Hi
To create geo with a CVEX operator check the file i posted in this thread:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=43009&highlight=cvex+addpoint [sidefx.com]
-b
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Technical Discussion » CVEX interface
- bonsak
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Houdini Indie and Apprentice » explain the bind node (vopsop) ? what isi it where to work ?
- bonsak
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Hi
If you have an attribute upstream from your attribute vop that is not exposed in the global parameters node (f.x @myattribute), you can use bind to “import” it into your vop network. If you want “myattribute” to continue down stream from the attribute vop, you use the bind export node to “export” it The “import {type} attribute” does the same.
-b
If you have an attribute upstream from your attribute vop that is not exposed in the global parameters node (f.x @myattribute), you can use bind to “import” it into your vop network. If you want “myattribute” to continue down stream from the attribute vop, you use the bind export node to “export” it The “import {type} attribute” does the same.
-b
Work in Progress » anemo
- bonsak
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Houdini Learning Materials » VEX and Attribute Wrangle and SOP
- bonsak
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Hi
Check out these two pages in the docs:
http://www.sidefx.com/docs/houdini15.0/vex/snippets#attributes [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/ref/expression_cookbook [sidefx.com]
I would also recomend this vex resource:
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
-b
Check out these two pages in the docs:
http://www.sidefx.com/docs/houdini15.0/vex/snippets#attributes [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/ref/expression_cookbook [sidefx.com]
I would also recomend this vex resource:
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
-b
Technical Discussion » CVEX interface
- bonsak
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Hi
Check out User Interface Pragmas:
http://www.sidefx.com/docs/houdini15.0/vex/lang [sidefx.com]
The operator style of the VEX operator defines what context it will ‘belongs’ to.
If you want your VEX operator to be used in the geo context, set the style to “Geometry Operator”.
-b
Check out User Interface Pragmas:
http://www.sidefx.com/docs/houdini15.0/vex/lang [sidefx.com]
The operator style of the VEX operator defines what context it will ‘belongs’ to.
If you want your VEX operator to be used in the geo context, set the style to “Geometry Operator”.
-b
Technical Discussion » Distributed fluid sim with Deadline or other render farm
- bonsak
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Hi
You can use deadline to reserve Hserver machines. And then you use HQueue to do the actual simming:
http://docs.thinkboxsoftware.com/products/deadline/8.0/1_User%20Manual/manual/app-hserver.html?highlight=hserver [docs.thinkboxsoftware.com]
-b
You can use deadline to reserve Hserver machines. And then you use HQueue to do the actual simming:
http://docs.thinkboxsoftware.com/products/deadline/8.0/1_User%20Manual/manual/app-hserver.html?highlight=hserver [docs.thinkboxsoftware.com]
-b
Houdini Learning Materials » Red Tint on Render - Ocean Waves Tutorial
- bonsak
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I'm guessing you have a missing texture somewhere thats being reflected by the water. Might be wrong.
-b
-b
Technical Discussion » problem exporting bgeo to alembic
- bonsak
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I seem to have the same problem. But i managed to write out a sequence with a geometry rop and setting the file extension to .abc
-b
-b
Technical Discussion » FileCache In Series & Viewport/Render View Caches
- bonsak
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Hi
1. You can chain geometry rops together. Rendering the last one in the chain will render the other ones as well.
The other way is to attach a file cache and a blast node (set to delete everything) to all the volumes you want to write out, except the first one. Then set the File Mode to “Write File” on the File Caches. Then merge all volumes together including the first one. Add an additional File Cache after the Merge node. And use that to write out your files. This network will “pull” through all connected nodes, even the ones where you are deleting everything and writing them out to disk on the way down the chain.
2. Write out two volumes: one lowrez and one highrez. Load both into your scene and set the display flag on the lowrez and the render flag on the highrez.
-b
1. You can chain geometry rops together. Rendering the last one in the chain will render the other ones as well.
The other way is to attach a file cache and a blast node (set to delete everything) to all the volumes you want to write out, except the first one. Then set the File Mode to “Write File” on the File Caches. Then merge all volumes together including the first one. Add an additional File Cache after the Merge node. And use that to write out your files. This network will “pull” through all connected nodes, even the ones where you are deleting everything and writing them out to disk on the way down the chain.
2. Write out two volumes: one lowrez and one highrez. Load both into your scene and set the display flag on the lowrez and the render flag on the highrez.
-b
Technical Discussion » Vex Bounding box ?
- bonsak
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I find point(@OpInput2, “P”, @ptnum) to be a useful shortcut if the other objects have more points than the first one. Then it's easy to offset @ptnum to access points outside the range of the number of points in the first object.
-b
-b
Technical Discussion » Vex Bounding box ?
- bonsak
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You could do like this:
@N=point(@OpInput2, “P”, @ptnum)-@P;
Assuming you're in an Attribute or Point Wrangle node.
-b
@N=point(@OpInput2, “P”, @ptnum)-@P;
Assuming you're in an Attribute or Point Wrangle node.
-b
Houdini Learning Materials » Load textures using a single file string
- bonsak
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If you name your shader “Engine” you can reference the name of the shader in your path like this: “$HIP/tex/$OS.Base.png” $OS is the name of the current node.
It doesn't resolve when there is an underscore after it so name your texture like this instead: Engine.Base.png.
An other option is to make your own variables: Edit->Aliases and Variables->Variables. Here you could make variables for whatever you want and reference them in your nodes to your hearts content.
-b
https://www.sidefx.com/docs/houdini13.0/expressions/_globals [sidefx.com]
It doesn't resolve when there is an underscore after it so name your texture like this instead: Engine.Base.png.
An other option is to make your own variables: Edit->Aliases and Variables->Variables. Here you could make variables for whatever you want and reference them in your nodes to your hearts content.
-b
https://www.sidefx.com/docs/houdini13.0/expressions/_globals [sidefx.com]
Technical Discussion » Mantra Surface Shader
- bonsak
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Find the “diffColor” node and double click on the knob sticking out from the “texture” input.
-b
-b
Houdini Lounge » Redshift for Houdini, call for developers
- bonsak
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Ooops So sorry about that
Here's are the details:
Here's are the details:
HoudiniThis was posted 26. february.
This might come as a surprise to some of you: most features in the Houdini plugin are already working and a closed-alpha release is imminent! smile
Given that this is a brand-new plugin, we’re expecting to discover all sorts of issues at first - including stability and performance ones. And, probably, a good amount of missing features, too. Our plan is to share the plugin with a few studios at first and, once stability improves, open access to more people. Once we’re ready to do that, we’ll post in “Dev announcements”.
Regarding what’s working: well, nearly everything! smile
+ Polygons, strands (hair), instances, particles work
+ Transformation/deformation blur works
+ Houdini cameras are translated, Redshift camera shaders and types supported
+ Per object attributes/tessellation/matte/objectID/etc
+ Proxies, proxy instances are supported
+ All possible per-vertex or per-instance/per-particle attributes are supported
+ Global environment shading and volumetric scattering work
+ IPR work
+ AOVs work
+ MPlay can show AOVs
+ A good set of default Houdini lights are translated
+ Redshift lights are there
+ Redshift shaders are there. We’re thinking of which Mantra shaders to convert - if any.
… and tons of other things I’m sure I’m missing
Things recently added in Redshift so they haven’t made it to the plugin yet:
- Baking
Features still being worked in Redshift on so they haven’t made it to the plugin yet:
- OpenVDB/volumetrics
- Optimized particles
Verdict:
Houdini is a beast of a 3d app so we’re pretty sure more work will be needed to iron out any kinks and support the multiple possible workflows. But we feel we’re off to a pretty good start!
Houdini Learning Materials » VOP SOP is now what in H15?
- bonsak
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Houdini Lounge » Redshift for Houdini, call for developers
- bonsak
- 459 posts
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Don't know if you've seen this thread?
https://www.redshift3d.com/forums/viewthread/6224 [redshift3d.com]
-b
https://www.redshift3d.com/forums/viewthread/6224 [redshift3d.com]
-b
Houdini Indie and Apprentice » Export to Alembic with 'selection sets' / material groups
- bonsak
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Technical Discussion » [Houdini Apprentice | Newbie]: Fuse SOP and Clean SOP.
- bonsak
- 459 posts
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Hi Brandon
If you want people to debug your obj file you should consider uploading it so people can take a look.
-b
If you want people to debug your obj file you should consider uploading it so people can take a look.
-b
Houdini Indie and Apprentice » Export to Alembic with 'selection sets' / material groups
- bonsak
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Thanks Tomas.
Is there any specific reason why you pass in both “prim” and “uv” even though they are set to zero?
float dist = xyzdist( 1, @P, pid, puv );
Cheers
Bonsak
Is there any specific reason why you pass in both “prim” and “uv” even though they are set to zero?
float dist = xyzdist( 1, @P, pid, puv );
Cheers
Bonsak
Technical Discussion » is there a way to wrangle a 64-bit attribute?
- bonsak
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