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Found 517 posts.

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Technical Discussion » Modeling tools drop selection.

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Allegro
696 posts
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 Dec. 6, 2015 02:28:38
While we're at it, I'd really love for the bevel to regain it's ability to maintain edge selection that it used to have in earlier versions of Houdini.


Ie: in Houdini 13:
-place down a box
-use the edgeloop tool
-immediately use the polybevel tool

in Houdini 15:
-place down a box
-use the edgeloop tool
-attempt to use the polybevel tool
-get sad that it doesn't respect the edge you used to have selected.
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Technical Discussion » Extrude - time of geometry creation

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Allegro
696 posts
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 Dec. 6, 2015 02:08:03
I'm still used to the old poly extrude workflow…. is there a reason that the option was removed to do both Local and Global Transforms on the Poly Extrude? I'm not entirely sure anymore how to both do local transformations, and scale the extruded geometry outward.
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Houdini Learning Materials » Set Node Selection as User Selection

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Allegro
696 posts
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 Nov. 24, 2015 11:49:28
If you right click on a node, there is an option to “Set Node Selection as User Selection”

I can't seem to figure out how this option works. What is it's functionality?
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Technical Discussion » Dripping in POPs

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Allegro
696 posts
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 Nov. 23, 2015 13:49:33
Say you have a series of curves. They criss-cross because they were placed arbitrarily (though I'm sure you could make an l-system that isn't arbirary).

In this event, I'm sure you could use a foreach loop to take a look at the curves one by one, and trim them so that they merge together in the event that they criss-cross.
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Technical Discussion » Dripping in POPs

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Allegro
696 posts
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 Nov. 23, 2015 13:28:26
I'd ray some curves onto your wall, and use an ends sop or creep particles to get that effect.
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Technical Discussion » Illegible text on interface

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Allegro
696 posts
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 Nov. 23, 2015 13:25:49
“Windows says that my Nvidia and Intel hd graphics drivers are both up to date.”

Considering that that version is a few years old now, that might actually be your problem. Chances are you'd have better luck using graphics drivers that were up-to-date at the time that that version of Houdini was up-to-date.
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Technical Discussion » P in Primitive Attribute Vop?

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Allegro
696 posts
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 Nov. 12, 2015 16:31:43
Thanks for the info!
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Technical Discussion » P in Primitive Attribute Vop?

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Allegro
696 posts
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 Nov. 12, 2015 13:06:18
This being the first time I've attempted to use the primitive setting on the attribute vop, I was imagining that the P for a primitive would be its centroid, which seems to be the way that the primitive sop handles it. I guess I didn't consider that it would still be representing the point positions since the UI gives the impression that you're processing primitives.

I guess you're still actually processing points, not primitives, but just gain access to primitive attributes?
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Technical Discussion » P in Primitive Attribute Vop?

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Allegro
696 posts
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 Nov. 12, 2015 01:24:00
It's a little weird having to rely on the primitive sop when there's an attribute vop that allows processing of primitives… meanwhile we're encouraged to use the attribute vop instead of the point sop…
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Technical Discussion » P in Primitive Attribute Vop?

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Allegro
696 posts
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 Nov. 12, 2015 01:11:43
It seems like the viewport surface normals don't redraw when edited in an attribute vop (primitive) either.
Edited by - Nov. 12, 2015 01:24:51
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Technical Discussion » P in Primitive Attribute Vop?

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Allegro
696 posts
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 Nov. 12, 2015 01:10:02
When I attempt to adjust the P value in a primitive Attribute VOP, I get no change. Is this how it's supposed to work?
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Technical Discussion » opstreamname()

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Allegro
696 posts
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 Nov. 10, 2015 10:47:08
Thanks
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Technical Discussion » opstreamname()

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Allegro
696 posts
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 Nov. 10, 2015 01:33:29
Anyone know what this hscript expression does?

I just tried exhelp opstreamname and the help is “string opstreamname (string)”
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Houdini Lounge » Indie revenue

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Allegro
696 posts
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 Nov. 6, 2015 13:57:26
It means 1.

It also means that if you are acting as a contractor to another company, you can supply them images. However if they access your actual houdini files, then they are considered to be using your license, and are also tied to its conditions. So, if their income is greater than 100k, then you are not considered indie.
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Technical Discussion » What's best practice for updating to Houdini daily builds?

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Allegro
696 posts
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 Nov. 4, 2015 12:42:35
I can't imagine that SESI has plans to make Houdini open source and allow people to just update a repository.

Just keep an eye on the journal, and don't bother updating unless you see something in particular that you need. Maybe there's a few people out there that consistently require the daily fixes, but I'd bet the majority of people don't need every single build.
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Houdini Indie and Apprentice » Houdini First Impression

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Allegro
696 posts
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 Nov. 4, 2015 12:36:49
tinyparticle
They should hire a newbie and let him test Houdini vigorously

There are interns at Side Effects that get brought in either 3 or 4 times a year. Used to be that they generally had little to no Houdini experience when coming in. I'm sure a good number of RFE's / Bugs get reported as they try to learn the tools.
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Houdini Learning Materials » Command Line Tools

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Allegro
696 posts
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 Oct. 29, 2015 02:21:34
I'm curious about where I can get more information on what the command line tools' function is. I can open it up, and type help, but it says for more information on tools see the command-line reference in the online help. I haven't had any luck finding this reference in the documentation…

Anyone want to share some insight about what they use these tools for?

Or even a link to the section in the help?
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Houdini Indie and Apprentice » Indie buget limitation OK but why resolution ?

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Allegro
696 posts
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 Oct. 24, 2015 10:33:39
Because the less tools in my pipeline, the better.
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Houdini Indie and Apprentice » Indie buget limitation OK but why resolution ?

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Allegro
696 posts
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 Oct. 23, 2015 20:18:03
Well, mostly I'll use if for ramps or noise. UE4 doesn't provide useful parameters for those two things in materials (noise is pretty expensive), but it's simple enough to create them in cops.

Textures of course work better when they're specific resolutions…. a 1920 wide texture's not so good for mipmaps.

I've created gradients for use in a texture that are 4096x1 though. Gives you a nice smooth interpolation for material effects that need to change over time.

Right now, with the resolution hindrance, you'd have to render out a few images and then stitch them together into one in a different package. So the resolution limitation isn't that much of an actual limit for textures… but it is an extra step that it would be nice to not have to bother with, especially for something so trivial as an image with only 4096 pixels
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Technical Discussion » Houdini 15.0.272: The full Houdini version number is now sho

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Allegro
696 posts
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 Oct. 23, 2015 19:53:27
Houdini 15.0.272: The full Houdini version number is now shown at the end of the main window title.

Thanks!
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