So trying to understand this
npointsgroup(“..:$OBJ/Geometry”, “stream_popstream1”)
I see the expression takes a surface node as the first argument, am I to conclude that ..:$OBJ/Geometry is a surface node?
Where is it ?
What is $OBJ ?
Docs say: “This value is the index of the specific object being processed by the node.” But I can't make sense out of it.
I understand .. ( two periods ) means 1 level up.
What does “:” do ?
And again most importantly, forgive me for asking, where is this info in the help files? Or what tutorials, etc. should I see regarding this syntax ?
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Houdini Lounge » Particle count
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Houdini Lounge » DOP Data in POP Wrangle
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Thanks ! It works. Well, I kinda figured every possible workflow is not listed in the docs, but I've spent/wasted countless hours reading and studying the help files and the knowledge I get is very little relative to the time I invest, specially when I compare it to the knowledge and well spent time I invested 10-15 years ago learning maya. Its help is( was? I haven't looked at it in a long while ) well structured and very very easy to follow, I could read it from top to bottom and everything fell into place.
I've been trying to learn Houdini since version 8, and only 2 years ago I had enough time and dedication to break through, thanks to a couple cmivfx tutorials.
Anyway I feel I'm almost there to finally get a good grasp of the app, but thanks to you and other sources, not the documentation where it should be.
I still hope sesi would fix it on behalf of others struggling, I know how it feels.
Thanks Tomas.
I've been trying to learn Houdini since version 8, and only 2 years ago I had enough time and dedication to break through, thanks to a couple cmivfx tutorials.
Anyway I feel I'm almost there to finally get a good grasp of the app, but thanks to you and other sources, not the documentation where it should be.
I still hope sesi would fix it on behalf of others struggling, I know how it feels.
Thanks Tomas.
Houdini Lounge » DOP Data in POP Wrangle
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I have 2 streams of particles in a dopnet, now i'm adding a popwrangle to control just one of them, so in the Inputs tab -> Input 1 - I select DOP Data.
But what do I type there ?
Docs say: “Data in the current simulation to reference. Specified as an object/data, for example, pyro1/vel to refer to the velocity field of the pyro1 object (which will show up as three volume primitives).”
So I try:
popobject1/stream_popsource_02
or
popobject1/Geometry/stream_popsource_02
and no-go. stream_popsource_02 is the stream I need to sample from.
Also, please, someone state where in the docs I'd find the info needed to solve this.
To me it seems frustrating to rely on the good will of fellow users in the forum for something I should be able to find out by myself.
But what do I type there ?
Docs say: “Data in the current simulation to reference. Specified as an object/data, for example, pyro1/vel to refer to the velocity field of the pyro1 object (which will show up as three volume primitives).”
So I try:
popobject1/stream_popsource_02
or
popobject1/Geometry/stream_popsource_02
and no-go. stream_popsource_02 is the stream I need to sample from.
Also, please, someone state where in the docs I'd find the info needed to solve this.
To me it seems frustrating to rely on the good will of fellow users in the forum for something I should be able to find out by myself.
Houdini Lounge » Particle count
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Oh, ok. What about some resources regarding dop expressions ? So I can make good use of them.
Houdini Lounge » Particle count
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Thanks Dean and tamte.
I've always found dop expressions pretty cryptic. Do you have good resources, links, tutorials, information in general that I could use ?
edit: There's no opstreamname expression in the docs, maybe it was replaced with something else ?
I've always found dop expressions pretty cryptic. Do you have good resources, links, tutorials, information in general that I could use ?
edit: There's no opstreamname expression in the docs, maybe it was replaced with something else ?
Houdini Lounge » Particle count
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Inside a dopNetwork, how do we find the particle count for a stream ?
I'd like to use this number to drive a parameter in the same network.
I'd like to use this number to drive a parameter in the same network.
Houdini Lounge » Wet fur
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Good day. Any tips on shading wet fur? I mean soaked like taking a shower. So far I'm getting very nice results as dry fur.
Should I apply a mantra surface, or stick with the default hair shader.
I'm having trouble getting the water layer.
Maybe I need to render the hairs as tubes. How do we do that? Would I have to create a new fur procedural ?
At the moment I'm using pbr which gives me decent render times and results for dry fur. Should I try deep shadows?
BTW I'm using H 13, because v14 is unbearably slow for combing.
Any tips would be much appreciated.
Should I apply a mantra surface, or stick with the default hair shader.
I'm having trouble getting the water layer.
Maybe I need to render the hairs as tubes. How do we do that? Would I have to create a new fur procedural ?
At the moment I'm using pbr which gives me decent render times and results for dry fur. Should I try deep shadows?
BTW I'm using H 13, because v14 is unbearably slow for combing.
Any tips would be much appreciated.
Houdini Lounge » Are we there yet?
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Wow that's very much a surprise to me. Can a developer back this up ?
I feel it's still fair to get an answer to my questions though.
I feel it's still fair to get an answer to my questions though.
Houdini Lounge » Are we there yet?
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Really?
Imagine ctrl + RMB + gesture North/NW/W/South/etc to execute a shelf button of your choice, or custom command, while inside the viewport.
Or the same but inside the network view to append a node.
With the current method ( TAB ) it takes at least one, often over three seconds, for each action. With a gesture it would take like an instant.
So now you can imagine how much more efficiently we'd work.
Imagine ctrl + RMB + gesture North/NW/W/South/etc to execute a shelf button of your choice, or custom command, while inside the viewport.
Or the same but inside the network view to append a node.
With the current method ( TAB ) it takes at least one, often over three seconds, for each action. With a gesture it would take like an instant.
So now you can imagine how much more efficiently we'd work.
Houdini Lounge » Are we there yet?
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I'll take the opportunity while there's “official” statement, and the modeling topic has arisen.
During months I've been wondering about marking menus. I think they would streamline so much the modeling process and the general Houdini workflow, so my questions are:
- Has SideFx seriously consider implementing them? If so,
- Is the patent held by the big A preventing you from doing so ? If so,
- Has SideFx contacted ADSK to work out an agreement ? If so, has this been a dead end ? If so,
- What about pie menus or similar ?
You get my point, so can we have them ? Should we just bite the dust ? Assume we'll never have this kind of functionality as long as ADSK exists ?
During months I've been wondering about marking menus. I think they would streamline so much the modeling process and the general Houdini workflow, so my questions are:
- Has SideFx seriously consider implementing them? If so,
- Is the patent held by the big A preventing you from doing so ? If so,
- Has SideFx contacted ADSK to work out an agreement ? If so, has this been a dead end ? If so,
- What about pie menus or similar ?
You get my point, so can we have them ? Should we just bite the dust ? Assume we'll never have this kind of functionality as long as ADSK exists ?
Houdini Lounge » Attributes to flip
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Houdini Lounge » Attributes to flip
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Houdini Lounge » Camera exposure and transform
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Great, the blend node does the trick, indeed the camera was scaled down.
PradeepBarua, I'm looking at your file and I get lost at the Get_anim_from_CHOPs null.
How do I get the data from /obj/CHOPs/OUT to /obj/Get_anim_from_CHOPs ?
Thanks.
**** Actually I'd like to know where this information is inside the help files ****
PradeepBarua, I'm looking at your file and I get lost at the Get_anim_from_CHOPs null.
How do I get the data from /obj/CHOPs/OUT to /obj/Get_anim_from_CHOPs ?
Thanks.
**** Actually I'd like to know where this information is inside the help files ****
Houdini Lounge » Camera exposure and transform
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I imported an animated camera and some objects as fbx, but when I render from this camera it comes out very under-exposed.
If I create a new camera, and then fetch the fbx camera transform to apply it to the new camera, I get the same bad exposure.
If I reset the transform I get back the correct exposure. This is the only way I can get it back, but then I can't fetch the animation!
Why does this happen? Can I fix it ?
If I create a new camera, and then fetch the fbx camera transform to apply it to the new camera, I get the same bad exposure.
If I reset the transform I get back the correct exposure. This is the only way I can get it back, but then I can't fetch the animation!
Why does this happen? Can I fix it ?
Houdini Lounge » Reference a channel in a VEXpression ?
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Houdini Lounge » Reference a channel in a VEXpression ?
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How can we reference a channel in a VEXpression ?
Docs say: In the snippet, you can read/write the value of a parameter on the node using parameter_id.
So I created a spare float called b.
Now in a wrangle I typed:
@get_b = b_b;
It throws error. I tried a bunch of other ways too with no luck.
Any help?
Docs say: In the snippet, you can read/write the value of a parameter on the node using parameter_id.
So I created a spare float called b.
Now in a wrangle I typed:
@get_b = b_b;
It throws error. I tried a bunch of other ways too with no luck.
Any help?
Houdini Lounge » Editing volume fields ?
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Edward, yes, thanks, works fine now with regular volumes.
Tamte, VERY interesting, thanks a lot.
Tamte, VERY interesting, thanks a lot.
Houdini Lounge » Editing volume fields ?
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Crap, the volume sop is behaving weirdly.
I managed to do it with volume mix though.
When I replicate what I'm doing with vol mix in vol vop, I get some weird boxes inside, and the vol sdf sop seems to have no effect.
In vol mix I'm setting mix method to user and an expression in the value field:
if ( $V < -1 , 0 , $V )
This is working ok, but the help says it's much faster en vops. Indeed, I checked the cook times and it's 5 times faster.
Also, how could we get rid of the “voxels” at the inside and side wall of the sphere ? Im getting these with the vol mix too.
I realize it's because of the clamping that i'm doing with the sdf but I can't figure the math needed.
Scene included.
http://s30.postimg.org/rtw90tkpt/send_a.jpg [s30.postimg.org]
http://s30.postimg.org/j6j1mt6w1/send_b.jpg [s30.postimg.org]
I managed to do it with volume mix though.
When I replicate what I'm doing with vol mix in vol vop, I get some weird boxes inside, and the vol sdf sop seems to have no effect.
In vol mix I'm setting mix method to user and an expression in the value field:
if ( $V < -1 , 0 , $V )
This is working ok, but the help says it's much faster en vops. Indeed, I checked the cook times and it's 5 times faster.
Also, how could we get rid of the “voxels” at the inside and side wall of the sphere ? Im getting these with the vol mix too.
I realize it's because of the clamping that i'm doing with the sdf but I can't figure the math needed.
Scene included.
http://s30.postimg.org/rtw90tkpt/send_a.jpg [s30.postimg.org]
http://s30.postimg.org/j6j1mt6w1/send_b.jpg [s30.postimg.org]
Houdini Lounge » Editing volume fields ?
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Let's say I have a poly sphere, converted to sdf vdb, now I'd like to edit the fields in the voxels, something like this:
if ( sdfValue < -0.2 && sdfValue > -0.3 ) sdfValue = 0;
Or some other trick so that when I convert it back to polygons I'll get certain thickness.
Some how in vops maybe ?? Thanks.
if ( sdfValue < -0.2 && sdfValue > -0.3 ) sdfValue = 0;
Or some other trick so that when I convert it back to polygons I'll get certain thickness.
Some how in vops maybe ?? Thanks.
Houdini Lounge » Help broken
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Thanks. I hadn't rebooted for about 2 weeks, so now the internal browser works, good enough. Thanks.
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