Found 364 posts.
Search results Show results as topic list.
Technical Discussion » creating a displacement map based off of a sculpt
- Wren
- 527 posts
- Offline
Technical Discussion » how to append polygons?
- Wren
- 527 posts
- Offline
Thank you Mike for the overveiw….
I had managed to use those tools in those conditions with no problem previously. However!
There are situations where poly knit will act strangely. I will have to email you the pics of what I mean as I do not have a hosting option . Maybe there is a technique missing in the selection order.
ps. of course Ii would need an email adress first! lol Mine is glare8@hotmail.com
I had managed to use those tools in those conditions with no problem previously. However!
There are situations where poly knit will act strangely. I will have to email you the pics of what I mean as I do not have a hosting option . Maybe there is a technique missing in the selection order.
ps. of course Ii would need an email adress first! lol Mine is glare8@hotmail.com
Technical Discussion » how to append polygons?
- Wren
- 527 posts
- Offline
My main problem is the poly knit tool gives me a suprise everytime I use it!
Sometimes it will make a quad for me just like I want. Then other times it will make this weird mesh of triangles or it will make something weirder that crawls along the edge and has no area!
…im confused.
Sometimes it will make a quad for me just like I want. Then other times it will make this weird mesh of triangles or it will make something weirder that crawls along the edge and has no area!
…im confused.
Technical Discussion » how to append polygons?
- Wren
- 527 posts
- Offline
What would be the equivilant of append polygon tool from maya in houdini?
Cuz I have tried using poly knit, stitch, patch, cap…… and have boiled down to using the curve tool in polymode with snap on then merging in all the curves and fusing!!!!
Cuz I have tried using poly knit, stitch, patch, cap…… and have boiled down to using the curve tool in polymode with snap on then merging in all the curves and fusing!!!!
Technical Discussion » Grid confusion...
- Wren
- 527 posts
- Offline
1.5 fixes the normal grid lines…. the origin line doesnt stop hiding until 3.0
Thanks for the tip Ed.
:wink:
( would it be possible to add a rfe for ortho to always stay behind cuz with dense meshes thicker wireframes make it hard to see whats going on)
Thanks for the tip Ed.
:wink:
( would it be possible to add a rfe for ortho to always stay behind cuz with dense meshes thicker wireframes make it hard to see whats going on)
Technical Discussion » Grid confusion...
- Wren
- 527 posts
- Offline
When the edge of a polygon lines up perfectly to an ortho grid line does it hide behind for everyone?
Because I will be modelling and repeatedly get freaked out seeing edges missing. Then I have to remember oh its just the grid lining up.
Is there an option or something I can do so the grid will always display behind the wireframe?
(and I know I can turn off the grid…… but that would be self defeating :shock: )
Because I will be modelling and repeatedly get freaked out seeing edges missing. Then I have to remember oh its just the grid lining up.
Is there an option or something I can do so the grid will always display behind the wireframe?
(and I know I can turn off the grid…… but that would be self defeating :shock: )
Technical Discussion » Um...HELP!!!
- Wren
- 527 posts
- Offline
Technical Discussion » Um...HELP!!!
- Wren
- 527 posts
- Offline
I cant reproduce the effect with a floating channel editor(as I know thats how you like to work) ^_^
However, I can reproduce it in any “paned” channel editor in the dope sheet.
What I have in my scene is 2 objects. Each keyed at beginning and end of the time line using the “k” key in the view port and each has a channel group for those objects channels.
ie. light and geo. with light channel group and geo channel group.
In the dope sheet with a single object scoped I copy all the keys at frame one …..move the handle over to an abitrary frame and paste. Then I move it again. Mouse over to my channel group bin and use the “v” key to scope the other objects channel group. This usually will scope but it will say pasted keys at the bottom. And if I hit the “v” key again it will paste keys in the dope sheet where the handle is.
This is a very weird bug and it will do it consistently but sometimes just behave for an operation or two. So you have to be persistent making it happen. :shock:
However, I can reproduce it in any “paned” channel editor in the dope sheet.
What I have in my scene is 2 objects. Each keyed at beginning and end of the time line using the “k” key in the view port and each has a channel group for those objects channels.
ie. light and geo. with light channel group and geo channel group.
In the dope sheet with a single object scoped I copy all the keys at frame one …..move the handle over to an abitrary frame and paste. Then I move it again. Mouse over to my channel group bin and use the “v” key to scope the other objects channel group. This usually will scope but it will say pasted keys at the bottom. And if I hit the “v” key again it will paste keys in the dope sheet where the handle is.
This is a very weird bug and it will do it consistently but sometimes just behave for an operation or two. So you have to be persistent making it happen. :shock:
Technical Discussion » Um...HELP!!!
- Wren
- 527 posts
- Offline
The “v” key is used for scoping from the channel group list and pasting in the dope sheet. However this was never a problem before with houdini thanks to its mouse pointing sensitive nature
Technical Discussion » Um...HELP!!!
- Wren
- 527 posts
- Offline
This is a BIG DEAL!
Can someone please verify that this is a bug or if it is a problem on my side. :?
Can someone please verify that this is a bug or if it is a problem on my side. :?
Technical Discussion » Um...HELP!!!
- Wren
- 527 posts
- Offline
When I scope channels using the “v” key from my channel group list, houdini pastes a key at the same time! (This occurs in the dope sheet)
Is there something that may be bad on my side that would cause this or can someone confirm this is a bug.
:shock:
houdini 6.1.208 windoze xp pro sp1, amd xp2100+ , Geforce 4600 ti
Is there something that may be bad on my side that would cause this or can someone confirm this is a bug.
:shock:
houdini 6.1.208 windoze xp pro sp1, amd xp2100+ , Geforce 4600 ti
Edited by - Jan. 14, 2004 17:41:41
Technical Discussion » Animating a bolt of electricity
- Wren
- 527 posts
- Offline
Technical Discussion » Reflective vop giving black....
- Wren
- 527 posts
- Offline
Sorry for taking so long to reply……been busy with work.
You were absolutely right!
The defaults were different and soon as I changed backgrounds it went from black to white.
Same with adding and environment map!
Thnx guys!
You were absolutely right!
The defaults were different and soon as I changed backgrounds it went from black to white.
Same with adding and environment map!
Thnx guys!
Technical Discussion » Reflective vop giving black....
- Wren
- 527 posts
- Offline
Those questions were floating in my head. :wink:
I dont know what to say.
other then
In part 2 of the vex lava video tutorial for 5.5 when the reflective vop was applied it made the surface all white.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
(near the bottom of the page)
I dont know what to say.
other then
In part 2 of the vex lava video tutorial for 5.5 when the reflective vop was applied it made the surface all white.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
(near the bottom of the page)
Technical Discussion » Reflective vop giving black....
- Wren
- 527 posts
- Offline
I was doing the vex lava tutorial and I could not get the reflective vop to give me what they showed.
No matter what I always got a black surface. :?:
No matter what I always got a black surface. :?:
Technical Discussion » Rigging a cartoon character for squash & stretch?
- Wren
- 527 posts
- Offline
What would be the expression for measuring the distance from the pivot of a bone to a goal object?
Technical Discussion » small RFE: Parent operation option
- Wren
- 527 posts
- Offline
On top of that they should move the Number/Type of nodes info/pull down to the top of the screen instead of the parm tab.
Cuz when you animate you dont need the parm tab up and … so you have to waste all this space if you want that information / choose selection ability. :shock:
Cuz when you animate you dont need the parm tab up and … so you have to waste all this space if you want that information / choose selection ability. :shock:
Technical Discussion » small RFE: Parent operation option
- Wren
- 527 posts
- Offline
I would like to see it right at the top of the houdini ui so i dont even have to use a pull down or a tool.
This is something that should be open and easily changed.
But thats only my opinion… :shock:
This is something that should be open and easily changed.
But thats only my opinion… :shock:
Technical Discussion » v_BLurshadow renders very slow.
- Wren
- 527 posts
- Offline
Sorry to bud in here…..
Im just learning how to use depthmaps in houdini and I dont want to deal with saving these depth mapths to my hd.
Is there there an expression to tell houdini just to generate depthmaps on the fly for each light using the shader so I dont need to worry about where these files are going and what is sourcing them…. etc. ?
Im just learning how to use depthmaps in houdini and I dont want to deal with saving these depth mapths to my hd.
Is there there an expression to tell houdini just to generate depthmaps on the fly for each light using the shader so I dont need to worry about where these files are going and what is sourcing them…. etc. ?
Technical Discussion » constraints, set driven key and ik
- Wren
- 527 posts
- Offline
True a little more work and thought is required.
But the matter is not any clearer.
Does anyone suppose they could explain how they would achieve a setdriven setup with multiple poses?
But the matter is not any clearer.
Does anyone suppose they could explain how they would achieve a setdriven setup with multiple poses?
-
- Quick Links