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Houdini Indie and Apprentice » create nodes at points
- DASD
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I think I can help, but I am not sure I understand what you want to achieve. Could you maybe post a file or elaborate on what you have and and what you want to do with it?
Technical Discussion » How can I import r16/raw pictures into Houdini?
- DASD
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Is there a plug-in or simple work-around to get r16 or raw picture files directly into Houdini?
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- DASD
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Thx!
I was about to ask where I could get the source and then I remembered that I can google it…
http://www.sidefx.com/index.php?option=com_content&task=view&id=2721&Itemid=391 [sidefx.com]
https://github.com/sideeffects/ [github.com]
I was about to ask where I could get the source and then I remembered that I can google it…
http://www.sidefx.com/index.php?option=com_content&task=view&id=2721&Itemid=391 [sidefx.com]
https://github.com/sideeffects/ [github.com]
The Orbolt Smart 3D Asset Store » 3DCoat-Houdini Applinker
- DASD
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Technical Discussion » Network Node Locking Best Practices
- DASD
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tamteAh, great to know, thanks!DASDyou can as well just Ctrl+LMB on lock flag
…Now (Houdini 15) you need to go through the menu…..
Technical Discussion » Network Node Locking Best Practices
- DASD
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Used to be that you can just click on the lock flag and the node gets locked. Now (Houdini 15) you need to go through the menu. I assigned a shortcut key for it so I don't have to go through the menu.
Aside from that I would lock nodes when I need to safe data in file, or when I model something that is not going to change procedurally or when I create a procedure that only I use and there is some really heavy stuff that I rarely need to change/update.
Aside from that I would lock nodes when I need to safe data in file, or when I model something that is not going to change procedurally or when I create a procedure that only I use and there is some really heavy stuff that I rarely need to change/update.
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- DASD
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Unreal Engine 4.11 has officially been released and brings many important improvements. The company I work for intends to update, but we are waiting for plug-in updates (Substance and Houdini Engine). Judging by https://github.com/sideeffects/HoudiniEngineForUnreal/issues/19 [github.com] the 4.11 Houdini Engine plug-in seems pretty far along. Is there a rough estimation on when it will be officially available?
Thaks in advance!
Thaks in advance!
Houdini Engine for Unity » Problem with nested asset
- DASD
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Also, wouldn't it make sense to change the system for Houdini Engine so that you can pack any otls (and other resources) into your HDA (attach it as an “Extra File”) and those resources would be used automatically?
Note I have not tried this, but this is how I would expect it to work. It would make delivering complex assets very simple and straight forward.
Note I have not tried this, but this is how I would expect it to work. It would make delivering complex assets very simple and straight forward.
Technical Discussion » Dynamic interface question
- DASD
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@arctor:
This is a good advice, but I am more interested in how to achieve UI interaction that is not native to Houdini. Specifically in this example: How would I replicate the entire process of interaction as seen in the video.
My extended goal would be to push this sort of thing even further to achieve workflows that are possible in other software packages due to their specifc UI system.
This is a good advice, but I am more interested in how to achieve UI interaction that is not native to Houdini. Specifically in this example: How would I replicate the entire process of interaction as seen in the video.
My extended goal would be to push this sort of thing even further to achieve workflows that are possible in other software packages due to their specifc UI system.
Technical Discussion » Dynamic interface question
- DASD
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How would you go about recreating the following (simple) interaction in Houdini:
https://www.youtube.com/watch?v=xHrqUnk8HAM&feature=youtu.be [youtube.com]
I guess you would have to create a shelf tool with custom shortcuts and do some python coding? Does anybody have an example o tutorial for something like this?
https://www.youtube.com/watch?v=xHrqUnk8HAM&feature=youtu.be [youtube.com]
I guess you would have to create a shelf tool with custom shortcuts and do some python coding? Does anybody have an example o tutorial for something like this?
Houdini Indie and Apprentice » UV from Hi to Lo poly ?
- DASD
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Thank you grayOlorin, very useful information!
Does anybody have tips on how to further improve the quality of the projected UVs? Under certain circumstances I get rather distorted UVs and I would like to select those and relax them.
Does anybody have tips on how to further improve the quality of the projected UVs? Under certain circumstances I get rather distorted UVs and I would like to select those and relax them.
Technical Discussion » Best approach for procedural spiral stairs
- DASD
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For reference you could check out:
https://www.orbolt.com/asset/theis::stairs_v2 [orbolt.com]
Edit: I would probably just use a copy node to create the stair steps. Set it to cumulative transforms and add an up transformation value and a rotation value and set the number of copies… Done. You could also copy onto a line instead to have some additional control over the shape.
You'll probably need a spiral for the railing, but there is different ways to achieve things in Houdini.
https://www.orbolt.com/asset/theis::stairs_v2 [orbolt.com]
Edit: I would probably just use a copy node to create the stair steps. Set it to cumulative transforms and add an up transformation value and a rotation value and set the number of copies… Done. You could also copy onto a line instead to have some additional control over the shape.
You'll probably need a spiral for the railing, but there is different ways to achieve things in Houdini.
Technical Discussion » curve edit-state color too similar to viewport BG
- DASD
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In the viewport press: “D”
Go to background tab and change Color Scheme
. You'll find more options in that menu, too.
Go to background tab and change Color Scheme
. You'll find more options in that menu, too.
Houdini Indie and Apprentice » Stamping Chops
- DASD
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Maybe you need to use
http://www.sidefx.com/docs/houdini15.0/expressions/chopci [sidefx.com]
or
http://www.sidefx.com/docs/houdini15.0/expressions/chopi [sidefx.com]
or something like that…
The idea would be to use such an expression in a parameter of your target. (By target I mean the thing you want to influence by the data from the CHOPs)
http://www.sidefx.com/docs/houdini15.0/expressions/chopci [sidefx.com]
or
http://www.sidefx.com/docs/houdini15.0/expressions/chopi [sidefx.com]
or something like that…
The idea would be to use such an expression in a parameter of your target. (By target I mean the thing you want to influence by the data from the CHOPs)
Houdini Indie and Apprentice » Stamping Chops
- DASD
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As far as I understand, you can feed anything into a stamp. You just got an unexpected result, because you took information from the wrong frame of reference for the task.
- Also note: Local variables are only available on the nodes that have them, but if you can get the data there, you can use it anywhere down the line.
- Also note: Local variables are only available on the nodes that have them, but if you can get the data there, you can use it anywhere down the line.
Houdini Indie and Apprentice » Vertex Colours are differ slightly in unity...
- DASD
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Note that you can change the gamma of the viewport:
Press “D” in the viewport, go to the viewport tab and set Gamma to 1. (I think it was 1.)
Press “D” in the viewport, go to the viewport tab and set Gamma to 1. (I think it was 1.)
Technical Discussion » How to Use an object to drive another object in vex
- DASD
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I think he means parenting. So when you transform scale or rotate the parent object, the child object inherits those changes.
I don't think vex would do that sort of thing well. I would just use a transform sop with some expressions.
I don't think vex would do that sort of thing well. I would just use a transform sop with some expressions.
Technical Discussion » UV to point promotion issue
- DASD
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If I use vertex UVs on export to other programs it turns out that every triangle in the UVs is separated. Most other applications do not a appreciate that. I can clean that up in Maya, but that is not a good workflow.
If I promote the UVs to a point attribute they borders of the UV islands get fused (which is not what I want for obvious reasons).
If I promote the UVs to a point attribute using a vertex split sop, the UV islands stay separate but the geometry gets split apart (and the normals get messed up in the process).
Is there a way to achieve a proper UV export without messing up the geometry?
- I suppose I could transfer the normals from before the split onto the split version, but in a package like Maya such a mesh would have to be considered broken. To further process such a mesh in Maya I would have to unlock the normals (and lose all normal information I defined in Houdini) and merge (fuse) the mesh. Undoing all the work I have done in Houdini.
If I promote the UVs to a point attribute they borders of the UV islands get fused (which is not what I want for obvious reasons).
If I promote the UVs to a point attribute using a vertex split sop, the UV islands stay separate but the geometry gets split apart (and the normals get messed up in the process).
Is there a way to achieve a proper UV export without messing up the geometry?
- I suppose I could transfer the normals from before the split onto the split version, but in a package like Maya such a mesh would have to be considered broken. To further process such a mesh in Maya I would have to unlock the normals (and lose all normal information I defined in Houdini) and merge (fuse) the mesh. Undoing all the work I have done in Houdini.
Houdini Indie and Apprentice » UV from Hi to Lo poly ?
- DASD
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@grayOlorin
Thank you! Works great!
I tried to promote the class attribute to vertices so that I could potentially do all operations in one vopsop. - Primarily for learning purposes. The task of combining the two vopsops seemed rather trivial, but I couldn't get it to work. It works in two steps, but not in one. (See attached file.)
I suppose I misunderstand the way the vopsop processes the data, or I just failed to adjust something. I guess the problem lies in the empty group parameter on the XYZDistance node.
It seems that the vertex-based approach gives worse results anyways. I guess the primitive based sampling checks distance from primitive (polygon) center to primitive (polygon) center and gets a smoother selection because of it.
Anyways very interesting stuff.
Maybe SideFX should update the attribute transfer SOP? :wink:
Thank you! Works great!
I tried to promote the class attribute to vertices so that I could potentially do all operations in one vopsop. - Primarily for learning purposes. The task of combining the two vopsops seemed rather trivial, but I couldn't get it to work. It works in two steps, but not in one. (See attached file.)
I suppose I misunderstand the way the vopsop processes the data, or I just failed to adjust something. I guess the problem lies in the empty group parameter on the XYZDistance node.
It seems that the vertex-based approach gives worse results anyways. I guess the primitive based sampling checks distance from primitive (polygon) center to primitive (polygon) center and gets a smoother selection because of it.
Anyways very interesting stuff.
you should still use XYZDistance to do so on a prim vop as this is faster and more accurate than attribute transferI guess your approach is more accurate than a simple attribute transfer precisely because of the way the XYZDistance node samples the primitives?
Maybe SideFX should update the attribute transfer SOP? :wink:
Houdini Indie and Apprentice » UV from Hi to Lo poly ?
- DASD
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Thank you grayOlorin, that was very interesting! I tried to recreate the process (and got it to do one UV island), but I seem to have made a mistake somewhere. Could you please have a look:
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