Hi Enivob,
Thanks for your inputs
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Technical Discussion » Remesh 2.0 - possible bug?
- Mohanpugaz
- 131 posts
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Technical Discussion » Problem with random scale of cubes using attrandomize
- Mohanpugaz
- 131 posts
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Pscale is a float attribute, looks like you are trying to set the scale in multiple axis, so thats why it is not working.
To set scale in multiple axis you will need to set "scale"(vector) attribute instead of "pscale"(float)
Hope that helps.
ps: you can just delete the attributecreate and attributepromote nodes in your scene.
To set scale in multiple axis you will need to set "scale"(vector) attribute instead of "pscale"(float)
Hope that helps.
ps: you can just delete the attributecreate and attributepromote nodes in your scene.
Edited by Mohanpugaz - June 9, 2023 10:40:48
Technical Discussion » Remesh 2.0 - possible bug?
- Mohanpugaz
- 131 posts
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Hi guys,
Looks like the new remesh sop doesn't carry the integer attributes of its input.
I does carries the vectors and floats, this is only an issue with integers(i havent tested rest of the types), I have attached a sample scene here.
"cluster" is my int attribute, you can see it is having unique value per piece before remesh and it becomes 0 after the remesh. however the old remesh does this well.
I have also included a workaround to use the remesh2.0 incase if anyone wants.
Anybody have faced the same problem?
Looks like the new remesh sop doesn't carry the integer attributes of its input.
I does carries the vectors and floats, this is only an issue with integers(i havent tested rest of the types), I have attached a sample scene here.
"cluster" is my int attribute, you can see it is having unique value per piece before remesh and it becomes 0 after the remesh. however the old remesh does this well.
Image Not Found
I have also included a workaround to use the remesh2.0 incase if anyone wants.
Anybody have faced the same problem?
Technical Discussion » How to connect point outlines into lines?
- Mohanpugaz
- 131 posts
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i think your values for the variables are too high so you got spiky lines, ive tried smaller numbers it worked perfectly fine
Edited by Mohanpugaz - June 3, 2023 07:16:42
Technical Discussion » Disable Digital Asset Input
- Mohanpugaz
- 131 posts
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Hello Masters of the Houdini forums.
I used the same technique which Thomas mentioned to get rid of the error. but however, there are few vanilla nodes in Houdini which has this error by default for example the Timeshift SOP
When I use such nodes in my HDA as shown in the images below then the HDA also inherits the same error since it is connected to the Sub-Network Input #
To Avoid this i have added a "null" between the input and the "timeshift".
Sharing this for someone who might wonder how to solve this.
Thanks!
I used the same technique which Thomas mentioned to get rid of the error. but however, there are few vanilla nodes in Houdini which has this error by default for example the Timeshift SOP
When I use such nodes in my HDA as shown in the images below then the HDA also inherits the same error since it is connected to the Sub-Network Input #
To Avoid this i have added a "null" between the input and the "timeshift".
Sharing this for someone who might wonder how to solve this.
Thanks!
Edited by Mohanpugaz - June 3, 2023 06:27:09
Technical Discussion » Hiding the node wires
- Mohanpugaz
- 131 posts
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Yes you are right, Object merge is what you are looking for. One more quick tip. In network editor If you go to view > enable dependencies For selected. Then you can see a brown wire for selected node which shows connection from object merge to your source node. It will be handy to keep it enabled.
Hope that helps 😊
Hope that helps 😊
Houdini Lounge » Scene view --> weird gradient issue
- Mohanpugaz
- 131 posts
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Looks like this is the reason for sure. As malexander said.
Just set that to default, this will get fixed
Just set that to default, this will get fixed
Houdini Lounge » Queue multiple Solaris ROP nodes in Scheduler
- Mohanpugaz
- 131 posts
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Hi Eikonoklastes,
Houdini is such a masterpiece, I agree that there are things that can to be improved, but its defenitely not a nightmare .
And for this particular case Houdini has a great solution, I'm sure you will love it.
There is something called a parameter spreadsheet in Houdini,
1 - drag your node/nodes here, or copy paste node path and you can use wildcards as i used here
3 - drag any parms in empty area of the spreadsheet
2 - the dragged parms parms will gets filled in this field, you can use wildcards here as well
once you have done this you can view everything at one place and you can bulk edit parms as you wish.
This spreadsheet can be used to control any object's parms not just ROPS so it is far more useful and very simple.
if you want more then you can also create bundles of your favorite nodes to change and point to your bundle (instead of selecting and dragging nodes)in the field marked 1
Only thing you would still do is that you have to fecth the rops as usual to a ropnet, but i don't see that as a bad thing,
you can visually define your dependencies which is a great thing to have. when you have complex scene with different rops depends on other rops then this will save you.
I did not understand this point, fetch is just a ROP node that points to your other Ropsops(such as fileCache) somewhere else in the scene. you don't need to manually rename anything in there, if you rename your source node it should automatically update in the fetch's source parm.
I hope this helps.
Houdini is such a masterpiece, I agree that there are things that can to be improved, but its defenitely not a nightmare .
And for this particular case Houdini has a great solution, I'm sure you will love it.
There is something called a parameter spreadsheet in Houdini,
1 - drag your node/nodes here, or copy paste node path and you can use wildcards as i used here
3 - drag any parms in empty area of the spreadsheet
2 - the dragged parms parms will gets filled in this field, you can use wildcards here as well
once you have done this you can view everything at one place and you can bulk edit parms as you wish.
This spreadsheet can be used to control any object's parms not just ROPS so it is far more useful and very simple.
if you want more then you can also create bundles of your favorite nodes to change and point to your bundle (instead of selecting and dragging nodes)in the field marked 1
Only thing you would still do is that you have to fecth the rops as usual to a ropnet, but i don't see that as a bad thing,
you can visually define your dependencies which is a great thing to have. when you have complex scene with different rops depends on other rops then this will save you.
eikonoklastes
If you have to manually name each Fetch ROP to correspond to the ROP you want to render, you'll have to include important info like frame range and resolution. Manually.
If you change any important settings on the source ROP, you have to manually rename the Fetch ROP again and whatever manual comments you have added, and if you forget to do that, that's going to cause more confusion when you return to this network.
I did not understand this point, fetch is just a ROP node that points to your other Ropsops(such as fileCache) somewhere else in the scene. you don't need to manually rename anything in there, if you rename your source node it should automatically update in the fetch's source parm.
I hope this helps.
Technical Discussion » Integrating pycharm and Houdini
- Mohanpugaz
- 131 posts
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Thanks for the answers, i ve read through many forum and posts but couldnt able to import hou into pycharm .
When i try this, i cant able to select the hython.exe, it error `invalid interpreter name`
anvdev
You can use hython.exe from $HFS/bin instead of python.exe
When i try this, i cant able to select the hython.exe, it error `invalid interpreter name`
Edited by Mohanpugaz - May 24, 2023 04:40:18
Houdini Lounge » Missing Shelf Tools
- Mohanpugaz
- 131 posts
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Hi guys,
Have anyone faced this before, im loosing my custom shelf tools often. i dont know what is causing this. if anyone know what im doing wrong please let me know, thanks in advance.
Have anyone faced this before, im loosing my custom shelf tools often. i dont know what is causing this. if anyone know what im doing wrong please let me know, thanks in advance.
Mardini 2023 » Day 15 | Motion | Leap | Animation
- Mohanpugaz
- 131 posts
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Mardini 2023 » Day 14 | Motion | Grow | Animation
- Mohanpugaz
- 131 posts
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MARDINI Daily Art Challenge 2022 » Day 11 Image | Vellum | Fluid
- Mohanpugaz
- 131 posts
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Hi Guys, Did this in the last 2 hours rush, literally at the last minute Im submitting
Thanks!
Thanks!
Edited by Mohanpugaz - March 12, 2022 05:45:28
Technical Discussion » Karma ROP - instancing not working
- Mohanpugaz
- 131 posts
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I can see my main splash in karma, so im sure all works good in the scene except the instances.
Technical Discussion » Karma ROP - instancing not working
- Mohanpugaz
- 131 posts
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Hi guys, H19 is great! currently I'm playing with Karma ROP, it works really fast and XPU alpha is ultimate.
I am trying to use instance node to instance some geos, I can see the instances are working in the sceneview, but not visible in the karma viewport, does anyone face the same issue? or am I doing something wrong
I am trying to use instance node to instance some geos, I can see the instances are working in the sceneview, but not visible in the karma viewport, does anyone face the same issue? or am I doing something wrong
Houdini Learning Materials » Scatter points density based on color
- Mohanpugaz
- 131 posts
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Houdini Learning Materials » Scatter points density based on color
- Mohanpugaz
- 131 posts
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Isaac Katz
Can you explain how this would be done? I only see Generate by Density option on the Scatter node. Thanks
simple example for scattering based on color this doesnt have solution to the original post, this is just for Isaac's question
Edited by Mohanpugaz - Sept. 3, 2021 05:53:12
SideFX Labs Tech Art Challenge 2021 » WELCOME!
- Mohanpugaz
- 131 posts
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Hi Guys,
Have a quick question.
Can I submit a set of tools used to solve a problem? for example something like the labs tree generation tools which is combination of mulitple sops used together to create tree. Or it should be a single HDA?
Thanks, Very much excited about this contest.
Have a quick question.
Can I submit a set of tools used to solve a problem? for example something like the labs tree generation tools which is combination of mulitple sops used together to create tree. Or it should be a single HDA?
Thanks, Very much excited about this contest.
Technical Discussion » Changing default "save to library" path - HDA
- Mohanpugaz
- 131 posts
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Hi guys,
Any one have ideas to change this default "save to library" path to a different location.
I have my custom tools in a different path so I want the default path to point that path.
Thanks in advance
Any one have ideas to change this default "save to library" path to a different location.
I have my custom tools in a different path so I want the default path to point that path.
Thanks in advance
Houdini for Realtime » I barely understand anything.
- Mohanpugaz
- 131 posts
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If you use Nuke then you will easily overcome this soon. Just get used to SOPs and understand the concept of attributes. This will give u solid base then you can start learning particles then move on to other dynamics.
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