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Technical Discussion » Need help with this quick vex
- Midasssilver
- 310 posts
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That made sense.. it just might be pretty hard for me to pull off. I've only done something like that once, and it was pretty difficult then, but I'll try and pull up that project file and work off of it. I assumed the answer would be something like that, but I hoped there was something easier. Thanks for the help!
Technical Discussion » Need help with this quick vex
- Midasssilver
- 310 posts
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Thanks for the responses guys! I think I explained what I am looking to do a little bit incorrectly, so i'll try again, and upload a Hip file this time to help. Basically I have 300 points emitted from a circle intermittently, that move outwards until they collide with the ceiling and walls of a room. Once I have all 300 points hit the wall, I want to delete those collided points, and not all collided points, since some of the new collided points are from the next “Wave” of points. I hope that makes sense. Any and all help is very much appreciated!
Technical Discussion » Need help with this quick vex
- Midasssilver
- 310 posts
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I'm trying to figure out the vex for something that would follow these rules procedurally;
“I want to keep group “collided” when there are 0-299 points in the group. When there are 300 points in the group, I want to delete points 0-299. When there are 600 points in the group, I want to delete 300-599. When there are 900 points in the group, I want to delete 600-899, and so on.”
Been stuck on this for a few days
“I want to keep group “collided” when there are 0-299 points in the group. When there are 300 points in the group, I want to delete points 0-299. When there are 600 points in the group, I want to delete 300-599. When there are 900 points in the group, I want to delete 600-899, and so on.”
Been stuck on this for a few days
Technical Discussion » lines in fluid source
- Midasssilver
- 310 posts
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Thanks for the reply! I'm fairly certain the lines are a product of too high of a division size, so what I am seeing is the voxel pattern. I'm finding it difficult to sim at a low enough division size on my work station. If I add enough noise to the fluid source, then the lines becomes turbulent enough that they are not visible.
Technical Discussion » lines in fluid source
- Midasssilver
- 310 posts
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I have a tornado animation that has a pretty low velocity, and I'm getting lines in the fluid source that I can't seem to shake. They are still visible in the render as well. As I increase the source from points values, the lines grow larger, but still remain. All points have the same density.
Houdini Learning Materials » White edge around my rendered object image when in motion...
- Midasssilver
- 310 posts
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I'm experiencing the same issue as this post. Images are rendered as pic files, and I see the same issue when I composite in Houdini as if I were compositing in Nuke. The only time the issue arises is when I add a background. All the elements composited without the background do not display this issue.
Technical Discussion » Locking rayed points on an animated mesh
- Midasssilver
- 310 posts
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Technical Discussion » Locking rayed points on an animated mesh
- Midasssilver
- 310 posts
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I'm trying to lock points on an animated mesh. How do I make them preserve their position when the animation moves?!
Technical Discussion » Exporting Alpha?
- Midasssilver
- 310 posts
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I tried to change the stochiastic transparency samples, but that didn't have much effect. I get alpha from the non-smoke objects in my scene, but my smoke has no alpha
Technical Discussion » Exporting Alpha?
- Midasssilver
- 310 posts
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I'm having a horrible time exporting my tga sequence with alpha of a fire sim I am making, into after effects. When i get the image into AE, it looks incredibly grainy. I cannot retrieve the mantra quality in the render. Any advice would be appreciated
Technical Discussion » Import image w/Transparent Background
- Midasssilver
- 310 posts
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Hello, I'm trying to import an image with a transparent background into Houdini. I close the background layer in Photoshop and save as a PNG. I can import the PNG into Houdini, but rather than the background being completely transparent, it is simply black, and cuts off anything behind it. If anyone knows a work around, I would definitely appreciate it.
Thanks!
Thanks!
Technical Discussion » Primitive Groups for Houdini to Maya?
- Midasssilver
- 310 posts
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Technical Discussion » Primitive Groups for Houdini to Maya?
- Midasssilver
- 310 posts
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I am aware that point attributes don't exist in Maya, rather they exist as vertex attributes, and need to be converted before transfer, but what about primitive groups? I set up my geometry with primitive groups in Houdini, so that when I transferred to maya, they are already grouped for rendering. Now that I am in Maya, I can't find the groups I set up anywhere. Is there something I am missing here? How can I access those groups, or do I need to set up them up different before export?
Thanks for the help!
Thanks for the help!
Technical Discussion » Exporting Camera via fbx
- Midasssilver
- 310 posts
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Thanks for the replies. The render settings window definitely helped me achieve some of the resolution requirements I needed to meet. Oddly enough, upon exporting my camera as a fbx for the 5th time, all of a sudden the camera worked perfectly, without a need to adjust any axis. Not sure what happened differently.
Thanks for the advice!
Thanks for the advice!
Technical Discussion » Exporting Camera via fbx
- Midasssilver
- 310 posts
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Hello! I've successfully exported my camera from Houdini to maya via fbx, but when I import it into Maya, the resolution isn't the same. I'm finding that I have to change the rotations on the camera to try and get close to the perspective I had in Houdini, but no matter how I try, I'm not able to get the same result. Is there an obvious step I'm missing somewhere, or an alternative way of exporting and importing the camera, that will preserve the perspective I've animated?
Thanks!
Thanks!
Houdini Lounge » Type Properties Window Maximize stuck
- Midasssilver
- 310 posts
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I fixed the problem, and am archiving it here for anyone who runs into the same thing. To fix it, go into the Houdini preferences and go to the General User Interface tab. Here, you can change the Global UI size to something that accommodates the resolution of your screen, so that the parameter interface window doesn't maximize beyond control.
Technical Discussion » Flow normal trouble!
- Midasssilver
- 310 posts
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Hello! I've been using flow normals for a long time, by converting tangentu to Normals and tangentv to UP. The problem I am experiencing is that as the copied parts move along the path, they twist around, as opposed to remaining straight. Has anyone experienced something like this or know of a work around?
Thanks!
Thanks!
Technical Discussion » eps file extrusions
- Midasssilver
- 310 posts
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Hi there,
I figured out my problem, and when I find the solution, I usually like to paste it here. There actually was never a problem in the first place. What I was seeing was pixelation upon zooming in on the render view. This disappeared when I rendered the image out and brought it into another program.
Cheers,
Joseph
I figured out my problem, and when I find the solution, I usually like to paste it here. There actually was never a problem in the first place. What I was seeing was pixelation upon zooming in on the render view. This disappeared when I rendered the image out and brought it into another program.
Cheers,
Joseph
Technical Discussion » eps file extrusions
- Midasssilver
- 310 posts
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Hi there,
I imported my eps curves into Houdini, then closed the curves and extruded them. When I render them, the render doesn't seem clean. The edges seem jagged, for some reason. I'm wondering if this is because they curves aren't made of polygons. Would remaking the shapes out of polygons fix this, or is there a proper method to using eps curves, where I don't run into this poor quality issue.
Thanks!
I imported my eps curves into Houdini, then closed the curves and extruded them. When I render them, the render doesn't seem clean. The edges seem jagged, for some reason. I'm wondering if this is because they curves aren't made of polygons. Would remaking the shapes out of polygons fix this, or is there a proper method to using eps curves, where I don't run into this poor quality issue.
Thanks!
Technical Discussion » Voronoi Inside Edges and Clean Geometry
- Midasssilver
- 310 posts
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