So, the source1 group is not following transforms on the spline.
Anyhow, I'm assuming that if source1 will follow the translation, source2 will follow as well. Am I understanding this correctly?
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Technical Discussion » Orbit POP: how do I use a line as the center?
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- Shannon Gold
- 48 posts
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Technical Discussion » Particles not following source's rotation
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- Shannon Gold
- 48 posts
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Technical Discussion » Particles not following source's rotation
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- Shannon Gold
- 48 posts
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Just found this thread. Looking into it now.
http://www.sidefx.com/forum/viewtopic.php?t=1438 [sidefx.com]
http://www.sidefx.com/forum/viewtopic.php?t=1438 [sidefx.com]
Technical Discussion » Particles not following source's rotation
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- Shannon Gold
- 48 posts
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I'm playing around with a tornado effect. Trying to dig into POPS
I've created gemometry in the shape of a tornado's funnel.
I've used a transform sop to rotate the funnel in Y using $F*5.
This is my starting point for testing.
The plan is to birth particles from the surface of the funnel, get the particle effect looking right, then hide the funnel geometry from the render process.
So, I've created a source pop and am using the tornado object as source.
Particles birth yet remain still. They do not follow the rotation of my source SOP. I have a feeling that there are additional attributes that I'll need to bring into play here, but I'm at a loss. Any suggestions? Better solutions to the overall effect?
I've created gemometry in the shape of a tornado's funnel.
I've used a transform sop to rotate the funnel in Y using $F*5.
This is my starting point for testing.
The plan is to birth particles from the surface of the funnel, get the particle effect looking right, then hide the funnel geometry from the render process.
So, I've created a source pop and am using the tornado object as source.
Particles birth yet remain still. They do not follow the rotation of my source SOP. I have a feeling that there are additional attributes that I'll need to bring into play here, but I'm at a loss. Any suggestions? Better solutions to the overall effect?
Technical Discussion » Registration Problems
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- Shannon Gold
- 48 posts
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Well, your license file is not in your registry. I would think, if you reinstall Houdini, your license files wil still be intact.
Houdini Lounge » sidefx website static!
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- Shannon Gold
- 48 posts
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Technical Discussion » Ok..Im about to buy Irix for my O2..???
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- Shannon Gold
- 48 posts
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you'll find no advantage in running Houdini irix on an out dated machine.
Buy even a cheap PC these days and your gonna do better.
Buy even a cheap PC these days and your gonna do better.
Technical Discussion » Remove license server
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- Shannon Gold
- 48 posts
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Easy,
First off, go to Control Panel > Administrative tools > Services.
Stop the following 2 services: Houdini License Client & Houdini License Server.
Now delete the server files from the Winnt/system32/ folder. They are named
hserver.exe and sesinetd.exe
The licenses themselves are in a folder called keys, but you can leave those.
Cheers
First off, go to Control Panel > Administrative tools > Services.
Stop the following 2 services: Houdini License Client & Houdini License Server.
Now delete the server files from the Winnt/system32/ folder. They are named
hserver.exe and sesinetd.exe
The licenses themselves are in a folder called keys, but you can leave those.
Cheers
Technical Discussion » Source POP Params
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- Shannon Gold
- 48 posts
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So, It seems to be working this way. Simply by assigning the Source SOP. This version knows which Source Object your're referring to.
Problem solved, unless I hear differently from someone.
Problem solved, unless I hear differently from someone.
Technical Discussion » Source POP Params
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- Shannon Gold
- 48 posts
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Thanks for the reply edward.
I need to specify my source object according to the tute.
The very next step requires me to specify my source sop.
In following the tute I've been working within an obj called Fire_source.
Or are you saying that the sourcePOP assumes the source object to be the upper level of the sop you choose?
I need to specify my source object according to the tute.
The very next step requires me to specify my source sop.
In following the tute I've been working within an obj called Fire_source.
• select Fire_source as the source object
• select particle_rest as the source SOP
Or are you saying that the sourcePOP assumes the source object to be the upper level of the sop you choose?
Technical Discussion » Source POP Params
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- Shannon Gold
- 48 posts
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Hello,
Making a foray into POPs.
Doing the legacy Fire tutorial from the SESI site.
The tutorial requires that from within the sourcePOP, I specify the Source Object. I know what it should be. However, I cant find the field to specify source object in the soucepop's params. I tried using the source group field by attempting to add the source object to a group in the OBJ context. Not working for me.
Probably because of version differences.
Any pointers are appreciated.
Making a foray into POPs.
Doing the legacy Fire tutorial from the SESI site.
The tutorial requires that from within the sourcePOP, I specify the Source Object. I know what it should be. However, I cant find the field to specify source object in the soucepop's params. I tried using the source group field by attempting to add the source object to a group in the OBJ context. Not working for me.
Probably because of version differences.
Any pointers are appreciated.
Technical Discussion » Maya like Image planes in Houdini
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- Shannon Gold
- 48 posts
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Yup, those are the pages I'm familiar with. However, I don't believe that the community site links to anything but the directories. Check it out.
Technical Discussion » rephrasing question - how do I completely remove houdini...
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- Shannon Gold
- 48 posts
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The houdini keys are in the WINNT server. Also, in your system32 folder are the files which comprise the server portion. I believe one is hserver.exe, and the other is sesi_something.exe.
Most people who install houdini, frequently uninstall it for upgrade to a newer build. If it was necessary to reinstall license keys each time it would be a nightmare. However for those who whish to remove things completely, the location of the key files is printed clearly in the installation pdf. You just gotta look before you panic.
Most people who install houdini, frequently uninstall it for upgrade to a newer build. If it was necessary to reinstall license keys each time it would be a nightmare. However for those who whish to remove things completely, the location of the key files is printed clearly in the installation pdf. You just gotta look before you panic.
Technical Discussion » Maya like Image planes in Houdini
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- Shannon Gold
- 48 posts
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There is a great vid tutorial that outlines the viewport background method.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/video_data/real/modeling/rocketship_01.rm [vislab.usyd.edu.au]
http://www.vislab.usyd.edu.au/sidefx/houdini_video/video_data/divx/modeling/rocketship_01.avi [vislab.usyd.edu.au]
By the way, is there no longer a proper index page for the new tutorilas site?
http://www.vislab.usyd.edu.au/sidefx/houdini_video/video_data/real/modeling/rocketship_01.rm [vislab.usyd.edu.au]
http://www.vislab.usyd.edu.au/sidefx/houdini_video/video_data/divx/modeling/rocketship_01.avi [vislab.usyd.edu.au]
By the way, is there no longer a proper index page for the new tutorilas site?
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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Hey John,
It's just an alternative to the usual trim method.
check this pic.

I'm sure you can see the value in that topology over using trim.
It's just an alternative to the usual trim method.
check this pic.

I'm sure you can see the value in that topology over using trim.
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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I'm gonna try using a 5 corner patch type solution to this problem as well. Rather than using the profiles and bridge sop. Have you ever tried, or had success using this method? I guess ultimately, I'd need to carve up the prims and use stitchSOP to achieve this.
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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John, that was exactly what I needed to see.
I found my error. In the CarveSOP, I too was extracting the 1st V. However, I failed to set the extract type to Iso Profile. Hence, I could not find the the “tube” profile and the *.0 param in bridge was doing nothing. Doh!
Thanks again.
I found my error. In the CarveSOP, I too was extracting the 1st V. However, I failed to set the extract type to Iso Profile. Hence, I could not find the the “tube” profile and the *.0 param in bridge was doing nothing. Doh!
Thanks again.
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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Ok, thats how its done. Thank you very much.
Oh and you know what, I missed those damn handles the firt 12 tries.
ops:
On to my next challenge. The grid and tube scenario. Still trying to connect that tube to that grid with a blend. Projection of tube's first v works nicely, however I cant seem to bridge the 2 prims.
For specifics, see 3 or 4 replies prior.
Oh and you know what, I missed those damn handles the firt 12 tries.
ops: On to my next challenge. The grid and tube scenario. Still trying to connect that tube to that grid with a blend. Projection of tube's first v works nicely, however I cant seem to bridge the 2 prims.
For specifics, see 3 or 4 replies prior.
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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Hey John,
Thanks for the suggestion. It definitely helps a bit. However, I'm still getting what looks like simple positional continuity(visible seam), albeit, with some curvature. I'm curious if curvature continuity is actually an inteded feature of stitch. It seems that the tangent option works wonderfully however the grids are placed. You say that you get a nice smooth surface. I must be missing a param somewhere. I'll keep trying. If its still not happening for me I'll post what I've got. Hopefully someone will point out my mistakes.
Thanks for the suggestion. It definitely helps a bit. However, I'm still getting what looks like simple positional continuity(visible seam), albeit, with some curvature. I'm curious if curvature continuity is actually an inteded feature of stitch. It seems that the tangent option works wonderfully however the grids are placed. You say that you get a nice smooth surface. I must be missing a param somewhere. I'll keep trying. If its still not happening for me I'll post what I've got. Hopefully someone will point out my mistakes.
Edited by - May 13, 2003 10:25:15
Houdini Lounge » curvature continuity question
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- Shannon Gold
- 48 posts
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Hi Alex,
Thanks for your response. On the 1st point. I tried to reverse the U direction to and it's not what I needed. It seems the ony way I can achelve continuity is by turning on tangency, and thats not what I'm looking for. I'll keep trying though.
On the second point, I've had great sucess using your stated method for bridging 2 projected profiles. However, in this case I cant seem to find a primitive number that works. I got the profile number (0.1 0.0), but I hit the display flag on the carveSOP and turn on primitive numbers and all I can see is a 0. These numbers arent having an effect. What did I miss?
So, here's what Ive got: (wish I could insert a pic of my network)
NURBS grid, NURBS cylinder
cylinder appended with carveSOP (first V extracted, keep original ON)
carve appended with project
project appended with trim
trim merged with carve
merge appended with bridge
I found the profile numbers (0.0 0.1)
I turned on primitive numbers when in the carve sop, however, I cant find the primitive number. I also tried merging with the original tube instead of the carve, though I don't think thats correct. I also tried a bunch of possible numbers, ie. 0.0 1.0 , no luck. Any suggestions?
I'm hoping that I can get these basic modeling operations to work reliably for me because I absolutely love the flexiblity of the proceduralism when modeling. Maya is extremely unforgiving even with its vast NURBS toolset. Sometimes I feel that many of the tools that make up the Maya NURBS modeling toolset are there simply to fix surface problems created by the lack of proceduralism.
Thanks for your response. On the 1st point. I tried to reverse the U direction to and it's not what I needed. It seems the ony way I can achelve continuity is by turning on tangency, and thats not what I'm looking for. I'll keep trying though.
On the second point, I've had great sucess using your stated method for bridging 2 projected profiles. However, in this case I cant seem to find a primitive number that works. I got the profile number (0.1 0.0), but I hit the display flag on the carveSOP and turn on primitive numbers and all I can see is a 0. These numbers arent having an effect. What did I miss?
So, here's what Ive got: (wish I could insert a pic of my network)
NURBS grid, NURBS cylinder
cylinder appended with carveSOP (first V extracted, keep original ON)
carve appended with project
project appended with trim
trim merged with carve
merge appended with bridge
I found the profile numbers (0.0 0.1)
I turned on primitive numbers when in the carve sop, however, I cant find the primitive number. I also tried merging with the original tube instead of the carve, though I don't think thats correct. I also tried a bunch of possible numbers, ie. 0.0 1.0 , no luck. Any suggestions?
I'm hoping that I can get these basic modeling operations to work reliably for me because I absolutely love the flexiblity of the proceduralism when modeling. Maya is extremely unforgiving even with its vast NURBS toolset. Sometimes I feel that many of the tools that make up the Maya NURBS modeling toolset are there simply to fix surface problems created by the lack of proceduralism.
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