Thank you very much guys!
Both solutions are quite elegant.
The metadata node in order to retrieve the iteration number it is exactly what I was searching for.
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Technical Discussion » Question about unique names in loops for each.
- Nicolas Heluani
- 280 posts
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Technical Discussion » Question about unique names in loops for each.
- Nicolas Heluani
- 280 posts
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Hi everyone,
Anyone knows how to reach the iteration number in a for each loop to use it as a name in objects I create inside it?
Basically I am trying to give unique names to pieces from a voronoid fracture that runs multiple times inside a for each loop.
Like piece_Iteration01_01, piece_Iteration01_02 and next iteration (part processed) will be piece_Iteration02_01, piece_Iteration02_02 I hope I am making sense here.
I attached a simple hip file to focus on what I meant. As you can see all pieces out of the for each loop have same Piece0,piece1,piece2,piece4 name. I assume this is an issue with wathever we create in the for each loop. so there must be a way to add a unique id to each iteration right?
Any help will be greatly appreciated.
Nico.
Anyone knows how to reach the iteration number in a for each loop to use it as a name in objects I create inside it?
Basically I am trying to give unique names to pieces from a voronoid fracture that runs multiple times inside a for each loop.
Like piece_Iteration01_01, piece_Iteration01_02 and next iteration (part processed) will be piece_Iteration02_01, piece_Iteration02_02 I hope I am making sense here.
I attached a simple hip file to focus on what I meant. As you can see all pieces out of the for each loop have same Piece0,piece1,piece2,piece4 name. I assume this is an issue with wathever we create in the for each loop. so there must be a way to add a unique id to each iteration right?
Any help will be greatly appreciated.
Nico.
Work in Progress » FEM Cushions and Dirt mask
- Nicolas Heluani
- 280 posts
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After a little experiment with FEM deformations simulating a cushion I am amazed at the ease and power of the system :shock:
I actually had more problems with the dirt mask I've used for the weared look in the blue fabric. I had no way to limit the scope to only the individual object created by the DopImport node. The scope:self script included all objects in the parent geometry. So I literally extracted each simulated object to a different geometry node and then apply the materials, there must be a better workflow. :?
https://vimeo.com/158794790 [vimeo.com]
I actually had more problems with the dirt mask I've used for the weared look in the blue fabric. I had no way to limit the scope to only the individual object created by the DopImport node. The scope:self script included all objects in the parent geometry. So I literally extracted each simulated object to a different geometry node and then apply the materials, there must be a better workflow. :?
https://vimeo.com/158794790 [vimeo.com]
Technical Discussion » bump displacement, rest position and uv mapped surface color
- Nicolas Heluani
- 280 posts
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Hi,
I am a bit confused about how the rest position node affects the displace VOP when I am using it in a bump displacement setting.
As you see in the pictures I have a basic set up linking a surface color with proper uv data node to the value of a displacement node. Just for the record, the displacement node is set to bump displacement.
And the set up works great without the rest position being feeded into the P input of the displacement node. It actually works great even after FEM deformations (I tryed it, no problem with deformations).
Nonetheless for the sake of being prudent i decided to feed the rest pos and then this happens ( see picture 2 ).
I don't quite understand why this happens. Why the rest position will have any effect at all on a non-deformed geometry. And I also wonder if it matters at all when using UV maps to give rest position data to the displace VOP.
I know that there is some basic concept here I am not understanding so any help will be appreciated.
I recreated the problem in the attached hip file. you can see the result when plugin or un-plugin the rest position node.
I am a bit confused about how the rest position node affects the displace VOP when I am using it in a bump displacement setting.
As you see in the pictures I have a basic set up linking a surface color with proper uv data node to the value of a displacement node. Just for the record, the displacement node is set to bump displacement.
And the set up works great without the rest position being feeded into the P input of the displacement node. It actually works great even after FEM deformations (I tryed it, no problem with deformations).
Nonetheless for the sake of being prudent i decided to feed the rest pos and then this happens ( see picture 2 ).
I don't quite understand why this happens. Why the rest position will have any effect at all on a non-deformed geometry. And I also wonder if it matters at all when using UV maps to give rest position data to the displace VOP.
I know that there is some basic concept here I am not understanding so any help will be appreciated.
I recreated the problem in the attached hip file. you can see the result when plugin or un-plugin the rest position node.
Houdini Lounge » Shader lirary
- Nicolas Heluani
- 280 posts
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FollyxI will like to go back to the original post because I do feel this is an area that could be easily improve by SFX. First of all I feel we are talking about materials library more than shading libraries. Semantics I know, but I relate shading to shading models.
Hi,
before I changed to Houdini I was over 14 Years a Mayauser and was used to download different shader librarys as a starting point for own development.
I dont find anything similliar in the web for Houdini. Any suggestions?
Thank you in advance.
Cheers
I understand the material library in H15 has improved dramatically since previous versions. But the lack of even commercial expansions in Orbolt makes it inconvenient for basic setup.
A wide library for initial setup is quite usefull, I will say essential in a workflow with tight deadlines. It's true that you almost never end up using the shader as it comes from the box but it helps a lot when experimenting looks.
Jordi, you mention this in your guide when you write in the shading chapter that:
Over the years I built a big library that can handle 90% ofPS: thank you for the guide.
a job making my life very easy.
As I am now working exclusively with Houdini I have done
the same for Houdini and I am in the process of redoing
all the materials but as you can imagine this will take me
a long time as I had to start from scratch.
I also understand the concept from SFX of not developing tools to specific needs, and any medium or big studio probably have their own library. But for a small studio or the independent not having this starting point does affect the time of production and therefore cost of the project. And like I said this is something that for a team in the long term can be developed gradually and made ready available to the users.
Technical Discussion » A better Illustrator file importer
- Nicolas Heluani
- 280 posts
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grayOlorin
I also recommend using the extrude SOP instead of polyExtrude for imported .ai files, as it is more geared towards building extrusions out of those (i.e. it has an auto hole mechanism that is sensitive to the extrusion, thickness offset, and bridges so that you do not have to use a hole SOP)
Also, the second spine input does insetting, which in general would be more of the results you would want from extruding and beveling those shapes
Well, yes. But as I mention in my post in the WIP forum. My objective is to create a multi-functional extrude tool, the type you will find in C4D, to have a variety of extrude with bevel presets. I actually made the first version of these tools, see the post link above. And in the ExtrudeNH asset I use the extrude Sop with a second input to achieve curved insets in bevels.
When cleaning the .ai file in the AICleanerNH I convert everything to polygons. True, this is really not required but the Illustrator importer brings both Polygons and Curves. Maybe I could give an option in the AiCleanerNH asset to output curves instead of polygons. And Then use the Extrude SOP for every kind of beveling.
I will probably test this later.
But this is a discussion that will probably be better suited in the WIP post.
Technical Discussion » A better Illustrator file importer
- Nicolas Heluani
- 280 posts
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Thank you guys for the help.
I made two tools, one to clean the Ai files as it comes from the file node, and another one to extrude it with a few beveling options. But since this will fall more in the realm of WIP I started the post here:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=43388&highlight= [sidefx.com]
I made two tools, one to clean the Ai files as it comes from the file node, and another one to extrude it with a few beveling options. But since this will fall more in the realm of WIP I started the post here:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=43388&highlight= [sidefx.com]
Work in Progress » Illustrator Cleaner and a basic extrussion tool.
- Nicolas Heluani
- 280 posts
- Offline
Hi guys.
I'll start by being honest and admit that I got Houdini mostly for VFX. But once that I started working in Houdini I had the impression that it will also be an amazing tool for motion graphics, which is my main task anyway. However, for me to use it to that end, I felt it stills needs certain tools that other packages have in order to streamline the production of graphics assets for clients.
So here are the first two tools that I felt will be of great use:
AiCleanerNH:
http://www.orbolt.com/asset/Butachan::aiCleanerNH::1.0 [orbolt.com]
ExtrudeNH:
http://www.orbolt.com/asset/Butachan::extrudeNH::1.0 [orbolt.com]
One is a simple geometry cleaner for imported geometry from illustrator files.
The other is a simple extrude were you can choose different beveling faces (none, linear, convex, concave, semi-circle, inner-bevel and outer-bevel).
These are the first version of my first tools, so plenty of room for improvement, which is why I brought them here. Any comments of recommendation on how to improve the tool will be greatly appreciated and made available in the next update.
My final objective for this tool will be to create a reliable streamlined way to import and extrude illustrator vector files with plenty of options to test their look.Hope you guys find them useful.
I'll start by being honest and admit that I got Houdini mostly for VFX. But once that I started working in Houdini I had the impression that it will also be an amazing tool for motion graphics, which is my main task anyway. However, for me to use it to that end, I felt it stills needs certain tools that other packages have in order to streamline the production of graphics assets for clients.
So here are the first two tools that I felt will be of great use:
AiCleanerNH:
http://www.orbolt.com/asset/Butachan::aiCleanerNH::1.0 [orbolt.com]
ExtrudeNH:
http://www.orbolt.com/asset/Butachan::extrudeNH::1.0 [orbolt.com]
One is a simple geometry cleaner for imported geometry from illustrator files.
The other is a simple extrude were you can choose different beveling faces (none, linear, convex, concave, semi-circle, inner-bevel and outer-bevel).
These are the first version of my first tools, so plenty of room for improvement, which is why I brought them here. Any comments of recommendation on how to improve the tool will be greatly appreciated and made available in the next update.
My final objective for this tool will be to create a reliable streamlined way to import and extrude illustrator vector files with plenty of options to test their look.Hope you guys find them useful.
Houdini Lounge » Radio Buttons Usage?
- Nicolas Heluani
- 280 posts
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Graham,
I've tried your solution on a Digital Asset but it does not seem to recognize the folder name. No matter what I do Houdini transform the name of the folder adding a number when placing the asset onto the scene, and I am pretty sure the name is original.
I've tried your solution on a Digital Asset but it does not seem to recognize the folder name. No matter what I do Houdini transform the name of the folder adding a number when placing the asset onto the scene, and I am pretty sure the name is original.
Technical Discussion » A better Illustrator file importer
- Nicolas Heluani
- 280 posts
- Offline
I see, thanks for the input guys,
Guillaume: I notice the import of bezier and polygons and used the first polyextrude on purpose to convert everything, but indeed the Convert Sop is a more appropiate tool (I just started but I kind of knew there was something deeply wrong about using the polyextrude that way, )
Doudini: I'm just using text because is the easiest way to get varied set of curves with holes and intersections, but my idea was to see what is the best workflow for a quick .ai import that allows some basic extrusion and bevel without to much manual work. Say for a quick logo to fly in, etc. But I agree with you, for a more elegant element manual work is unavoidable.
But as a side note: Do you guys know how will I go about if want for example delete all geometry except curves? If I use the Blast node and delete by attribute, is there an attribute for Curves?
Guillaume: I notice the import of bezier and polygons and used the first polyextrude on purpose to convert everything, but indeed the Convert Sop is a more appropiate tool (I just started but I kind of knew there was something deeply wrong about using the polyextrude that way, )
Doudini: I'm just using text because is the easiest way to get varied set of curves with holes and intersections, but my idea was to see what is the best workflow for a quick .ai import that allows some basic extrusion and bevel without to much manual work. Say for a quick logo to fly in, etc. But I agree with you, for a more elegant element manual work is unavoidable.
But as a side note: Do you guys know how will I go about if want for example delete all geometry except curves? If I use the Blast node and delete by attribute, is there an attribute for Curves?
Technical Discussion » A better Illustrator file importer
- Nicolas Heluani
- 280 posts
- Offline
Hi everyone!
Since it seems to be a common dilemma among newbies (including me) to find out the proper workflow for importing illustrator files. I decided to take a look if I can make a proper asset to efficiently and reliably import .ai files into houdini.
So here is the solution I have so far and I was wondering if indeed this is the most efficient way (You can see the networks in the image file, the proper solution is in the network named “holeOnExtrude”).
1. Save illustrator files into version 08 (this is standard, it gets rid of any conflicting elements on modern files including compression)
2. Delete the Cd attributes from primitives (this gets rid of the black color in the primitive)
3. Apply a polyextrude but keep all parameters at defaults
4. Now use the hole SOP
5. Extrude the resulting geometry to get the final output.
I find that if you try to use the hole sop before applying a polyextrude a lot of the shapes come out wrong, you can see the comparison in the files attached. (I included the project files if anyone wants the actual source).
Since it seems to be a common dilemma among newbies (including me) to find out the proper workflow for importing illustrator files. I decided to take a look if I can make a proper asset to efficiently and reliably import .ai files into houdini.
So here is the solution I have so far and I was wondering if indeed this is the most efficient way (You can see the networks in the image file, the proper solution is in the network named “holeOnExtrude”).
1. Save illustrator files into version 08 (this is standard, it gets rid of any conflicting elements on modern files including compression)
2. Delete the Cd attributes from primitives (this gets rid of the black color in the primitive)
3. Apply a polyextrude but keep all parameters at defaults
4. Now use the hole SOP
5. Extrude the resulting geometry to get the final output.
I find that if you try to use the hole sop before applying a polyextrude a lot of the shapes come out wrong, you can see the comparison in the files attached. (I included the project files if anyone wants the actual source).
Technical Discussion » Black surface from imported Illustrator path
- Nicolas Heluani
- 280 posts
- Offline
Hi everyone!
I just started with Houdini so I feel a little bit embarrassed about the way i think I fixed the black surface. It seems that Houdini when importing .ai files add a black color to the pimitives. So just add a color node, make it white, to your imported file and your preview will be nicer. Or delete the attribute Cd from the primitives.
Or you could just ignore the point color information on the shader that you apply to your object.
I just started with Houdini so I feel a little bit embarrassed about the way i think I fixed the black surface. It seems that Houdini when importing .ai files add a black color to the pimitives. So just add a color node, make it white, to your imported file and your preview will be nicer. Or delete the attribute Cd from the primitives.
Or you could just ignore the point color information on the shader that you apply to your object.
Technical Discussion » Black surface from imported Illustrator path
- Nicolas Heluani
- 280 posts
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I was going to start a new topic on this issue…but yes, I have here the same issues after importing Ai files (saved the .ai file in version 08, to eliminate compression, etc).
Black filled surface, and to be honest the primitive created is not very clean.
Maybe this is a noob question, but is there anyway to extract just the curve from an illustrator file rather than the resulting primitive?
Black filled surface, and to be honest the primitive created is not very clean.
Maybe this is a noob question, but is there anyway to extract just the curve from an illustrator file rather than the resulting primitive?
Technical Discussion » Render region in Houdini 12 not working properly
- Nicolas Heluani
- 280 posts
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I am experiencing the same problem in Houdini 15 Apprentice edition. Is this by design because of the limitation as Jin_3d said?
Houdini Indie and Apprentice » confused about the OP: command
- Nicolas Heluani
- 280 posts
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Well, I can confirm as long as the script is not used in the expression editor everything works peachy….must be a bug.
Houdini Indie and Apprentice » confused about the OP: command
- Nicolas Heluani
- 280 posts
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DASD
To your first question: Your solution seems to work fine. In fact, it seems slightly faster. I did not notice this option existed in VOPs and I will certainly use it now. The expression is just a more universal solution and so it works outside of VOPs.
Really glad that I could help even a little bit considering the fact that this is my first 2 days with the soft After seeing a few tutorials who did not use it I started feeling I was using something that shall not be touched
To your seccond question: I think you are right. I think the error occurs because it is using backticks. I am fuzzy on this, but I think the backticks mean that the stuff in backticks gets evaluated as an expression before the parameter content is read out.
I think the fact that the expression editor gives an error for this, is based on how the expression editor is implemented. I guess it is a kind of bug. On the upside expressions in backticks are typically very short. They are also typically used in the font SOP, where you have a sufficient space in the parameter without the expression editor.
Interesting, I've never tried that, I got used to instantly use the script editor for everything since XSI. I really wanted to understand that expression because, as you say, referencing objects outside the VOPs is probably something I will be doing often. Thanks for the help!
Houdini Indie and Apprentice » Houdini Engine and Houdini FX Licence Question (newbie q)
- Nicolas Heluani
- 280 posts
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goldleaf
I could be wrong, but I believe that when you buy an Indie license for $199, it doesn't include an Engine license to run on a separate machine. It allows you to run Engine jobs (whether through a third-party program or a non-gui process) as well as a Houdini GUI; this is similar to Mantra having a separate license for rendering (since it's a separate process being run). Otherwise, clicking the ‘Render in Background’ on File Cache SOPs wouldn't work.
I believe you'd need to buy and Indie ($199) + Engine ($99) license to run on two machines; but it's totally possible I've misunderstood.
Ohh thank you goldleaf , you were right. You need the extra license to run on a second machine. I think I will start with one and then add my second workstation when I am more familiar with the workflow.
Houdini Indie and Apprentice » confused about the OP: command
- Nicolas Heluani
- 280 posts
- Offline
Hi Everyone….
I started using Houdini apprentice just a few days ago to test if Houdini is right for me, and so far I have being enjoying it very much!
But after seeing a few tutorials I came accross this op: command that seems to be the prefferred way to reference geometry to an inside object rather than an external file. For example in this file is used as such:
op:`opinputpath(“.”,1)`
inside the attribvop_curveTangle1 operator.
This is fine by me, But I do wonder why not just link the input geometry as I did in attribvop_curveTangle operator.
It seems to me a lot more clean just to link the input to the primitive node rather than driving the string by a command.
I am asking because the op:`opinputpath(“.”,1)` it seems a bit unstable. Since sometimes when I just access the expression editor again and just apply the same expression without changing it it gives me an “Unable to execute command” error. Which brings me to my second question…Why just opening the expression editor and executing the same command gives me an error? Is there something special about the op: command compared to other expressions? or maybe is the fact that it uses ``.
I started using Houdini apprentice just a few days ago to test if Houdini is right for me, and so far I have being enjoying it very much!
But after seeing a few tutorials I came accross this op: command that seems to be the prefferred way to reference geometry to an inside object rather than an external file. For example in this file is used as such:
op:`opinputpath(“.”,1)`
inside the attribvop_curveTangle1 operator.
This is fine by me, But I do wonder why not just link the input geometry as I did in attribvop_curveTangle operator.
It seems to me a lot more clean just to link the input to the primitive node rather than driving the string by a command.
I am asking because the op:`opinputpath(“.”,1)` it seems a bit unstable. Since sometimes when I just access the expression editor again and just apply the same expression without changing it it gives me an “Unable to execute command” error. Which brings me to my second question…Why just opening the expression editor and executing the same command gives me an error? Is there something special about the op: command compared to other expressions? or maybe is the fact that it uses ``.
Houdini Indie and Apprentice » Houdini Engine and Houdini FX Licence Question (newbie q)
- Nicolas Heluani
- 280 posts
- Offline
ok I answered my own question….
https://vimeo.com/132559209 [vimeo.com]
They explicitly mention that to run a second computer for render farm it is required an extra indie engine licence…
sorry to bother…
https://vimeo.com/132559209 [vimeo.com]
They explicitly mention that to run a second computer for render farm it is required an extra indie engine licence…
sorry to bother…
Houdini Indie and Apprentice » Houdini Engine and Houdini FX Licence Question (newbie q)
- Nicolas Heluani
- 280 posts
- Offline
Hi There!
A small question about licence before i set it up.
Since Houdini Indie Licence includes an Engine Licence as well. Is it possible then to set up a 2 workstation mini render farm in which one machine runs the server and a client and Houdini FX and the other machine runs another client, right?
If that the case then I will have to redeem the license for the Indie client in my 2nd machine and the license for Houdini Indie in my first machine.
Basically I wonder if I need to aquire an extra houdini engine licence for a 2 machine set up.
A small question about licence before i set it up.
Since Houdini Indie Licence includes an Engine Licence as well. Is it possible then to set up a 2 workstation mini render farm in which one machine runs the server and a client and Houdini FX and the other machine runs another client, right?
If that the case then I will have to redeem the license for the Indie client in my 2nd machine and the license for Houdini Indie in my first machine.
Basically I wonder if I need to aquire an extra houdini engine licence for a 2 machine set up.
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