Yeah, I figured, but should we trust that?
I mean it's an AMD product, should we trust them they will put as much effort in supporting equally well nvidia cards ?
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Houdini Lounge » AMD ProRenderer for Houdini/FX and Houdini Indie?
- A-OC
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Houdini Learning Materials » How do you achieve this effect?
- A-OC
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Ah ok, but then you mean wiring nodes in DOPs. Then yes, it uses a different paradigm than SOPs and VOPs. I agree it's harder to get one's head around it.
I remember reading a couple of pages of the book The Magic of Houdini. It's the only place I've seen DOPs well explained. Far better than Houdini's docs, which I think need major attention.
The book is pretty old, around 2008 I think, but it's definitely worth reading the dynamics section at least.
It just occurred to me, maybe you're not aware that a POPNET is actually a DOPNET ???
I remember reading a couple of pages of the book The Magic of Houdini. It's the only place I've seen DOPs well explained. Far better than Houdini's docs, which I think need major attention.
The book is pretty old, around 2008 I think, but it's definitely worth reading the dynamics section at least.
It just occurred to me, maybe you're not aware that a POPNET is actually a DOPNET ???
Houdini Lounge » AMD ProRenderer for Houdini/FX and Houdini Indie?
- A-OC
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Also, since nvidia as been the standard for 3Ding, like, for ever, I don't see how they can get into the market besides targeting Macs with AMD cards.
Houdini Learning Materials » Filter out primitives
- A-OC
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Your question implies that the result of a dot product is a set of primitives, which is not, it's just a float value.
Secondly, what do you mean by “point subtracting” ?
Third, micro-poly ? Are you talking about shading ?
Secondly, what do you mean by “point subtracting” ?
Third, micro-poly ? Are you talking about shading ?
Houdini Learning Materials » snow particle randering velocity pass
- A-OC
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It looks like they removed the example file that demonstrated how to export a motion blur image plane. Is that workflow deprecated now? How are we supposed to do it ?
Houdini Learning Materials » How do you achieve this effect?
- A-OC
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As for vops oddness, I don't think it's any different than sops. They take inputs, do some magic, and produce outputs, but they work with numbers rather than geometry.
Houdini Learning Materials » How do you achieve this effect?
- A-OC
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Houdini Learning Materials » How do you achieve this effect?
- A-OC
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Houdini Learning Materials » How do you achieve this effect?
- A-OC
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No, no. I created them in the popvop with bind exports.
I called it flow to represent that it's a vector that kind of flows through the surface. And tow as in towards the surface.
I called it flow to represent that it's a vector that kind of flows through the surface. And tow as in towards the surface.
Houdini Learning Materials » How do you achieve this effect?
- A-OC
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Here you go.
I'll have to find some time tonight or tomorrow to comment it with stickies if you're having trouble making sense out of it.
I'll have to find some time tonight or tomorrow to comment it with stickies if you're having trouble making sense out of it.
Houdini Learning Materials » How do you achieve this effect?
- A-OC
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- Shoot your particles toward the surface
- Take the particle's velocity, cross it with the surface normal, cross the result with the normal again, call this resulting vector “flow”, all this normalized.
- Call the ( closest pos on the surface ) minus ( the particle's position ) “tow”
- Make your force ( flow+tow ) * someMultiplier
- Make the particle lose velocity, something like this v@v *= 0.8;
I'll find some time tomorrow to make a hip file if you have trouble.
- Take the particle's velocity, cross it with the surface normal, cross the result with the normal again, call this resulting vector “flow”, all this normalized.
- Call the ( closest pos on the surface ) minus ( the particle's position ) “tow”
- Make your force ( flow+tow ) * someMultiplier
- Make the particle lose velocity, something like this v@v *= 0.8;
I'll find some time tomorrow to make a hip file if you have trouble.
Edited by A-OC - Dec. 27, 2016 03:50:43
Houdini Learning Materials » How do you achieve this effect?
- A-OC
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I've done this with particles.
- Make particles flow through the surface ( double cross product technique )
- Make each particle leave a trail
- With add sop connect this trails based on some custom attribute
- Apply poly wire sop
- Make particles flow through the surface ( double cross product technique )
- Make each particle leave a trail
- With add sop connect this trails based on some custom attribute
- Apply poly wire sop
Technical Discussion » center of mass and orientation in python
- A-OC
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How do I get a dop object's center of mass in python?
Also how do I get its orientation either in quaternion or euler form?
Thanks
Also how do I get its orientation either in quaternion or euler form?
Thanks
Edited by A-OC - Dec. 25, 2016 03:08:16
Technical Discussion » Houdini 15 - and 1080 GTX OpenGL - display problem
- A-OC
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I've been thinking for quite a while about the RFE/bug reporting system.
There should be something like a special forum where RFEs and bugs ( especially RFEs ) could be voted up, so that the coolest RFEs would stand out more, and most likely addressed first.
This in itself is the coolest RFE as far as I can think as of now. If you agree, just type +=1
There should be something like a special forum where RFEs and bugs ( especially RFEs ) could be voted up, so that the coolest RFEs would stand out more, and most likely addressed first.
This in itself is the coolest RFE as far as I can think as of now. If you agree, just type +=1
Technical Discussion » Grabbing a domainu1 point. How?
- A-OC
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A-OCSo it didn't work out as precisely as I expected but I managed to adjust it. Here's the setup
So if you appended the uv texure sop before the carve and display the attr in the 3d viewport, you could check it's making the cut at the uv.x = “domainu1”, I think.
The visualize node is displaying the custom u attribute.
Cheers !!
Edited by A-OC - Sept. 29, 2016 16:18:58
Technical Discussion » Grabbing a domainu1 point. How?
- A-OC
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While we're here, you seem to have a fundamental misconception.
The carve sop doesn't produce a “domainu1” attribute/variable, it's just a parameter to control the Carve.
I think the “domainu1” is determining where in the implicit parametric coords to make the cut.
So if you appended the uv texure sop before the carve and display the attr in the 3d viewport, you could check it's making the cut at the uv.x = “domainu1”, I think.
The carve sop doesn't produce a “domainu1” attribute/variable, it's just a parameter to control the Carve.
I think the “domainu1” is determining where in the implicit parametric coords to make the cut.
So if you appended the uv texure sop before the carve and display the attr in the 3d viewport, you could check it's making the cut at the uv.x = “domainu1”, I think.
Technical Discussion » Grabbing a domainu1 point. How?
- A-OC
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You're welcome.
Alternative if you really want to group it:
Append a uv texture, set it to rows and columns, attr class to points.
Append a group. Entity points, Group by expression. Filter expression: @uv.x==0
Alternative if you really want to group it:
Append a uv texture, set it to rows and columns, attr class to points.
Append a group. Entity points, Group by expression. Filter expression: @uv.x==0
Technical Discussion » Grabbing a domainu1 point. How?
- A-OC
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You can branch out another carve from your input node, and instead of cut mode, set it to extract. There you'll have your point
Technical Discussion » Foot plant automatic bone selection
- A-OC
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Ah, I see. So does it make sense to request to make the selection by bone name? Or maybe to have a name mapping file or preference or node for custom naming conventions ?
edit: added “to request to”
edit: added “to request to”
Edited by A-OC - Sept. 28, 2016 19:15:07
Technical Discussion » Foot plant automatic bone selection
- A-OC
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When baking a mocap biped 3 as an agent, I noticed that 4 bones are automatically selected in that one window
LeftFoot_To_LeftToeBase
LeftToeBase_To_LeftToeBaseEnd
RightFoot_To_RightToeBase
RightToeBase_To_RightToeBaseEnd
So I'd like the same function when baking my own character. Renaming the bones to those names is not doing the trick.
Any tips ?
LeftFoot_To_LeftToeBase
LeftToeBase_To_LeftToeBaseEnd
RightFoot_To_RightToeBase
RightToeBase_To_RightToeBaseEnd
So I'd like the same function when baking my own character. Renaming the bones to those names is not doing the trick.
Any tips ?
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