Little progress: i have way to place the object in to origin, by subtracting its centorid
The remaining question is: how do i reset the rotation? I haven't found a good article (= noob level, that i would understand) about transformation and how they are made/calculated.
-k
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Houdini Indie and Apprentice » Q about Copy SOP, and how it places the copied geometry
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Q about Copy SOP, and how it places the copied geometry
- KiLa
- 109 posts
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Sooo - is there a way to procedurally place the source geo in to origin? Not sure, but i'm guessing that we could do it via Attribute VOP, and do the transformation (translation and rotation) for each point…or can we do for the entire geo via Transform SOP?
-k
-k
Houdini Indie and Apprentice » Q about Copy SOP, and how it places the copied geometry
- KiLa
- 109 posts
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The translation was done in purpose, to illustrate the problem that when the source geo is some ‘odd’ position.
Sooo, in order to get expected results from the Copy SOP, source geo must be placed in the origin? Is that the ‘rule’?
-kimmo
Sooo, in order to get expected results from the Copy SOP, source geo must be placed in the origin? Is that the ‘rule’?
-kimmo
Houdini Indie and Apprentice » Q about Copy SOP, and how it places the copied geometry
- KiLa
- 109 posts
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Hi,
How does the Copy SOP actually work? I mean, what part, or point, in the source geometry, is placed in to target point?
If you open the attached file, you will see that i have poly that are copied in to 4 target points. If i modify the source geo's position, the copies are not in correct place.
I assumed that the source geometry will be placed in to target points so that the center of geo is placed in to point.
Cheers
-kimmo
How does the Copy SOP actually work? I mean, what part, or point, in the source geometry, is placed in to target point?
If you open the attached file, you will see that i have poly that are copied in to 4 target points. If i modify the source geo's position, the copies are not in correct place.
I assumed that the source geometry will be placed in to target points so that the center of geo is placed in to point.
Cheers
-kimmo
Edited by KiLa - Nov. 3, 2016 15:30:37
Houdini Indie and Apprentice » Q about principled shader
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Q about principled shader
- KiLa
- 109 posts
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Thanks Jlim! I'm a bit surprised if Principled shader doesn't support this without hacking it first.
-kimmo
-kimmo
Houdini Indie and Apprentice » Q about principled shader
- KiLa
- 109 posts
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How can i create a shader, using Principled shader, in Houdini 15.5, where some parts of the model are..shiner than other parts?
I tried to use texture in Roughness and Reflect slots..without luck. Reflect seems to be on/off switch, where 0 is off, and all other values are on. Texture does not seem to do anything.
If i use Mantra Surface, i can do it by placing texture in to Reflect Base, Color slot..tho not sure if this is the correct way, but it seems to work.
The screenshot shows what i am trying to do: parts of the planks are..shiner thatn other parts. Attached file contains Mantra shader that..works, and Principled shader that does not.
Few words about the textures that are used in the scene file: i am using free sample textures from the Arroway. I don't think that i can distribute them, so here is the link for the page:
https://www.arroway-textures.ch/en/textures/boards-001?browser [arroway-textures.ch]
And here is direct download link for the RAR:
https://arrowaytextures.s3.amazonaws.com/downloads/browser/arroway-textures_boards-001.rar [arrowaytextures.s3.amazonaws.com]
Cheers
-kimmo
I tried to use texture in Roughness and Reflect slots..without luck. Reflect seems to be on/off switch, where 0 is off, and all other values are on. Texture does not seem to do anything.
If i use Mantra Surface, i can do it by placing texture in to Reflect Base, Color slot..tho not sure if this is the correct way, but it seems to work.
The screenshot shows what i am trying to do: parts of the planks are..shiner thatn other parts. Attached file contains Mantra shader that..works, and Principled shader that does not.
Few words about the textures that are used in the scene file: i am using free sample textures from the Arroway. I don't think that i can distribute them, so here is the link for the page:
https://www.arroway-textures.ch/en/textures/boards-001?browser [arroway-textures.ch]
And here is direct download link for the RAR:
https://arrowaytextures.s3.amazonaws.com/downloads/browser/arroway-textures_boards-001.rar [arrowaytextures.s3.amazonaws.com]
Cheers
-kimmo
Houdini Indie and Apprentice » Q about fuse and updating normals
- KiLa
- 109 posts
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Thanks Georgie. I fixed the issue with copying normals after fusing. I was just curious why is this is happening.
If this is a normal behaviour..well then it is, thou one could argue that there should be an option to turn off the attribute averaging.
If this is a bug…
Thanks again G for the good answer.
Cheers
-k
If this is a normal behaviour..well then it is, thou one could argue that there should be an option to turn off the attribute averaging.
If this is a bug…
Thanks again G for the good answer.
Cheers
-k
Houdini Indie and Apprentice » Q about fuse and updating normals
- KiLa
- 109 posts
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Hi, i have a problem where Fuse SOP is updating normals even when i have turned it off.
Images (hopefully) so what i am talking about.
Why are the normals for the point 1 updated?
-k
Images (hopefully) so what i am talking about.
Why are the normals for the point 1 updated?
-k
Houdini Indie and Apprentice » Q about placing circles inside deformed face
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Q about placing circles inside deformed face
- KiLa
- 109 posts
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Hi,
this is a math question (hopefully).
I need to place four circles inside a 2D face, which may be deformed. And i need to place them so that they are as close as possible to their corner. I tried to use normals and displace among them, but it didn't work.
If you open the attached file, i translated one of the circles so that you know what i am after.
Cheers
-k
this is a math question (hopefully).
I need to place four circles inside a 2D face, which may be deformed. And i need to place them so that they are as close as possible to their corner. I tried to use normals and displace among them, but it didn't work.
If you open the attached file, i translated one of the circles so that you know what i am after.
Cheers
-k
Houdini Indie and Apprentice » how do you position a point relative to another point?
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Q about object alignment
- KiLa
- 109 posts
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Hi, is there a way to align one object (polygon mesh) in to another object (polygon mesh) procedurally?
I tied to use Align SOP…but it didn't work as i expected
If you open the attached file, there is a OBJECT node which i want to align in to TARGET node. I would also like to scale the OBJECT node so that it fits inside the TARGET node.
The goal node tries to demonstrate what i am trying to achieve.
Cheers
-kimmo
I tied to use Align SOP…but it didn't work as i expected
If you open the attached file, there is a OBJECT node which i want to align in to TARGET node. I would also like to scale the OBJECT node so that it fits inside the TARGET node.
The goal node tries to demonstrate what i am trying to achieve.
Cheers
-kimmo
Houdini Lounge » Download problem
- KiLa
- 109 posts
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Download does not seem to work if i check the Keep me updated… thingy. It work fine if leave it unchecked.
Tested in Win 70 64 bit + Chrome 50.0/Firefox 46.0
Cheers
-k
Tested in Win 70 64 bit + Chrome 50.0/Firefox 46.0
Cheers
-k
Houdini Indie and Apprentice » Ctorigin and crorigin in VEX
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Ctorigin and crorigin in VEX
- KiLa
- 109 posts
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Is there a ctorigin/crorigin VEX counterparts that i can use in Attribute Wrangle node?
Cheers
-k
Cheers
-k
Houdini Indie and Apprentice » Q about disappearing fluid
- KiLa
- 109 posts
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Intresting…here is a scrrenshot from my system with 0.01 as Particle Separation and 1 as Particle Radius Scale
Houdini Indie and Apprentice » Q about disappearing fluid
- KiLa
- 109 posts
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Houdini Indie and Apprentice » Q about disappearing fluid
- KiLa
- 109 posts
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Hi, im trying to create bowl of water where i then drop rock. Now, when i decrease the particle separation to 0.01, the particles starts to disappear, or fall on the bottom of the bowl.
What is causing this? And how can i fix/avoid it? The bowl geometry seems to be solid, or at least there doesn't seem to be any leaks.
Im using Houdini 15.0.416
Cheers
-k
ps: the particle separation is currently set to 0.1 so that the file would open faster. Set it t to 0.01 and simulate to frame 5, look from the side view, switch to wireframe mode and you see what im talking about
What is causing this? And how can i fix/avoid it? The bowl geometry seems to be solid, or at least there doesn't seem to be any leaks.
Im using Houdini 15.0.416
Cheers
-k
ps: the particle separation is currently set to 0.1 so that the file would open faster. Set it t to 0.01 and simulate to frame 5, look from the side view, switch to wireframe mode and you see what im talking about
Houdini Indie and Apprentice » Q about selecting faces with Ray SOP
- KiLa
- 109 posts
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