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Houdini Learning Materials » scale an object relative to anothers bounding box
- PradeepBarua
- 443 posts
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I think user is asking about scaling up or down overall scene. I always use null for that and it's easier to control.
Houdini Learning Materials » Delete first few primitives and last few primitives
- PradeepBarua
- 443 posts
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Put below expression in blast SOP's group parameter or delete SOP's pattern field.
0-29 `(nprims(opinputpath(“.”, 0))-30)`-`nprims(opinputpath(“.”, 0))`
It will delete first 30 and last 30 primitives. Put any desired number instead of 29 and 30.
0-29 `(nprims(opinputpath(“.”, 0))-30)`-`nprims(opinputpath(“.”, 0))`
It will delete first 30 and last 30 primitives. Put any desired number instead of 29 and 30.
Houdini Lounge » How can I get the default value of a channel in expression?
- PradeepBarua
- 443 posts
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Why you need expression for that? Default value is always constant so why not to type it by hand.
Houdini Learning Materials » Normals
- PradeepBarua
- 443 posts
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What you mean by Normal facing right diraction??
Normals are always perpendicular to tangent. But of course you can modify it. If you have some funky Normals because of noise on object or some other modification then can always use facet to post compute normals.
Normals are always perpendicular to tangent. But of course you can modify it. If you have some funky Normals because of noise on object or some other modification then can always use facet to post compute normals.
Houdini Learning Materials » scale an object relative to anothers bounding box
- PradeepBarua
- 443 posts
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You can wire that object to parent input or can use null with referenced scale parameter to that object.
Houdini Learning Materials » Flat Tank water rendering
- PradeepBarua
- 443 posts
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Technical Discussion » POP Curve Force with SPH solver, Help
- PradeepBarua
- 443 posts
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Houdini Learning Materials » RBD
- PradeepBarua
- 443 posts
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Houdini Learning Materials » RBD
- PradeepBarua
- 443 posts
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In DOPs using dop objects like flip object, rbd object, smoke object etc. we create necessary data like physical properties as mass, friction, density etc.
These are just objects with holding data. For an example, we have any one of dop object and dop force like gravity. Now we need to affect dop object by gravity. But these are just data which don't know to interact with each other. Now we need SOMETHING to talk with that data. That something is called Solver in Houdini. It just like brain in human body which give command to other body parts to do required action on certain time.
In short solvers are OPs (They exist in DOPs) which solve physical property (data) of objects.
These are just objects with holding data. For an example, we have any one of dop object and dop force like gravity. Now we need to affect dop object by gravity. But these are just data which don't know to interact with each other. Now we need SOMETHING to talk with that data. That something is called Solver in Houdini. It just like brain in human body which give command to other body parts to do required action on certain time.
In short solvers are OPs (They exist in DOPs) which solve physical property (data) of objects.
Houdini Lounge » DOPImport not importing
- PradeepBarua
- 443 posts
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I can set the “DOPimport” object mask to point to the “fracturedparm” in the DOP network and it imports fine but only the post-Breakage geometry. Likewise if I point to the object name it imports until right till the point it shatters.
Merge both together.
Technical Discussion » Merging VDBs into a new VDB
- PradeepBarua
- 443 posts
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Some examples are here too:
http://forums.odforce.net/topic/21357-combine-vdb-in-forloop/ [forums.odforce.net]
http://forums.odforce.net/topic/21357-combine-vdb-in-forloop/ [forums.odforce.net]
Houdini Indie and Apprentice » Point_Wrangle Vex_Snippets
- PradeepBarua
- 443 posts
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Here are some useful wrangle presets:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541 [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541 [sidefx.com]
Houdini Indie and Apprentice » Point_Wrangle Vex_Snippets
- PradeepBarua
- 443 posts
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For more variation you can randomize it using rand() and then fit01() to fit in certain range.
@pscale += fit01(rand(length(@v)), 0, 0.2);
@pscale += fit01(rand(length(@v)), 0, 0.2);
Houdini Indie and Apprentice » Point_Wrangle Vex_Snippets
- PradeepBarua
- 443 posts
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seems that this first approach one is BS:
@pscale += (@v, float, float,);
pscale is float. So it should be written as:
@pscale += length(@v);
Houdini Lounge » Snippets Panel
- PradeepBarua
- 443 posts
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Houdini Indie and Apprentice » Randomly picking from set value list
- PradeepBarua
- 443 posts
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What about using hscript or VEX rand() in conjunction with fit01().
i.e:
hscript
fit01(rand($PT), 0, 9)
or
VEX
fit01(rand(@ptnum), 0, 9)
i.e:
hscript
fit01(rand($PT), 0, 9)
or
VEX
fit01(rand(@ptnum), 0, 9)
Houdini Learning Materials » How can I restart a pyro sim from the last .sim file?
- PradeepBarua
- 443 posts
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Technical Discussion » Houdini crash on Flipbook (Hserver communication error)
- PradeepBarua
- 443 posts
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And power of OpenGL ROP is that you can split it on multiple machines. So heavy scene data like water mesh which may take around 2 hours for 150 frames and by using OpenGL ROP you may get it in 10 minutes over farm.
Technical Discussion » Image into attributes in SOP
- PradeepBarua
- 443 posts
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Technical Discussion » Image into attributes in SOP
- PradeepBarua
- 443 posts
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Use delete SOP > Operation to Delete by Expression > in Filter Expression:
$MYALPHACHAN < 0.1
$MYALPHACHAN < 0.1
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