This crazy industry which relies on if's / maybe / mighthappen / who you know / right time / right place.The black hole has a firm grip on me
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Technical Discussion » Need Help With Opening Houdini! URGENT!!
- circusmonkey
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Houdini Lounge » Companies using Houdini
- circusmonkey
- 2624 posts
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Its a good list, do people ever think houdini is going to get a wider appeal. I noted the list had animal logic down. I worked there and didnt know they used it .
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Technical Discussion » uv pelt question
- circusmonkey
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Thanks for the answers , Im about to have a crack at this with a head. Just to see if I can figure out some decent workflow for UV mapping …
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Technical Discussion » uv pelt question
- circusmonkey
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So are we saying its better to break up the geometry first then apply a combination of Pelt SOP's to the parts.you mention that by right clicking on the uV pelt node you can output a map for texturing thats all well and good but what about the rest of the projections in UV space ? you want 1 map with all your projections fitting in 0 -1 space for painting. So just how are you suppossed to this ?
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Houdini Lounge » Video Tutorial Lava
- circusmonkey
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Houdini Lounge » Companies using Houdini
- circusmonkey
- 2624 posts
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Just out of interest from another thread on this board, what firms are using houdini currently in Canada ?.
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Technical Discussion » Help with normals
- circusmonkey
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Jeff …. thanks for the extra help .Like a noob I had point normals showing not , primitive normals. Using the reverse SOP changes their colour …nice interactive feature.
The facet SOP didnt have any overall effect that I could see , but I have left it in there.After you reverse the polys the model looks black , due o a lack of material /colour So I just ammended a point SOP to add colour and blew away the point normals. job done !!
Thanks for all your help
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The facet SOP didnt have any overall effect that I could see , but I have left it in there.After you reverse the polys the model looks black , due o a lack of material /colour So I just ammended a point SOP to add colour and blew away the point normals. job done !!
Thanks for all your help
R
Technical Discussion » Help with normals
- circusmonkey
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Jeff thanks for the answer , I wish I could say that I have had success … but using the facet SOP has not changed my normals from pointing still into the head.
The polys look ok apart from the normals , in other applications you can tell that some polys are flipped easily, are there any other indicators I can use ?. I must say Im finding this excercise quite fustrating.Is there no easy way to flip faces
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The polys look ok apart from the normals , in other applications you can tell that some polys are flipped easily, are there any other indicators I can use ?. I must say Im finding this excercise quite fustrating.Is there no easy way to flip faces
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Technical Discussion » Help with normals
- circusmonkey
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Hi guys I had a look into previous threads on this subject , but I didnt find what I was looking for.
I am using a imported model from maya with normals facing in and out. So I really need to reorganise the normals. What would be the correct way of doing this. Would it be best to attach a point SOP and delete the normals , then apply another Point SOP to create new normals ?. I did notice reading the help if you enter a minus into each channel under the normals tab ie -$NX it will reverse the normals , pretty handy in some cases.
I do have a feeling that deleting the normals attribute would help and then using a point SOP set to add normals would be the way to go. would this be the correct way to go ? and if so how would I use the attribute SOP to delete a normal attribute ?
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I am using a imported model from maya with normals facing in and out. So I really need to reorganise the normals. What would be the correct way of doing this. Would it be best to attach a point SOP and delete the normals , then apply another Point SOP to create new normals ?. I did notice reading the help if you enter a minus into each channel under the normals tab ie -$NX it will reverse the normals , pretty handy in some cases.
I do have a feeling that deleting the normals attribute would help and then using a point SOP set to add normals would be the way to go. would this be the correct way to go ? and if so how would I use the attribute SOP to delete a normal attribute ?
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Technical Discussion » Questions:- Lattice Sop
- circusmonkey
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Technical Discussion » Questions:- Lattice Sop
- circusmonkey
- 2624 posts
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I have a softbodydeforming a latice it works great but obviously looks like jelly.
In the group POP I noticed from the various examples you can define a rules for POPS so why not to control the effect of a force on a particles position.
How would I go about defining a rule that would apply a greater force the higher the particles are in Y on my lattice , so when more force is applied the lattice would move more at the top and less at the bottom.
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In the group POP I noticed from the various examples you can define a rules for POPS so why not to control the effect of a force on a particles position.
How would I go about defining a rule that would apply a greater force the higher the particles are in Y on my lattice , so when more force is applied the lattice would move more at the top and less at the bottom.
R
Edited by - Jan. 9, 2007 15:12:56
Technical Discussion » Questions:- Lattice Sop
- circusmonkey
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hey steven thanks for the tutorial tip , ive just had a look at it and still , after he selects the points right click , he gets a transform icon , I try to right click and get nothing …..I have found on some operators I get results if I add the operator via the view instead of just creating an operator in the network editor and wiring it up…its got me baffled ! , in fact Ive just being some tests ..
Select the geo ie a teapot in the viewport ( S key ), then I select points , select the whole teapots points.While in viewport I tab and add an edit SOP and what do you know the edit sop works.When I select points right click I get a transform icon. try creating and adding an edit sop in the network editor and what do you know it wont work , you select the points , right click and nothing …..
I must be doing something fundementally wrong , ive even changed my mouse !
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Never the less Im getting some good results out and I now have a teapot behaving like a large lump of jelly ! I will post up a scene at some point who knows it might help others all in name of discovering how to do a candle flame !
Select the geo ie a teapot in the viewport ( S key ), then I select points , select the whole teapots points.While in viewport I tab and add an edit SOP and what do you know the edit sop works.When I select points right click I get a transform icon. try creating and adding an edit sop in the network editor and what do you know it wont work , you select the points , right click and nothing …..
I must be doing something fundementally wrong , ive even changed my mouse !
R
Never the less Im getting some good results out and I now have a teapot behaving like a large lump of jelly ! I will post up a scene at some point who knows it might help others all in name of discovering how to do a candle flame !
Technical Discussion » Questions:- Lattice Sop
- circusmonkey
- 2624 posts
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Hi guys, is it just me or does everybody have difficulties understanding the lattice SOPand how to get it working.
From the manual
The first part I get , create a simple tube wire it into the first input on the lattice SOP. The second part I dont quite get “rest geometry ”. The example shows a bound SOP plugged into the second input why ? surely the cylinder is at rest as Ive not done anything to it, whats the reason for having this second slot that needs an extra node being the bound sop ? surely it would make better sense to have the entire lattice / bound SOP combined into one SOP. I understand I plug the edit SOP in the 3rd slot , but why not have a lattice sop plug into the edit SOP , creating a simple chain of operators.
In the mean time I created the nodes shown in th manual. Using the edit SOP I select some points on the lattice (s) , right click nothing happens , I then hit return and I get the global transform tool come up ,with nothing selected, I move it around and the values inside the edit SOP transofrm tab alter so I am inside the edit sop. Needless something like applying a lattice should not be this difficult it isnt in any other application! i
So any advice on the why the lattice sop is set up this way would be helpfull. Also how I am suppossed to get it working lol ….. the examples really dont help ….
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From the manual
Connect the source geometry (the geometry to deform) to the first input, the rest geometry (the initial shape of the control geometry) to the second input, and the edited form of the control geometry to the third input (this is usually one or more Transform SOP s, although you can use any editing nodes. You can also use the Edit SOP , although it can't be animated).
The first part I get , create a simple tube wire it into the first input on the lattice SOP. The second part I dont quite get “rest geometry ”. The example shows a bound SOP plugged into the second input why ? surely the cylinder is at rest as Ive not done anything to it, whats the reason for having this second slot that needs an extra node being the bound sop ? surely it would make better sense to have the entire lattice / bound SOP combined into one SOP. I understand I plug the edit SOP in the 3rd slot , but why not have a lattice sop plug into the edit SOP , creating a simple chain of operators.
In the mean time I created the nodes shown in th manual. Using the edit SOP I select some points on the lattice (s) , right click nothing happens , I then hit return and I get the global transform tool come up ,with nothing selected, I move it around and the values inside the edit SOP transofrm tab alter so I am inside the edit sop. Needless something like applying a lattice should not be this difficult it isnt in any other application! i
So any advice on the why the lattice sop is set up this way would be helpfull. Also how I am suppossed to get it working lol ….. the examples really dont help ….
R
Technical Discussion » Candle flame
- circusmonkey
- 2624 posts
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cheers agentex an interesting link. out of interest though the POP shape match node used in DOPs is extremly interesting. As you can define a emitter using a POP Object and then using a SOP GEO you can define a particle goal , then merge both those nodes into a POP ShapeMatch in DOPS, I was thinking that if I could somehow refence this in POP's I could have forces effect a tongue of flame
much like a tutorial I found here
http://www.thegnomonworkshop.com/tutorials/candle.html [thegnomonworkshop.com]
Ive had a dig around and the sofbody POP looks just the ticket
R
much like a tutorial I found here
http://www.thegnomonworkshop.com/tutorials/candle.html [thegnomonworkshop.com]
Ive had a dig around and the sofbody POP looks just the ticket
R
Technical Discussion » Candle flame
- circusmonkey
- 2624 posts
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Im trying to re-create a candle flame , just right now I am looking at the animation / construction. So far I have gone along the lines of a revolved nurbs curve creating a simple flame. As there is no softbody deadicated solver I was going to head along the lines of making the flame a cloth object and then adding a force like noise to the object. is this the sort of direction I want to be heading or is there a better path I should take ..
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Houdini Lounge » background image
- circusmonkey
- 2624 posts
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Cheers for that graham …. certainly clears up the confusion wonder why its not in the manual !!
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Houdini Lounge » background image
- circusmonkey
- 2624 posts
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Technical Discussion » primitive editing
- circusmonkey
- 2624 posts
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Hi all this might sound pretty basic , but how are you suppossed to edit a sphere ( mesh ) faces ? , its possible with an edit sop on a sphere set to polygon then you can select faces !.But I dont want that triangular layout of the faces you get when you set the sphere to polygon !. Also do I also have to use a blast sop every time I want to delete a few faces ?.
Well I figured it out I have to use a convert SOP, set to polygons , this seems a bit over the top just to work on a primitive!
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Well I figured it out I have to use a convert SOP, set to polygons , this seems a bit over the top just to work on a primitive!
R
Houdini Lounge » background image
- circusmonkey
- 2624 posts
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Hi all,
I get the setting up of the image source for the background , but how do I make it local to each view port ?ie put a differnt image in each viewport. because currently when I hit D its the options are for world only and I get the same image in each and every viewport in fact I might only want the image in one viewport .
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I get the setting up of the image source for the background , but how do I make it local to each view port ?ie put a differnt image in each viewport. because currently when I hit D its the options are for world only and I get the same image in each and every viewport in fact I might only want the image in one viewport .
R
Houdini Lounge » Houdini help online viewing ?
- circusmonkey
- 2624 posts
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Hi peeps,
Is the houdini help online anywhere? My current gig is boring the life out of me (far to easy ) I wanted to read something else other than the news, if you get my drift …..
R
Is the houdini help online anywhere? My current gig is boring the life out of me (far to easy ) I wanted to read something else other than the news, if you get my drift …..
R
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