For some reason one of the faces has a normal facing the opposite direction. Higher up the node stack I have a extrude that insets the middle diameter and depending inset value i get a different face from the inner ring with bad normals or at some values its fine. I have tried using point sop, facet, normal and polydoctor to fix the normals but nothing happens.
I had deformed the initial tube shape from the base node(not talking about the container) rather than a transform. So I changed to transformed and checked the differences and it turned out both caused issues with normals just in different moments.
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Technical Discussion » some Normals facing opposite direction
- Thunderbeast
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Houdini Lounge » Can Max Creation Graph compare itself to Houdini
- Thunderbeast
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I have definitely used your plugins, vusta! They have come in handy. It's cool to know that MCG works very similar to Houdini.
I am sure the curly effect can be done in houdini, I started thinking about it but i don't have enough knowledge to execute my idea.
But here it goes if someone is interested:
Start from a spiral (there is an expression for it) and rotate from the second point (starting from the base) onward, when ever the 3ed point matches the position of 3ed point in the straight line. Repeat the effect with the 3ed point as a pivot and so on. Not entirely sure for the path follow part.
On the side note the effect is very satisfying to watch.
I am sure the curly effect can be done in houdini, I started thinking about it but i don't have enough knowledge to execute my idea.
But here it goes if someone is interested:
Start from a spiral (there is an expression for it) and rotate from the second point (starting from the base) onward, when ever the 3ed point matches the position of 3ed point in the straight line. Repeat the effect with the 3ed point as a pivot and so on. Not entirely sure for the path follow part.
On the side note the effect is very satisfying to watch.
Edited by Thunderbeast - July 13, 2017 11:05:08
Houdini Lounge » Can Max Creation Graph compare itself to Houdini
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The question was mostly for curiosity, how well does MCG stack up to houdini. Generally I am a fan of Houdini and it's community, so if I go all out in to proceduralism, it will be Houdini no doubt. I am already dabbling with it here and there but I want to get real world problems (on the gaming side of things) to truly exercise my brain wrinkles .
Houdini Lounge » Can Max Creation Graph compare itself to Houdini
- Thunderbeast
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I don't want to start a flame war, just curious about the subject. I have never really gotten into 3ds Max's Max Creation Graph (MCG), looks like our VOPs. I have seen a few deformation tools from the demos and I use a couple of clone based tools from other users, but i haven't seen much else. Is MCG comparable to Houdini. Probably not, but to what extent? Again, thought the subject is very susceptible to flaming and hate, please don't.
Edited by Thunderbeast - July 13, 2017 02:00:49
Houdini Lounge » Attributes and variables cheat sheet?
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I know about that page, but not certain if that's all of them. They are also not explained. I learned many of them through the forums and the wiki but for example I don't know what's pstate. I googled pstate before writing the reply but and i found the answer again outside houdini's documentation not inside. Also having the explanation of all the variables in one place is handy for newbs like me and maybe more advanced users?
Edited by Thunderbeast - July 11, 2017 16:48:15
Houdini Lounge » Attributes and variables cheat sheet?
- Thunderbeast
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Is there something like a list of all the attributes and local variables for vex, that houdini knows we can use, a cheat sheet maybe? (stuff like @primnum are local variables right?) From time to time I see people using attributes whose functionality I can't find, let alone know they exist.
Houdini Lounge » Interactively create primitives
- Thunderbeast
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I have played around with Houdini before and I am aware of those features, except for x and y being mapped to the radii - cool. I understand that Houdini is totally none traditional, I just wanted to check if that feature is a part of houdini. Guess i`ll have to fiddle a little bit when needed.
Thanks for both answers, though!
Thanks for both answers, though!
Houdini Lounge » Interactively create primitives
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No, i am not trying to retopo something. Think of how 3ds max creates objects by default, you drag out the primitive.
For example with cylinders. First you would drag from point A to point B to define the radius and then “up” to define the height.
For example with cylinders. First you would drag from point A to point B to define the radius and then “up” to define the height.
Houdini Lounge » Interactively create primitives
- Thunderbeast
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Is it possible to interactively create objects in Houdini? I looked around the internet and inside houdini but couldn't find anything. Would be nice to be able to snap between specific points to create the base object. I can get around it with other tools but not in all cases.
Houdini Lounge » Primnum Confusion
- Thunderbeast
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Yeah, now I understood it. For a moment I got stuck at the code logic again but then I remembered that the wrangle sop loops over the whole code rather than parts of it. Silly I know…
Thanks Konstantin
Thanks Konstantin
Houdini Lounge » Primnum Confusion
- Thunderbeast
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I don't have an issue with understanding the for loop, but rather from where does the current primitive number come from. Isn't it the one that its being currently worked one, which from my understanding (most likely wrong) is the same as the value of “nm” per loop.
Houdini Lounge » Primnum Confusion
- Thunderbeast
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Hello, I am having a bit of trouble understanding primnum in the code bellow. I read the documentation and around forums but I am still stuck. Just to note I do not have a programming background of any kind.
Looking at the code it makes it look as if it will always be right for the first “if”. I understand it, as if primnum will always be equal to max_nm in the case bellow. From what I could find for primnum, it's the id of the current primitive.
Looking at the code it makes it look as if it will always be right for the first “if”. I understand it, as if primnum will always be equal to max_nm in the case bellow. From what I could find for primnum, it's the id of the current primitive.
neighs_pcheck_all[]- the array contains all primitives more than once int max_nm = max(neighs_pcheck_all) ; for (int nm=0; nm<=max_nm; nm++) { if (nm != @primnum) { found=0; foreach (int n; neighs_pcheck_all) { if (n == nm) { found++; } } if (found>1 & found%2==0) { append(neighs_prims ,nm); } } }
Edited by malexander - June 6, 2017 15:10:11
Houdini Lounge » When to model procedurally
- Thunderbeast
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aoakenfoArchiactWhen to model procedurally?
When you need variation or have to respond to changes in direction.
You don't have to go out of your way to make things procedural. Houdini, by it's very nature, is procedural. If you're dropping nodes, you're using proceduralism. You can always go back to any node in the graph and change a property. You can always surface any property in a node as part of the user interface in a digital asset.
However, there is a caveat. Say you manually select half of some geometry and do an operation on it, like a extrude. What you've done is group a specific set of faces. Further up the graph, you decide to edit a node that increases the number of polys. Now your extrudes downstream are broken because the face numbers have changed. So before you manually select half of the geometry, think about what you're trying to accomplish. You can usually write a group expression for that. For example, @ptnum < (@numpt/2). With a group expression in place, changes to the number of polys upstream won't affect your extrudes downstream. To me, this is the crux of thinking procedurally.
I understand that by definition Houdini as a whole is procedural. I was mostly referring to modularity. I was asking what people prefer to do since as you said, you have to go out of your way to write specific groups so that the node tree doesn't get messed up. Out of desire to learn Houdini better, I struggle a bit to write those groups, even though my current modelling practice project doesn't need it at all.
Edited by Thunderbeast - April 15, 2017 07:55:35
Houdini Indie and Apprentice » Sudden houdini crashes
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I`ll give the latest build a shot and see how it goes.
I am certain my PSU can handle both GPUs at full load. Have rendered with them using vray-rt without a problem. But that's irrelevant, they are near idle when I am working with houdini, I never said I am rendering, just simple modeling.
I am certain my PSU can handle both GPUs at full load. Have rendered with them using vray-rt without a problem. But that's irrelevant, they are near idle when I am working with houdini, I never said I am rendering, just simple modeling.
Houdini Indie and Apprentice » Sudden houdini crashes
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Most certainly. I can attach the scenes files along side the crash logs if it helps. They are about 1mb total.
Houdini Indie and Apprentice » Sudden houdini crashes
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That chip is not overclockable, (the oc mobo is a long story). But if i were OCing aggressively i would be getting system crashes rather than just houdini crashes.
I also forgot to mention i have a second gpu in the system a GTX 960. Obviously not in sli but in parellel for rendering.
So i don't report something old i`ll wait a little more to see if anyone has experienced my problem and then report it
I also forgot to mention i have a second gpu in the system a GTX 960. Obviously not in sli but in parellel for rendering.
So i don't report something old i`ll wait a little more to see if anyone has experienced my problem and then report it
Houdini Indie and Apprentice » Sudden houdini crashes
- Thunderbeast
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Hello,
I am getting sudden crashes from houdini, at an average of 1 per 1-2 hrs but various a lot. The problem is that I am not doing tasking commands like 5 levels of subdivision at once, that crashes all 3d programs . I am just changing node inputs of rather basic geometry of no more than 100 points.
Although there is one crash that I can reproduce all the time. And that's when I click help for anything inside houdini. I am not getting an error box or anything unlike the other crashes I get.
But I got to say, loading houdini in 5sec makes things less frustrating unlike 3ds max for example.
I am currently running Houdini 16.0.504.20 on:
windows 10
cpu i5-4460
mobo gigabyte ga-z97x-gaming-3
gpu gtx770
I am getting sudden crashes from houdini, at an average of 1 per 1-2 hrs but various a lot. The problem is that I am not doing tasking commands like 5 levels of subdivision at once, that crashes all 3d programs . I am just changing node inputs of rather basic geometry of no more than 100 points.
Although there is one crash that I can reproduce all the time. And that's when I click help for anything inside houdini. I am not getting an error box or anything unlike the other crashes I get.
But I got to say, loading houdini in 5sec makes things less frustrating unlike 3ds max for example.
I am currently running Houdini 16.0.504.20 on:
windows 10
cpu i5-4460
mobo gigabyte ga-z97x-gaming-3
gpu gtx770
Houdini Lounge » When to model procedurally
- Thunderbeast
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Yeah i am practicing in order to understand the program better. I am currently starting off with a curve and extruding outwards onto my desired geometry, haven't tried nurbs though. I have used blender and max, and surfaces were never fun there.
Off course all info is welcome
Off course all info is welcome
Houdini Lounge » When to model procedurally
- Thunderbeast
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Hello,
I am fairly new to Houdini but not to 3D. I am practicing (hard surface) modeling and i am trying to keep everything as modifiable as possible. Before starting Houdini I read many people saying that the traditional style of modeling is not the procedural way of houdini, which is fine, i am figuring out almost everything i need. But i am wondering how do you model smooth edges, bevel can make ngons so thats not the best option. Same goes for boolean, needs edge reconnection.
Traditional subdiv modelling is based around control loops or edge creases so that doesn't feel like it should be the way ( you for sure can ), either.
My current project doesn't require flexibility, but when, why and which method of modelling do you guys use.
Also “use x 3d program” is not the answer i am looking for.
I am fairly new to Houdini but not to 3D. I am practicing (hard surface) modeling and i am trying to keep everything as modifiable as possible. Before starting Houdini I read many people saying that the traditional style of modeling is not the procedural way of houdini, which is fine, i am figuring out almost everything i need. But i am wondering how do you model smooth edges, bevel can make ngons so thats not the best option. Same goes for boolean, needs edge reconnection.
Traditional subdiv modelling is based around control loops or edge creases so that doesn't feel like it should be the way ( you for sure can ), either.
My current project doesn't require flexibility, but when, why and which method of modelling do you guys use.
Also “use x 3d program” is not the answer i am looking for.
Houdini Lounge » fully Shadeless viewport - inside object node
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