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Houdini Indie and Apprentice » Noob Questions
- ManDay
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I'm not sure what is the difference between alpha and opacity and I'm not sure what you mean by “over the top” but the following combines alpha and displacement in one shader - requires just 3 nodes.
Houdini Indie and Apprentice » Noob Questions
- ManDay
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I thought I might have something to do with clipping in the lights ortho plane but abandoned that idea when raytraced shadow did not appear to have any problem with that - so i blamed it on something quality-like. Thanks guys!
Houdini Indie and Apprentice » Noob Questions
- ManDay
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I got one Why does this shadow map not render out correctly? I thought I couldn't mess up with shadow maps but hey, looks like I can
Technical Discussion » Small issues
- ManDay
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Hello everyone, I'm having small issues at certain places I'd like to ask about. It's nothing seriousy, really, but if there is a fix to it (or maybe turns out to be just a misconfiguration) I'd like to know what it is. I'm using 10 b595 x86_64 on Ubuntu Lucid.
First thing is that dragging and dropping materials from the material palette seems not always to notice what object I'm dragging it on. Say I got a grid and a a cube on it. Quite often, when I drag a material on the Cube the grid receives the material. I thought I'd probably would have to drag it onto an edge or just give the program “enough time” to realize what object I'm actually over but eventually I didn't figure it out. Maybe someone knows help.
First thing is that dragging and dropping materials from the material palette seems not always to notice what object I'm dragging it on. Say I got a grid and a a cube on it. Quite often, when I drag a material on the Cube the grid receives the material. I thought I'd probably would have to drag it onto an edge or just give the program “enough time” to realize what object I'm actually over but eventually I didn't figure it out. Maybe someone knows help.
Technical Discussion » Ubuntu 10.04 LTS ?
- ManDay
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Running H10 b595 Apprecntice 64b on Ubuntu 10.4 too and I've got absolutly no complaints. Installation was as easy as if it had been from the repos and it's running stable and smoothly with the latest NVidia drivers. Thanks SideFx, it's rare to get thus good, up-to-date and professional support for Linux!
Houdini Indie and Apprentice » Help?
- ManDay
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Great man, thanks, all help is invaluably appreciated! I think this community and houdni have stolen my heart in no time! Now the only thing that I really lack is the appropriate amount of time to dive into this awesome workflow, but I'll keep going I've watched quite a few of PQs tuts already and they have proved very instructive and helpful. I love how he goes into detail at exactly the points where I would like to know more. Sometimes, when I watch I ask myself sort of a “but what if I want to…” question and a split second later he answers just that. No offense to any other instructor - there are so many good tuts, I jjust haven't watched them yet
Houdini Indie and Apprentice » Learning compositing
- ManDay
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On a sidenote, PQs video lessons are probably the best thing that can happen to a Hoduini beginner (such as me). Kudos big time for all his lessos, they really teach you a lot!
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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I'd like to submit a RFE concerning the “UV-Pane” which in Version 10.0 appears to be rather incomplete and limps behind contemporary standards. Please refer to
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=19261 [sidefx.com]
for how this came about. My suggestion is that every UV related OP, such as UV-Pelt, UV-Edit and so forth receives an additional parameter which can either take a composing-node or an image as value, as the Background property of the UV-pane viewport can.
The parameter assigned to the first of these OPs is then propagated through the network and serves as the default for UV-related OPs to come.
Editing the UV at any point in the network automatically displays the according image as background in the UV-Pane so one can forgo the hassle to reload and possibly realign an image every time the UVs of a different object are touched.
This, admittedly, sets the UV-Pane apart from other panes which, currently, it is handled coherently with, but to my opinion this should have been the case in the first place. A properly implemented UV-Editor is not just a viewport with backplane. I would even say a UV-editor without such functionality is notably slowing down texturing and makes it cumbersome - contrasted with the relatively little effort to make it autoload I think this should be considered.
That said, I would like to, with less priority, suggest that the functionality to display different viewport backgrounds based on context, meaning, of course, context and viewport, is implemented for all viewports. I can rightfully claim that viewport backplanes are a widely neglected feature, in regard to configurability and usability, throughout many major packages, 3dsmax, maya, blender in their latest versions included.
It would be great if SideFX could tackle this very issue or at least keep up with other packages. I think the effort to implement it consistently for all viewports would be worth it - especially for modelling which, so I think, Houdini still has some things to make up at.
I am new to Houdini, so my suggestion for how to implement this most sensefully might not be the best and you might think of a way which complies more with Houdini's workflow.
Thanks for your time.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Well that's clear now and honetly I'm stunned that there is no way to “automatically load a texture into the UV-plane” (sounds more sophisticated than it is). Do people not texture in Houdini? It must be the first 3D program I've seen or ever heard of which does not have a dedicated UV-Editor. I feel like abusing the UV-Editor of Houdini for trying to do casual UV mapping it it. I think it's weird that such a basic , essential and commonly used feature is missing whereas the rest of the program appears to be top-notch. Thanks anyway, I especially appreciate the replies on how to display textures in the viewport. Would prolly have taken me a time to figure that out on my own.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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You say that as if it was a the weirdest thing in world to have UV based procedural textures.
Okay, let's confine this to a pure textural problem. I still haven't understood how to properly UV map that without “blindly” guessing.
How can I display different textures in the UV-pane for different objects so I don't have to guess what effect moving a vertex in the UV-pane has on the object? I mean, isn't the whole idea of laying out UVs in an UV editor that you can then have a graphical representation of them?
I've never seen it done any differently! See attached (source, google images). Maybe a user of another package better understands what I'm looking for although it should be kind of obvious.
Okay, let's confine this to a pure textural problem. I still haven't understood how to properly UV map that without “blindly” guessing.
How can I display different textures in the UV-pane for different objects so I don't have to guess what effect moving a vertex in the UV-pane has on the object? I mean, isn't the whole idea of laying out UVs in an UV editor that you can then have a graphical representation of them?
I've never seen it done any differently! See attached (source, google images). Maybe a user of another package better understands what I'm looking for although it should be kind of obvious.
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Hey Juice, thanks for these tips. Maybe I wasn't too clear on my problem. When you use one of the UV-mapping OPs, how do you anticipate your changes? Do you blindly edit the layout in the UV-pane (5) and check the effects in the viewport? Say in Maya and Max when I map UV I got the UV-mapper window (which is the UV-pane in Houdini, as I understand it) and I see the texture with the grid ontop of it, so I can scuplt my grind in UV-view. How do I do that in Houdini?
Say I have a material which is procedual, no texture involved, how would I UV map that without blindly adjusting the UVs and re-render every other second?
Say I have a material which is procedual, no texture involved, how would I UV map that without blindly adjusting the UVs and re-render every other second?
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
- 40 posts
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:shock: Glad to hear that! Would you be as kind as telling me how UVs are conveniently mapped?
Houdini Indie and Apprentice » UV Mapping in Houdini?
- ManDay
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Hello, I've tried out the tutorial about texturing, but it only covers the very most basics and doesn't really help me solve my questions.
Is it really true, that UV Mapping in Houdini is done by choosing a background image for the UV-view (space+5). If it is, how can one texture different objects - will you have to rechoose your background image every time you select a new object? :shock:
Let alone procedural materials - do you have to rebake them to file every time you want to make an adjustment PLUS rechoose them as a background-image for your UV-view.
I kind of can't believe that.
Is it really true, that UV Mapping in Houdini is done by choosing a background image for the UV-view (space+5). If it is, how can one texture different objects - will you have to rechoose your background image every time you select a new object? :shock:
Let alone procedural materials - do you have to rebake them to file every time you want to make an adjustment PLUS rechoose them as a background-image for your UV-view.
I kind of can't believe that.
Houdini Indie and Apprentice » Help?
- ManDay
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Okay, thanks. Where can I find a documentation on the different output VEX nodes for different VOP networks? In the help on OUTPUT PARAMETERS it only says that the inputs of that node vary with the type of VOP network but even the according VOP networks do not appear to document their output nodes.
PS: I'm trying to use the docs and look at the example but if I want to load an example (or click “contents”) I get a javascript error. there are a lot of 404s in the documentation
then: for 30 minutes already im trying to guess how to create a ramp. this might sound stupid but i just dont get it. I created a RAMP Vex but there is no sign of that ramp editing interface as mentioned in the docs whatsoever. where do i actually see and edit the ramp?
i stubled over it one level up now i ask my self how in the world that works. how does the material know that a ramp inside of it needs a ramp specified…
PS: I'm trying to use the docs and look at the example but if I want to load an example (or click “contents”) I get a javascript error. there are a lot of 404s in the documentation
then: for 30 minutes already im trying to guess how to create a ramp. this might sound stupid but i just dont get it. I created a RAMP Vex but there is no sign of that ramp editing interface as mentioned in the docs whatsoever. where do i actually see and edit the ramp?
i stubled over it one level up now i ask my self how in the world that works. how does the material know that a ramp inside of it needs a ramp specified…
Technical Discussion » 3dconnexion 3dmouse with houdini and linux
- ManDay
- 40 posts
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Hello again,
I was indeed referring to Hou Navigator, the source code of which appears to be a windows solution. I've been collecting a few hints and pieces across the internet now but it turns out that there simply is no plugn-n-play solution and I will have to code something myself - even if it's just the according python plugin.
I'm quite sure that I've checked every possible option but nonetheless, if someone knows a install-and-go way of getting the spacenavigator to work on a debian core, I'd greatly appreciate it.
I was indeed referring to Hou Navigator, the source code of which appears to be a windows solution. I've been collecting a few hints and pieces across the internet now but it turns out that there simply is no plugn-n-play solution and I will have to code something myself - even if it's just the according python plugin.
I'm quite sure that I've checked every possible option but nonetheless, if someone knows a install-and-go way of getting the spacenavigator to work on a debian core, I'd greatly appreciate it.
Technical Discussion » 3dconnexion 3dmouse with houdini and linux
- ManDay
- 40 posts
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I possess a spacenavigator 3dmouse by 3dconnexion and would like to use it with houdini in ubuntu 10.4. does anyone know whether and how this is possible? The best I've foudn so far is some random attempt by someone to produce a plugin and im currently going through the source but I'd appreciate a stable solution. thanks.
Technical Discussion » Run external program in a separate thread
- ManDay
- 40 posts
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I'm by no means a python programmer yet but
import os;
os.fork( )
appears to offer forking caps in python, according to google.
import os;
os.fork( )
appears to offer forking caps in python, according to google.
Houdini Indie and Apprentice » Help?
- ManDay
- 40 posts
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Hello everyone, firstly I'd like to say that I'm extremely impressed by Houdini, it's capabilities and especially its clean concept and according interface. I can say that it's among the best designed software I've ever used.
Unfortunally, I'm a little disappointed by the help, ror I'm probably just missing a crucial point. The Help as provided online and in the built-in server appears rather incomplete to me. am i wrong or is that really meant to be rather a reference than any sort of introduction to the program. I've admittedly not gone through all of the chapters because after my lecture of the first few I failed to see a greater point in doing so, but at certain places essential information just appears to be missing. the whole concept of operators and especially data flow through operators appears to be only marginally documented at best. i can sort of rely on my experience from other node-based software but i think its kinda strange to have no major, decicated section elaborating on that topic.
then, the tutorials proclaimed with “start here” and so forth appeear to be rather aimed at the casual user who already has a fair amount of experience - there seems to be absolutly no introductionary guide whatsoever.
i d just like to give a single example of what appears to be totally neglected as part of a greater topic which hardly exists: what does a yellow chevron pattern or a red stripe pattern mean on top of a node? not that i couldnt find that out on my own, but shouldnt i know such a thing after having gone through the guide (not the node reference)`?
kindly,
MD
Unfortunally, I'm a little disappointed by the help, ror I'm probably just missing a crucial point. The Help as provided online and in the built-in server appears rather incomplete to me. am i wrong or is that really meant to be rather a reference than any sort of introduction to the program. I've admittedly not gone through all of the chapters because after my lecture of the first few I failed to see a greater point in doing so, but at certain places essential information just appears to be missing. the whole concept of operators and especially data flow through operators appears to be only marginally documented at best. i can sort of rely on my experience from other node-based software but i think its kinda strange to have no major, decicated section elaborating on that topic.
then, the tutorials proclaimed with “start here” and so forth appeear to be rather aimed at the casual user who already has a fair amount of experience - there seems to be absolutly no introductionary guide whatsoever.
i d just like to give a single example of what appears to be totally neglected as part of a greater topic which hardly exists: what does a yellow chevron pattern or a red stripe pattern mean on top of a node? not that i couldnt find that out on my own, but shouldnt i know such a thing after having gone through the guide (not the node reference)`?
kindly,
MD
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