There you go boys and girls.
Still dont know what threw it off in the first place, also if the origin gnomon is small, switch to a left or any other ortho view and switch back to perspective and it should be reset also.
Case closed
edit/ not quite, for some reason it gets locked to an object that has rotation so it gets knocked out of wack again, so you need to keep reseting the grid. So for now ive turned it off, but this has to be a bug of some kind, i cant find a way of unlocking the grid to the object. Thanks for the help everyone.
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Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
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Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
- Offline
Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
- Offline
nope. And when you open that file, and make a new scene, its still the same way.
Only way to clear it, is to close Houdini and open it backup.
Only way to clear it, is to close Houdini and open it backup.
Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
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i thought that, but then i couldnt find any controls to offset the construction grid :p.
Plus renaming the HOME directory would reset all preference changes right?
also, as a side question what are the normal set of enviroment variables, i have the feeling ive deleted some. Ive only got the HOUDINI_MMB_PAN one, shouldnt i have a few more, like HOUDINI_PATH etc?
thanks again guys.
btw i think the problem to this is when i import a file of a particular scale.
Plus renaming the HOME directory would reset all preference changes right?
also, as a side question what are the normal set of enviroment variables, i have the feeling ive deleted some. Ive only got the HOUDINI_MMB_PAN one, shouldnt i have a few more, like HOUDINI_PATH etc?
thanks again guys.
btw i think the problem to this is when i import a file of a particular scale.
Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
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didnt work.
but ive got the feeling that my enviroment variables on windows is messed up. So i checked it, and ive only got HOUDINI_MMB_PAN .
I think im missing some other ones. But i dont know which. Could anyone fill me in?
cheers
-andy
but ive got the feeling that my enviroment variables on windows is messed up. So i checked it, and ive only got HOUDINI_MMB_PAN .
I think im missing some other ones. But i dont know which. Could anyone fill me in?
cheers
-andy
Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
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Here is the file.
It was offset by a File Sop somehow, think scale has something to do with it. But then I created a new scene, and it still stays like this untill I close the program and start back up.
this is the new scene, that has nothing in it, and it still offsets the gnomon when loaded.
It was offset by a File Sop somehow, think scale has something to do with it. But then I created a new scene, and it still stays like this untill I close the program and start back up.
this is the new scene, that has nothing in it, and it still offsets the gnomon when loaded.
Technical Discussion » Origin Gnomon offset Error! or maybe not
- phrenzy84
- 249 posts
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Hey Houdniks,
This happend the other night when updated a obj file.
Basically the origin gnomon is offset or tilted. The object is aligned to it, but the Grid isnt.
Here is a nice pic of it.
What did i do wrong.
This happend the other night when updated a obj file.
Basically the origin gnomon is offset or tilted. The object is aligned to it, but the Grid isnt.
Here is a nice pic of it.
What did i do wrong.
Technical Discussion » Length working in the fur sop?
- phrenzy84
- 249 posts
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derrick
The Mantra Fur Procedural does not affect anything in the viewport – it is only used at render time. The Fur SOP is used to see fur in the viewport. If you want the preview to match the render, the Fur SOP should use the same parameter values as the Mantra Fur Procedural. If you set the length on the Mantra Fur Procedural to something like “0.3”, you should also update Fur SOP to use the same value. This can be easily accomplished by copying the parameter from one node and pasting a relative reference into the parameter on the other node. Any changes to the one node will automatically be applied to the other.
That was the setup i had before 1.183, i update the fur procedural and the viewport would update because the parameter was linked to it. …..
oooop
Just realized, to adjust length, not scale if you have the fur style shop plugged into the procedural and Fur SOP, is hookup the Fur Procedural Length to the height of the line sop that is part of the guide.
hope someone with the same question finds this answer.
-andy
Technical Discussion » Length working in the fur sop?
- phrenzy84
- 249 posts
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So if i didnt want to use the fur style shop, the length on the fur procedural is useless for viewport but ok for render, but if i do use the fur style shop then the Fur procedural length is useless at render time and viewport?
doesnt that make the fur procedural “length ”redundant if you have to use Fur Style to preview the length and render?
-andy
doesnt that make the fur procedural “length ”redundant if you have to use Fur Style to preview the length and render?
-andy
Technical Discussion » Length working in the fur sop?
- phrenzy84
- 249 posts
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hey guys,
I dont know if its with my setup, but the Fur SOP length attribute doesnt work. I kinda need it for previewing.
Im using 1.183.
I dont know if its with my setup, but the Fur SOP length attribute doesnt work. I kinda need it for previewing.
Im using 1.183.
Houdini Lounge » Is mantra only for rendering balls and cubes?
- phrenzy84
- 249 posts
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Bernard
Hello,
It's a fact that now Houdini gets more popular, the SideFX forum will attract all sorts of people: the good, the bad and the ugly….
Before that, it was only the good and the ugly.
bern
hehe
So true
I guess we can take this response as something to look forward to and although they might come at an insult they are really bred from interest and excitement.
Robert is certainly getting the word outthere.
-andy
Houdini Lounge » Is mantra only for rendering balls and cubes?
- phrenzy84
- 249 posts
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yeah, exactly.
what attitude?
So just because actor tried to help you and you said “Oh, come on!… Don't even start this crap” , what makes them think you have an attitude. Weird.
oh and just because you said “Mantra sucks” people take some weird insult.
Crazy.
this was rendered in Houdini.
There you go. Now you should know how mantra works.
Hope this helps.
what attitude?
So just because actor tried to help you and you said “Oh, come on!… Don't even start this crap” , what makes them think you have an attitude. Weird.
oh and just because you said “Mantra sucks” people take some weird insult.
Crazy.
better show me what you've rendered
this was rendered in Houdini.
There you go. Now you should know how mantra works.
Hope this helps.
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
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Yeah i suppose you could separate everything out so in the end you could have a Geometry object with nothing it, but a material with the fur procedural and Hair shop.
But i guess its neat and easy to have the fur's skin and guide geometry created in the one OBJ, and at render time the procedural takes over.
Also, i was wondering why in the tutorial the Procedural Geometry SHOP input at OBJ level was used along the Material slot? Cant the fur procedural be hooked up in the Hair Material network?
wait, lemmie check.
Yes they can, dont know why they couldn't. I suppose the only reason you wouldnt is maybe it makes the material exclusive to that skin & guide. If you had another description but wanted the same look you would have to copy and rip the Hair shader out.
But i guess its neat and easy to have the fur's skin and guide geometry created in the one OBJ, and at render time the procedural takes over.
Also, i was wondering why in the tutorial the Procedural Geometry SHOP input at OBJ level was used along the Material slot? Cant the fur procedural be hooked up in the Hair Material network?
wait, lemmie check.
Yes they can, dont know why they couldn't. I suppose the only reason you wouldnt is maybe it makes the material exclusive to that skin & guide. If you had another description but wanted the same look you would have to copy and rip the Hair shader out.
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
- Offline
edit/ i was answering el_diablo's question and didnt refresh the page, plus Jeff answered it much better .
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
- Offline
The direction changes are very varied but have a certain flow but more than a noise expression can predict.
Otherwise it would end up more like a furball than hair. It would be usefull for a full creature like a mouse or (any rodent of your choice).
Otherwise it would end up more like a furball than hair. It would be usefull for a full creature like a mouse or (any rodent of your choice).
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
- Offline
or a new mouse wheel :p
by the way i have a question.
When it comes to styling the hair/fur, hair naturally goes in a lot of directions.
At the moment i cant find any way other than hand tweaking the copied lines to get the style i want.
Is there another workflow im missing?
At the moment its the only way to get total control. Ive heard of ways of painting the normal direction, but i dont think that would yield any decent result but the less hairs i have to manually tweak the better so the skin usually very very low rez so i dont have to spend hours tweaking.
-andy
by the way i have a question.
When it comes to styling the hair/fur, hair naturally goes in a lot of directions.
At the moment i cant find any way other than hand tweaking the copied lines to get the style i want.
Is there another workflow im missing?
At the moment its the only way to get total control. Ive heard of ways of painting the normal direction, but i dont think that would yield any decent result but the less hairs i have to manually tweak the better so the skin usually very very low rez so i dont have to spend hours tweaking.
-andy
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
- Offline
ive been learning alot and trying so many things.
This isnt an extensive test but here is a little render of one thing i was testing out.
There is no density nor colour map. Very simple setup.
This isnt an extensive test but here is a little render of one thing i was testing out.
There is no density nor colour map. Very simple setup.
Houdini Lounge » Fur Tutorials now in Docs
- phrenzy84
- 249 posts
- Offline
Excellent.
Im going through the tutorials, really easy to follow along (like any Houdini tutorial, thanks to the nature of Houdini) but also it explains why and how etc.
Ive begged for documents like this for ages, and i cant thanks you guys enough.
I have a primitive mind and certain things take a while to compute.
I think when i get comfortable, thanks to these written tutorials and hopefully the videos i can start to learn the CVEX functions and realize all the possibilities of working within a more custom setting.
I can tell you guys put alot of work into this, so thank you so much.
I will hopefully have some renders down the line once i get use to the Fur setup and workflow.
thank you SESI. I knew Fur would be implemented in a far superior way than any other app, and now i get to learn how to utilize it.
-andy
edit/ Rob you must be really proud of those videos, and not wanting to just put them up on the site just for people to leech. Well you have my interest and right now im getting ready with these tutorials so hopefully nothing will confuse me with the video content. Again, thank you.
Im going through the tutorials, really easy to follow along (like any Houdini tutorial, thanks to the nature of Houdini) but also it explains why and how etc.
Ive begged for documents like this for ages, and i cant thanks you guys enough.
I have a primitive mind and certain things take a while to compute.
I think when i get comfortable, thanks to these written tutorials and hopefully the videos i can start to learn the CVEX functions and realize all the possibilities of working within a more custom setting.
I can tell you guys put alot of work into this, so thank you so much.
I will hopefully have some renders down the line once i get use to the Fur setup and workflow.
thank you SESI. I knew Fur would be implemented in a far superior way than any other app, and now i get to learn how to utilize it.
-andy
edit/ Rob you must be really proud of those videos, and not wanting to just put them up on the site just for people to leech. Well you have my interest and right now im getting ready with these tutorials so hopefully nothing will confuse me with the video content. Again, thank you.
Houdini Lounge » Long hair and fur solution for Houdini?
- phrenzy84
- 249 posts
- Offline
awesome, also just like to say that i really like SESI put their tutorials together.
The autorig walkthrough and even the written ones are really well done and not over produced.
Thank for the update. Cant wait to test it out on a few of my characters.
-andy
The autorig walkthrough and even the written ones are really well done and not over produced.
Thank for the update. Cant wait to test it out on a few of my characters.
-andy
Houdini Lounge » Long hair and fur solution for Houdini?
- phrenzy84
- 249 posts
- Offline
any word on the tutorials?
Just wondering when they will be released.
Cant wait.(oh already said that )
-andy
Just wondering when they will be released.
Cant wait.(oh already said that )
-andy
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