... PRM_Template(PRM_STRING, PRM_TYPE_DYNAMIC_PATH, 1, &PRM_Name("soppath", "SOP Path"), 0, 0, 0, 0, &PRM_SpareData::sopPath) ...
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Houdini Lounge » HDK create parameter
- tamte
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never used HDK, so take this with a pinch of salt, but from the docs it looks like you define it like this :
Houdini Lounge » Start as a Houdini FX artist
- tamte
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there is always a lot of reasons why a company may not hire you after an interview, it doesn't always mean that something went wrong
I wouldn't think production experience is necessarily a problem as that should be obvious from your CV and if company is looking for someone with more experience than you have then you will simply not be asked to come for an interview
2 interviews is not a lot so don't worry too much about that, keep trying
I'd advise you not including work you've done directly following some courses/tutorials, chances are that those shots are easily recognizable and don't necessarily show your skill, so chances are that 2 of your 4 shots are just ignored. However you can easily apply learned knowledge to similar shots which can pass for your own
I wouldn't think production experience is necessarily a problem as that should be obvious from your CV and if company is looking for someone with more experience than you have then you will simply not be asked to come for an interview
2 interviews is not a lot so don't worry too much about that, keep trying
I'd advise you not including work you've done directly following some courses/tutorials, chances are that those shots are easily recognizable and don't necessarily show your skill, so chances are that 2 of your 4 shots are just ignored. However you can easily apply learned knowledge to similar shots which can pass for your own
Technical Discussion » Explode view on a single axis?
- tamte
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in exploded view in every one of the foreach subnets there is xform1 node, just delete expressions on tx and tz and set to 0
Edited by tamte - Feb. 22, 2018 20:36:29
Houdini Indie and Apprentice » popGrains for flowers bent by the wind. Problem..
- tamte
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I'd suggest Wire Solver for this as Grain solver doesn't solve for angular constraints
Houdini Indie and Apprentice » Add leaves to curves ends
- tamte
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Pointwrangle SOP:
or Group Expression SOP over Points
and of course you'll have to have proper instancing attributes like orient on your points to get stable transform on leaves
i@group_ends = vertexprimindex(0, @vtxnum) == primvertexcount(0, @primnum)-1;
or Group Expression SOP over Points
vertexprimindex(0, @vtxnum) == primvertexcount(0, @primnum)-1;
and of course you'll have to have proper instancing attributes like orient on your points to get stable transform on leaves
Houdini Indie and Apprentice » Matching point numbers between geo with the same topology
- tamte
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believe it or not there is Match Topology SOP for this purpose
in your case it works without any hint, but you can provide some hint points
in your case it works without any hint, but you can provide some hint points
Edited by tamte - Feb. 21, 2018 23:15:59
Houdini Indie and Apprentice » VEX bias function?
- tamte
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olivierthjsmack meant this, exactly what VOPs do:
jsmack: I have no idea what you are talking about. Don't forget I'm a super noob in houdini. I just started.
#include <voplib.h> @P.y = vop_bias(@P.x, 0.25);
Technical Discussion » Vdb combine problem
- tamte
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if it literally says:
VDB combine by default combines pairs of VDBs, so 1st VDB from A with 1st from B, 2nd from A with 2nd from B, etc.
if A has less VDB primitives then B, then some of B's VDBs will not be used/processed at all
there are options on VDB Combine to change this behavior, like unchecking Combine A/B Pairs or checking Flatten All B Into A, depending on your needs
some grids were not processed because there were more B grids than A gridsthen it's important to note the word SOME
VDB combine by default combines pairs of VDBs, so 1st VDB from A with 1st from B, 2nd from A with 2nd from B, etc.
if A has less VDB primitives then B, then some of B's VDBs will not be used/processed at all
there are options on VDB Combine to change this behavior, like unchecking Combine A/B Pairs or checking Flatten All B Into A, depending on your needs
Houdini Learning Materials » Camera Projections in Houdini - Example File
- tamte
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not sure you need to bake any textures, just make sure the projection happens on the frame you want and copy those uvs to the deforming geo
Houdini Indie and Apprentice » replace each edges by box?
- tamte
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to get stable orient however you'll need to use up vector as well to construct reference frame
otherwise it may easily flip if you animate your original geo
so on top of just direction along edge you can use original point normal as upvector
otherwise it may easily flip if you animate your original geo
so on top of just direction along edge you can use original point normal as upvector
Edited by tamte - Feb. 20, 2018 00:32:00
Houdini Indie and Apprentice » Measure Curvature
- tamte
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vustatamte1) disagree…the tip of the knife is still as sharp
if you multiply curvature values by the sqrt(@area) you should get stable results
not necessarily wrong, just not very intuitive, I'm sure it has logical explanation, but personally I've never used curvature values from Measure SOP
dependence on the area may make sense if you think about it in a relative terms to the world, like how sharp something is, a knife blade is super sharp, but having 1000x scaled knife would hardly be as sharp, not sure just trying to make sense of the thinking behind
2) if you have to ‘manipulate’ the answer to get what you like…that's tantamount to cheating…and proves the orig answer was wrong in the first place….otherwise, why would you tamper with the orig answer ?
1. Well, whether you agree or not it is one way to look at the cutvature, I personally wouldn't want to try to cut my steak with 1000x bigger knife as I don't agree it's as sharp
Already mentioned how you can make it stable
Or just make your own for the time being
Just that Measure SOP doesn't provide the type of curvature you want doesn't make it wrong, feel free to submit RFE to add more curvature types
2. Just added the analogy of the knife, no other modification to the answer, not that I care that much either
Houdini for Realtime » Volume Masking and Mixing
- tamte
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you don't have to do separate mix per volume
- just use Volume Wrangle SOP instead of Volume Mix in your first setup
- first input your cached volumes
- check Bind Each Volume to Density
- assuming the second input has single mask volume, this would work:
- just use Volume Wrangle SOP instead of Volume Mix in your first setup
- first input your cached volumes
- check Bind Each Volume to Density
- assuming the second input has single mask volume, this would work:
f@density *= volumesample(1, 0, @P);
Edited by tamte - Feb. 16, 2018 22:18:02
Houdini Indie and Apprentice » Measure Curvature
- tamte
- 8602 posts
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if you multiply curvature values by the sqrt(@area) you should get stable results
not necessarily wrong, just not very intuitive, I'm sure it has logical explanation, but personally I've never used curvature values from Measure SOP
dependence on the area may make sense if you think about it in a relative terms to the world, like how sharp something is, a knife blade is super sharp, but having 1000x scaled knife would hardly be as sharp, not sure just trying to make sense of the thinking behind
not necessarily wrong, just not very intuitive, I'm sure it has logical explanation, but personally I've never used curvature values from Measure SOP
dependence on the area may make sense if you think about it in a relative terms to the world, like how sharp something is, a knife blade is super sharp, but having 1000x scaled knife would hardly be as sharp, not sure just trying to make sense of the thinking behind
Edited by tamte - Feb. 16, 2018 18:29:03
Technical Discussion » VEX copy point
- tamte
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I'm assuming you are inserting points inbetwen other points, so you can't just clone a point, in that case you can easily interpolate all attributes from those points using Attrib Interpolate SOP afterwards, you just need either primnum + primuv coords, or pointarray + weightarray
Edited by tamte - Feb. 16, 2018 17:52:10
Technical Discussion » VEX: How could I move a point along Normal?
- tamte
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just multiply normal vector by the amount and add to P, set group only to points you want to move
Houdini Indie and Apprentice » point vop ramp doesn't output colors
- tamte
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that one sets the default ramp value, exactly like other parameters have default value on the VOP directly
if you look closely even the name says Ramp Default
if you look closely even the name says Ramp Default
Edited by tamte - Feb. 13, 2018 21:13:46
Technical Discussion » POP influences geometry outside network after collision
- tamte
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you can use findattribval() and findattribvalcount() to get all (or some of the) points with exact value of some attribute like id or name
or specifically for those 2 there are functions idtopoint() and nametopoint() to get the first point with the matching value of id or name attrib
or specifically for those 2 there are functions idtopoint() and nametopoint() to get the first point with the matching value of id or name attrib
Technical Discussion » Non-uniform instance scale
- tamte
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Add Attribute just creates attribute and sets the default value, so you are essentially setting one default value that all points are initialized to
use Bind Export node to set per point scale values
or Set Attribute node
you can keep Add Attribute node in there if you wish to set the typeinfo, default value or local variable for your attribute as well
use Bind Export node to set per point scale values
or Set Attribute node
you can keep Add Attribute node in there if you wish to set the typeinfo, default value or local variable for your attribute as well
Technical Discussion » attrfrommap
- tamte
- 8602 posts
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you can find the syntax on various places in help, but essentially you'll need %(UDIM)d token to replace the udim number in your path
http://www.sidefx.com/docs/houdini/nodes/vop/texture.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/vex/functions/expand_udim.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/nodes/vop/texture.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/vex/functions/expand_udim.html [www.sidefx.com]
Technical Discussion » How Render As Points in Mantra works? How come it is so fast?
- tamte
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you may be able to optimize your points beforehand, if your boxes are solid you may need just the outer-most layer of points as well you may be able to cull by camera or at least replace out of screen parts with some other geo
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