in settings?
Edited by Konstantin Kovalenko - April 17, 2020 06:46:21
Technical Discussion » Projection stretch
- Konstantin Kovalenko
- 33 posts
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I tested this a few years ago and realized that all 3d software have the same algorithm, eveyone need polygons to show the best projection without stretching, except Nuke, but today i was surprised that Maya got it also, and it works perfect without any subdivisions. So i wonder if Houdini got it already and i dont know it? or we are still waiting for this, cuz sometimes i have such tasks where i cant add subdivisions but need to project textures or concepts on objects.
here is examples
maya
houdini
here is examples
maya
houdini
Edited by Konstantin Kovalenko - Dec. 10, 2019 07:08:34
Technical Discussion » Couldn't write to file
- Konstantin Kovalenko
- 33 posts
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We are currently having an issue when re-saving an asset (houdini 17.5). The following error is being displayed when we try to overwrite a file on a mapped network drive (Locally it works normally). We tried to change the newer build, didnt work, and downgrade an update of windows, nothing, but on other machines it works on all versions of houdini. Also the rest thing is working fine like save hip and overwrite it, only problems with .hda
Its really weird.
Its really weird.
Edited by Konstantin Kovalenko - July 17, 2019 09:22:35
Technical Discussion » vector to degrees
- Konstantin Kovalenko
- 33 posts
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hi tamte, im trying to make the same but different way, from vector to degrees, i need to transfer my Normal vector to Rotation on Obj context, i tried everything and searched in vector3 and matrix field in Help houdini and nothing works.
something like this i tried
euler = hou.node(“/obj/box”).parmTuple(“r”).eval()
normal = hou.Vector3(hou.node(“/obj/point/hhh”).parmTuple(“vector”).eval()).normalized()
dir = hou.Vector3((0,1,0))*hou.hmath.buildRotate(euler)
print hou.hmath.buildRotate(normal).explode()
something like this i tried
euler = hou.node(“/obj/box”).parmTuple(“r”).eval()
normal = hou.Vector3(hou.node(“/obj/point/hhh”).parmTuple(“vector”).eval()).normalized()
dir = hou.Vector3((0,1,0))*hou.hmath.buildRotate(euler)
print hou.hmath.buildRotate(normal).explode()
Edited by Konstantin Kovalenko - July 9, 2019 05:13:59
Technical Discussion » selectOrientedPositions is broken?
- Konstantin Kovalenko
- 33 posts
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does anyone know why this (selectOrientedPositions) gives me always Matrix3 as zero?
maybe someone used it somehow? cuz selectPositions works fine, but Oriented isnt
i mean i get this
and after extractRotates() it gives like this on any points
is it broken or what?
https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html [www.sidefx.com]
maybe someone used it somehow? cuz selectPositions works fine, but Oriented isnt
i mean i get this
and after extractRotates() it gives like this on any points
is it broken or what?
https://www.sidefx.com/docs/houdini/hom/hou/SceneViewer.html [www.sidefx.com]
Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- Konstantin Kovalenko
- 33 posts
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Thank you. but actually i saw it, and i didnt get how to use it properly, i mean where to put those scripts, i know there is Callback Script inside asset in houdini assets, but im not sure this is it, and if so what to put here?
we have three scripts and where to put each one? this is the main question
we have three scripts and where to put each one? this is the main question
Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- Konstantin Kovalenko
- 33 posts
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Cool, at least we have callbacks, but is there an example how to use it? im not so strong in scripting especially mel, python sometimes is ok
Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- Konstantin Kovalenko
- 33 posts
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thanx i found, but there is just a default phong shader, it creates by default, i made it before, but our artists uses a vray, and it needs to be vray material, i dont know how this phong shader works with vray, and i hoped maybe there is a way linked some custom materials on asset and without loosing it after reload, i tried extract outside geo Material parameter to an assets that we could pick it in maya, but it didnt work cuz maya doesnt recognize this input as a material, only for mesh stuff
and even more problems, after reload an assets it creates a new shader and material phong every time, so if u reloaded it hundreds times there will be a hundred shaders
and even more problems, after reload an assets it creates a new shader and material phong every time, so if u reloaded it hundreds times there will be a hundred shaders
Edited by Konstantin Kovalenko - April 12, 2019 03:15:56
Houdini Engine for Maya » Materials lost when sending Maya geometry through houdini
- Konstantin Kovalenko
- 33 posts
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hi all, its been a long time and the houdini engine still weak for maya, anyway, im trying to create an asset for maya through houdini engine that doesnt lose materials after reload asset as you discussed above but i dont understand how to make it correct cuz its not working
i even found this doc, still dont get it, i created an attribute s@shop_materialpath = “test”; from wrangle, and it supposed to link to the same name of material when i load this asset in maya? or no?
https://www.sidefx.com/docs/maya/_maya__material.html [www.sidefx.com]
awong
could you please send a hip how did you make it? would be awesome!
if you still work in houdini after all these years
i even found this doc, still dont get it, i created an attribute s@shop_materialpath = “test”; from wrangle, and it supposed to link to the same name of material when i load this asset in maya? or no?
https://www.sidefx.com/docs/maya/_maya__material.html [www.sidefx.com]
awong
could you please send a hip how did you make it? would be awesome!
if you still work in houdini after all these years
Houdini Engine for Maya » Connecting Maya locator handle to Houdini asset
- Konstantin Kovalenko
- 33 posts
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so, still nothing about this ?
ive stacked here with this, have a task to do a procedural model with 8 controls handle in maya
just want to create a asset that everyone can use in maya in different scene and move each control with translate handle in maya, without any setups inside, just load an asset and its ready. So there is no way still ??? Side FX are you gonna support the houdini engine for maya or what ? this is really sad, as i remember it has no support for years and no updates
ive stacked here with this, have a task to do a procedural model with 8 controls handle in maya
just want to create a asset that everyone can use in maya in different scene and move each control with translate handle in maya, without any setups inside, just load an asset and its ready. So there is no way still ??? Side FX are you gonna support the houdini engine for maya or what ? this is really sad, as i remember it has no support for years and no updates
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- Konstantin Kovalenko
- 33 posts
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Ive sent RFE, they answered:
“We are currently working on adding this feature for our next mayor release.”
so just waiting
“We are currently working on adding this feature for our next mayor release.”
so just waiting
Edited by Konstantin Kovalenko - March 21, 2018 17:16:21
3rd Party » Sculpt SOP - Move
- Konstantin Kovalenko
- 33 posts
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vustaKonstantin Kovalenko
for comments and advises how to make it better welcome)
Great tool, but if you do Undo, instant crash..
oh yes, it is, because I made that everything strongly cache every time you make new move, anyway, thanks, im working on it, its not so easy, im still thinking of how to fix it
3rd Party » Sculpt SOP - Move
- Konstantin Kovalenko
- 33 posts
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3rd Party » Sculpt SOP - Move
- Konstantin Kovalenko
- 33 posts
- Offline
Hi Alex
Awesome, from you hearing it double awesome, thanx) I follow your tools, but missed that your move tool, yes, almost what i need! Except one, I was trying to make that a points affect on edge of brush too, not only center, i hope i explained it correct) like in XSI, really like how it works there, you can see it at the end of my gif above, its very useful little thing
Anyway my asset very simple and has minimum code to compare to your, i couldnt find a way to do the simple circle handle, only this awful stroke 3d circle)
Awesome, from you hearing it double awesome, thanx) I follow your tools, but missed that your move tool, yes, almost what i need! Except one, I was trying to make that a points affect on edge of brush too, not only center, i hope i explained it correct) like in XSI, really like how it works there, you can see it at the end of my gif above, its very useful little thing
Anyway my asset very simple and has minimum code to compare to your, i couldnt find a way to do the simple circle handle, only this awful stroke 3d circle)
3rd Party » Sculpt SOP - Move
- Konstantin Kovalenko
- 33 posts
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so guys I made an asset, its quite simple, if somebody interested, here is the preview
and an asset, enjoy
https://drive.google.com/file/d/1qjCikD4Qm40Squ2L0vKN_8cj2yXcUJTZ/view?usp=sharing [drive.google.com]
for comments and advises how to make it better welcome)
and an asset, enjoy
https://drive.google.com/file/d/1qjCikD4Qm40Squ2L0vKN_8cj2yXcUJTZ/view?usp=sharing [drive.google.com]
for comments and advises how to make it better welcome)
Edited by Konstantin Kovalenko - Jan. 8, 2018 09:24:01
3rd Party » Sculpt SOP - Move
- Konstantin Kovalenko
- 33 posts
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hey, back in a past, now its 16,5 houdini and we still dont have anything close to this tool move sculpt? maybe some asset from somebody? cuz having Brush with radius that affect on points depends on distance to center of brush like Zbrush move tool has, it would be awesome!.
Here I used it in XSI and it works great, very useful tool.
19sec
Anyway Im thinking about how to make this myself maybe using stroke node with camera plane and kind of moving points idk.. any idea?
Here I used it in XSI and it works great, very useful tool.
19sec
Anyway Im thinking about how to make this myself maybe using stroke node with camera plane and kind of moving points idk.. any idea?
Edited by Konstantin Kovalenko - Jan. 8, 2018 15:50:46
Technical Discussion » Can I use mouse/keyboard with Gamepad Camera?
- Konstantin Kovalenko
- 33 posts
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so, I made it, almost what I need, if somebody interested in or want to try, welcome! and any comments and changes welcome too)
Fly Camera
https://drive.google.com/open?id=1NsoI_5LCUGwXKkNW8Zf6_OWkIJcldrZH [drive.google.com]
its an asset camera, help and instruction inside right on asset
Fly Camera
https://drive.google.com/open?id=1NsoI_5LCUGwXKkNW8Zf6_OWkIJcldrZH [drive.google.com]
its an asset camera, help and instruction inside right on asset
Technical Discussion » Can I use mouse/keyboard with Gamepad Camera?
- Konstantin Kovalenko
- 33 posts
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I made a project with chops for fly mode but there are a lot of problem to make it ideal. I cant get an up vector for rotation and make looking around by mouse more useful, change gamepad data to interactive values instead of always increasing
Press Scroll Lock to activate hotkeys WASD and toggle “1” hotkey to mouse look around
https://drive.google.com/file/d/1qA_xkXqVetHEM2aIR7ZwssxswYUh5wCI/view?usp=sharing [drive.google.com]
Press Scroll Lock to activate hotkeys WASD and toggle “1” hotkey to mouse look around
https://drive.google.com/file/d/1qA_xkXqVetHEM2aIR7ZwssxswYUh5wCI/view?usp=sharing [drive.google.com]
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- Konstantin Kovalenko
- 33 posts
- Offline
I made an asset for this, its close to our goal but not enough, u should press and hold hotkey without clicking mouse and before that to activate tool press Scroll Lock (u will find help tip right on asset).. i dont have enough knowledge in hdk or at least python and qt to make the ideal tool (i didnt find it in python) just holding a hotkey and clicking mouse
https://drive.google.com/file/d/1eZ-n5ceEduog6zAerYQ2gF5Zc-SB-TdE/view?usp=sharing [drive.google.com]
btw ctrl+space+LMB almost there! ideal! but, where is panning?? please sidefx!we need this too(( zoom to mouse position not enough
https://drive.google.com/file/d/1eZ-n5ceEduog6zAerYQ2gF5Zc-SB-TdE/view?usp=sharing [drive.google.com]
btw ctrl+space+LMB almost there! ideal! but, where is panning?? please sidefx!we need this too(( zoom to mouse position not enough
Edited by Konstantin Kovalenko - Dec. 28, 2017 16:50:13
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