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Technical Discussion » Bullet physics implementation and other stuff
- sl0throp
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Technical Discussion » UV to world position
- sl0throp
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Houdini Lounge » creating project folder
- sl0throp
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In those tutorials I think he just has and shows how to make a shell script that he wrote that automates the creation of an organizational folder structure.
Something like
mkdir myProject;
cd myProject;
mkdir bgeo;
mkdir sourceimages;
etc…This is outside of Houdini but can be done with the Houdini shell or any shell.
You can then use $HIP as suggested above and you can move your project around and all the paths will be relative and all will be good.
Something like
mkdir myProject;
cd myProject;
mkdir bgeo;
mkdir sourceimages;
etc…This is outside of Houdini but can be done with the Houdini shell or any shell.
You can then use $HIP as suggested above and you can move your project around and all the paths will be relative and all will be good.
Houdini Lounge » Chrome ball in Canada
- sl0throp
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Believe it or not this actually produces great results as well…
http://www.pixeet.com [pixeet.com]
Cheaper than a ball bearing…
http://www.pixeet.com [pixeet.com]
Cheaper than a ball bearing…
Houdini Lounge » Chrome ball in Canada
- sl0throp
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I use a manfrotto sph360 tripod head that allows the camera to get in nodal and gives clean full 360's with no camera reflections and full detail which works amazing.
You can buy up to 3 1/2 " stainless ball bearing for about 150.00 at a place like Grainger or McManus Carr that will be far superior in quality to a garden store globe but the major drawback is that the camera will always be in the center and the detail in the edges is usually low fidelity.
You can buy up to 3 1/2 " stainless ball bearing for about 150.00 at a place like Grainger or McManus Carr that will be far superior in quality to a garden store globe but the major drawback is that the camera will always be in the center and the detail in the edges is usually low fidelity.
Houdini Lounge » Wood Splinter
- sl0throp
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While you can find sequence importers for both .bgeo and .obj for Maya it is slow and clunky- a much better option would be to use .FBX or Alembic which works really well in most cases. You should use an attributePromote to promote your points to vertices with a facetSop to give the geometry good normals. You can change your normals in Maya but usually have to unlock them.
Technical Discussion » Reduce AA/noise flicker
- sl0throp
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Have you tried increasing the sampling on the object geometry as well ?…here are a few things to look at.
1. The sampling level on the object itself (render tab >dicing tab on the geo node)
2. Decrease the size of the Noise Level on the Mantra Rop from its .05 default to .01 or .02
3. Min and Max Ray Samples on the Mantra Rop under sampling. Try 2 and 16 or something like that
4. Maybe try gaussian 3x3 as your sub pixel filter.
1. The sampling level on the object itself (render tab >dicing tab on the geo node)
2. Decrease the size of the Noise Level on the Mantra Rop from its .05 default to .01 or .02
3. Min and Max Ray Samples on the Mantra Rop under sampling. Try 2 and 16 or something like that
4. Maybe try gaussian 3x3 as your sub pixel filter.
Technical Discussion » houdini camera to nuke
- sl0throp
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Technical Discussion » Switching between geometries in a copy SOP
- sl0throp
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You can stamp this expression into a switch.
int(rand($PT) * 10) <<< in this case 10 is the number of differing inputs
int(rand($PT) * 10) <<< in this case 10 is the number of differing inputs
Technical Discussion » stamp expression help
- sl0throp
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Technical Discussion » stamp expression help
- sl0throp
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Right now I have a fontSop that is being copied to an array of points. I am using a simple stamp expression to have the font sop display the point number.
`stamp(“../copy1”, “pointNumber”, 0)`
stamp variable is
pointNumber = $(PT)
What I would like to do is instead stamp the fontSop to display the coordinate of each individual point and am a little stuck on how to get this to work. I have tried:
`stamp(“../copy1”, “pointNumber_x”, 0)`, `stamp(“../copy1”, “pointNumber_Y”, 0)`, `stamp(“../copy1”, “pointNumber_z”, 0)`
stamp variables are
pointNumber_x = centroid(“$PT”, D_X)
pointNumber_y = centroid(“$PT”, D_Y)
pointNumber_z = centroid(“$PT”, D_Z)
This is not erroring out but all I am getting at each point is 0,0,0….
Thanks in advance for any help or pointing me in the right direction.
`stamp(“../copy1”, “pointNumber”, 0)`
stamp variable is
pointNumber = $(PT)
What I would like to do is instead stamp the fontSop to display the coordinate of each individual point and am a little stuck on how to get this to work. I have tried:
`stamp(“../copy1”, “pointNumber_x”, 0)`, `stamp(“../copy1”, “pointNumber_Y”, 0)`, `stamp(“../copy1”, “pointNumber_z”, 0)`
stamp variables are
pointNumber_x = centroid(“$PT”, D_X)
pointNumber_y = centroid(“$PT”, D_Y)
pointNumber_z = centroid(“$PT”, D_Z)
This is not erroring out but all I am getting at each point is 0,0,0….
Thanks in advance for any help or pointing me in the right direction.
Houdini Indie and Apprentice » Copy Node and Font Node
- sl0throp
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I guess you could copy stamp with a variable set to $NCY in the fontSop.
in the copySop make sure stamp inputs is on and create a variable like copyNumber with the value set to $NCY
in the font node where you would input the text write something like…
`stamp(“../copy1”, “copyNumber”, 0)`
in the copySop make sure stamp inputs is on and create a variable like copyNumber with the value set to $NCY
in the font node where you would input the text write something like…
`stamp(“../copy1”, “copyNumber”, 0)`
Technical Discussion » Fracturing geometry's topology question
- sl0throp
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I think that clean models are more important that N-gons…use a ploy clean node to check and clean.
That said I usually still would throw a divideSop on any crazy N-gon geometry and use the bricker option.
That said I usually still would throw a divideSop on any crazy N-gon geometry and use the bricker option.
Houdini Lounge » Non Square UV's
- sl0throp
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I think all you really need to do here is place your non square texture into a square with empty black space…
I am not sure about bodypaint but ZBrush has the ability to recognize UV's that exist outside of the 0-1 square…this is there so that lets say you have two legs that you will be using the same UV space in the end., either overlapping or tiled. Well Zbrush wont allow you to paint on overlapping UV's so this is a work around but really only to get around the fact that you cannot paint on overlapping UV's..
There are some techniques as well were you take a square texture, scale it so that it is squished 2:1 and let the software stretch it back to square. This can help save texture memory for realtime applications with a minimal loss of quality.
Other than that UV's are square, exist 0-1 and I have never seen a program that is different….
I am not sure about bodypaint but ZBrush has the ability to recognize UV's that exist outside of the 0-1 square…this is there so that lets say you have two legs that you will be using the same UV space in the end., either overlapping or tiled. Well Zbrush wont allow you to paint on overlapping UV's so this is a work around but really only to get around the fact that you cannot paint on overlapping UV's..
There are some techniques as well were you take a square texture, scale it so that it is squished 2:1 and let the software stretch it back to square. This can help save texture memory for realtime applications with a minimal loss of quality.
Other than that UV's are square, exist 0-1 and I have never seen a program that is different….
Technical Discussion » A few usability suggestions...
- sl0throp
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I would like a blow this up, add in pyro with smoke and debris and make it look good at 4k shelf button. Please optimize cuz I need to render it on a duo core with 4 gigs of ram…
Technical Discussion » Render outut invalid pixel values
- sl0throp
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Yeah….like Rob say's you might have to upgrade to solve the issue as it is a confirmed bug that was fixed.
Houdini Lounge » Fracturing part of Geo
- sl0throp
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You can use the paint tool to paint your model where you want the shatter to be and then only scatter ponts there based on the atribute Cd in the scatter node. Then use the scatter node as the varnoi points.
Technical Discussion » Foreach - Copy By Group To Points
- sl0throp
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Manuel.
Thanks so much that project file really helped me out. The vop sop way way seems to the ticket.
Thanks so much that project file really helped me out. The vop sop way way seems to the ticket.
Technical Discussion » Foreach - Copy By Group To Points
- sl0throp
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I am trying to figure out how to correctly copy a group of sorted primitives to a group of sorted points. I almost have it working with foreach but am falling short on merging the results. Id there a better way to do this? Thanks for any help.
Work in Progress » Character - Hitch
- sl0throp
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I have seen and used quite a few sss color maps where you take the diffuse map and hue it blueish. I first saw that on a tech demo that I do not remember what it was for but started using that technique. I think it has to do with what color the skin absorbs and what color it reflects. Skin tends to be more on the red/green side and it would make sense that it would absorb more blue.
Just a thought…
Just a thought…
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