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Technical Discussion » Random Extrude Values...
- sl0throp
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Technical Discussion » Random Extrude Values...
- sl0throp
- 258 posts
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hey…thanks for pointing me in the right direction at least, everybody gets stuck sometime.
Technical Discussion » Random Extrude Values...
- sl0throp
- 258 posts
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I have an animated mesh that I am breaking using the primitiveSop, applying a small scale and then extruding. I need help in figuring out the correct way to put a random expression in the extrude distance so that I get a variety of extruded depth per primitive. Any help is greatly appreciated.
Technical Discussion » Procedural ways to select edges?
- sl0throp
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took me a second to get it working with a extrude on a font or a curve. The trick I think is to check consolidate face to mesh.
Here is your modified file with the font and curve, again, a big thanks here.
Here is your modified file with the font and curve, again, a big thanks here.
Technical Discussion » Procedural Geo Bevels...
- sl0throp
- 258 posts
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I am looking for a way to procedurally bevel geometry from shared co-planer faces to their extruded sides where the angle will always be 90 degrees between the faces. It would have to be not only from extrusions though and I am thinking that there must be a way to say, select only edges with a breaking angle of 90 degrees…Yikes, please help here.
Technical Discussion » A Houdini Camera To Nuke Workflow
- sl0throp
- 258 posts
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Check your filmback aspect ratio and your trans and rotate orders…the script works. .chan files are used by both Houdini and Nuke and can also be used but can become a pain with a camera as you might have to write out multiple chan files and import etc.
I use this all the time between Maya, Houdini and Nuke with np.
I use this all the time between Maya, Houdini and Nuke with np.
Technical Discussion » Point cache problem.
- sl0throp
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Technical Discussion » How can I bake an animation channel?
- sl0throp
- 258 posts
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I've written sims out to disk with FBX (fileSop) and imported into into Maya with no problems as well as 3dmax where it comes in under the guise of ptCloud or something like that.
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Technical Discussion » how to dissolve this surface
- sl0throp
- 258 posts
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Not at a place with Houdini so sorry if I miss-understand your problem…but to fuse points on shared edges the fuse sop always works…
In regards to the first sim hanging around(if I understand you correctly) could you not pass this into a group geometry node and then delete just that group?
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In regards to the first sim hanging around(if I understand you correctly) could you not pass this into a group geometry node and then delete just that group?
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Technical Discussion » Render Question - Tilt/Shift Lens
- sl0throp
- 258 posts
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I am wondering if it would be possible to recreate the look of a tilt shift/lens where the plane of focus is not parallel to the film back for DOF effects. I would imagine that there could be a way to shift the focus plane somehow through the depth channel…
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Technical Discussion » How to get Point Normal Radiate from center
- sl0throp
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Thanks Jeff…that is a very interesting file. Thanks to Rob as well who was also right on for what I needed.
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Edited by - Feb. 25, 2011 19:44:30
Technical Discussion » How to get Point Normal Radiate from center
- sl0throp
- 258 posts
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I have a poly circle that I am scattering points across. I am using a point sop to get normals but I can't figure out how to get the normals to point out from the center of the circle. These are non moving points to orient for copySop. I have attached a pic for reference. Thanks in advance for any help…
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Technical Discussion » CMI _ Procedural Road Tool Scale Problem
- sl0throp
- 258 posts
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Technical Discussion » CMI _ Procedural Road Tool Scale Problem
- sl0throp
- 258 posts
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So I just finished this tutorial and when I use the scale portion of the Extended Sweep Tool I notice that my UV'S are stretching like crazy. Thinking that I missed something I spent several hours going back through the tutorials and then finally opened the authors projects and the same scale issues exists in CMI's projects. Hmmmmm
Has anyone else done this tutorial? This would be a great tool BUT if I cannot scale my sweep and I am limited in scope to s shape that is normalized to a unit of one it is useless.
I do not want to post the project as that would be unfair to CMI
sl0throp
Has anyone else done this tutorial? This would be a great tool BUT if I cannot scale my sweep and I am limited in scope to s shape that is normalized to a unit of one it is useless.
I do not want to post the project as that would be unfair to CMI
sl0throp
Technical Discussion » Houdini to Nuke workflow advice?
- sl0throp
- 258 posts
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I dunno but does FBX work?…I bet with some playing around it would. I have used .chan files for animation and camera's. Set your film back correctly.
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Technical Discussion » Setting the clipping planes on default camera....
- sl0throp
- 258 posts
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I can see where to do this on an added camera or via the Edit Parameter Interface on a mantra Node but have looked in both the regular preferences and the display preferences for how to control it for the default camera.
Thanks in advance
s.
Thanks in advance
s.
Technical Discussion » Reading in and shading .sim files?
- sl0throp
- 258 posts
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Are you turning *cache simulation* off as you write it out to disk. This is at the top level of the autoDopNetwork and is also usually defaulted to a pretty low cache amount as well ( I think 500 mbs)
This is only used if you want to preview your sim in realtime w/o writing it ti disk and I usually keep it off, and always do if I am writing out a sim. to disk.
The wedgeRop technique is where you sim low res (like a smaller amount of particles or large step size) jitter and read them back in and combine them into a large sim. - this works great for particles, spf and sdf fluids but not sure if it would work in your situation.
There is a very good tutorial on the wedge rop on the SFX web site.
s
This is only used if you want to preview your sim in realtime w/o writing it ti disk and I usually keep it off, and always do if I am writing out a sim. to disk.
The wedgeRop technique is where you sim low res (like a smaller amount of particles or large step size) jitter and read them back in and combine them into a large sim. - this works great for particles, spf and sdf fluids but not sure if it would work in your situation.
There is a very good tutorial on the wedge rop on the SFX web site.
s
Houdini Lounge » cmiVFX:"Procedural Road Creation" by Kim Goossens
- sl0throp
- 258 posts
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I have gone through almost all of the CMI training including this one and find them to be very professional and all to be worth the price of admission. As far as tutorial training goes I find CMI to produce higher than average quality and if you can not extrapolate how to use the information you learn maybe you should seek less challenging subject matter.
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Technical Discussion » Glass Break tips (maya and Houdini)
- sl0throp
- 258 posts
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With just the geo to write out I would just use a file dop in the sim to write out sequential obj's for import into Maya.
Probably just write out an obj out of Maya as well for the glass break model to import into Houdini. Just check your normals and cusp angle(soft or hard edges in Maya) - look at the facet sop. You might need to use both a connectivity sop and a partition sop to bring the geo into dops.
There is a great tool on the Peter Cleas dvd at Buzz3d that has a really good shatter tool where you can set point or multiple points of impact that produces pretty decent results.
Probably just write out an obj out of Maya as well for the glass break model to import into Houdini. Just check your normals and cusp angle(soft or hard edges in Maya) - look at the facet sop. You might need to use both a connectivity sop and a partition sop to bring the geo into dops.
There is a great tool on the Peter Cleas dvd at Buzz3d that has a really good shatter tool where you can set point or multiple points of impact that produces pretty decent results.
Houdini Lounge » extract polyedge to curve
- sl0throp
- 258 posts
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Here is an example where all I have done is distorted a polygonal grid with a mountain sop, selected the points on the edge I wanted and grouped and ordered the points. Then I delete everything but the group of points and append an add sop and then add a color sop just so you can visualize the curve.
Jordan Halsey
www.jordanhalsey.com
Jordan Halsey
www.jordanhalsey.com
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