+1
Right now going the moi3d-route.
Maybe the labs team could be the right people to ask for importers and organisation tools for cad files.
Found 177 posts.
Search results Show results as topic list.
Houdini Lounge » Request to have CAD import surface in Houdini
-
- bollili
- 193 posts
- Offline
Technical Discussion » Sharp edges
-
- bollili
- 193 posts
- Offline
Just append a normal sop. In vertex mode it should generate the normals as you would expect.
Have a look here:
https://www.sidefx.com/docs/houdini/nodes/sop/normal.html [www.sidefx.com]
Have a look here:
https://www.sidefx.com/docs/houdini/nodes/sop/normal.html [www.sidefx.com]
Houdini Indie and Apprentice » How to create shooting bullets emitter?
-
- bollili
- 193 posts
- Offline
Here is a good start. The docs are full of information and example files, you can dig into: https://www.sidefx.com/docs/houdini/dopparticles/index.html [www.sidefx.com]
Houdini Lounge » Will curve tools be updated in 2021?
-
- bollili
- 193 posts
- Offline
I wholeheartedly agree.
Especially for motion design work I see big potential for all new curve tools and a new font sop.
Well, we can import curves from Adobe illustrator, but I don't have to say, that this is not the most direct or most procedural way to get things done.
Especially for motion design work I see big potential for all new curve tools and a new font sop.
Well, we can import curves from Adobe illustrator, but I don't have to say, that this is not the most direct or most procedural way to get things done.
Houdini Lounge » VEX: Set parameter value of a given node
-
- bollili
- 193 posts
- Offline
Hi,
I can't find anything about setting paramter values in nodes with vex. I know, how it's done with python. But I'd like to do it from inside a wrangle node. Any hints?
Something like pseudocode:
I can't find anything about setting paramter values in nodes with vex. I know, how it's done with python. But I'd like to do it from inside a wrangle node. Any hints?
Something like pseudocode:
ch(path to node, paramname).set(newValue);
Houdini Indie and Apprentice » Realtime renderer
-
- bollili
- 193 posts
- Offline
Midphase
Other than that, beware of any futureware hype at the moment – this goes across the board for Redshift RT, Brigade, Unreal 5, etc. The proof is in the pudding and there is no pudding yet and there won't be for quite some time. Use what you need that is available right now!
I agree in general. Regarding redshift rt, have a look at their development trello. The demo vid is quite confidence-inspiring:
https://trello.com/b/QASr74yB/redshift [trello.com]
https://trello-attachments.s3.amazonaws.com/5db0dc5e4c80247745b66745/5db0dc5fa9caf9342c416221/2fe2c3acc069242974032f190df9824c/Redshift_RT_Attic_7.21.2020.mp4 [trello-attachments.s3.amazonaws.com]
Houdini Indie and Apprentice » Realtime renderer
-
- bollili
- 193 posts
- Offline
Karma (the new inbuilt renderer) is planned to get gpu acceleration. Right now, it is cpu only. Maybe, that will change already with the announced H18.5?
Redshift (3rd-party gpu renderer) will get a realtime-mode in the near future. Redshift's shaders are not mantra/karma compatible, though.
But, in their current state, karma and redshift are already quite low-latency.
There are quite a couple of other render plugins available. But I don't have any experience regarding them.
Redshift (3rd-party gpu renderer) will get a realtime-mode in the near future. Redshift's shaders are not mantra/karma compatible, though.
But, in their current state, karma and redshift are already quite low-latency.
There are quite a couple of other render plugins available. But I don't have any experience regarding them.
Houdini Lounge » Animate dotted or dashed lines along a path
-
- bollili
- 193 posts
- Offline
Thx guys! While playing around, I found another quite nice approach, incorporating the new pathdeform.
I just had to design the dashed line as I wanted it to look and move it along the path by animating the “Offset Position Using” parameter.
I just had to design the dashed line as I wanted it to look and move it along the path by animating the “Offset Position Using” parameter.
Houdini Lounge » Animate dotted or dashed lines along a path
-
- bollili
- 193 posts
- Offline
Hi,
I can create static dashed (or dotted) lines/paths quite easily via resampling and deleting certain parts (or using the generated points).
When I'd like to have a animated version, I would try it with a carve-sop inside a for-each or look into vex.
Out of curiosity and learning purposes, I am looking for other (maybe simpler) approaches. Any hints?
Cheers
I can create static dashed (or dotted) lines/paths quite easily via resampling and deleting certain parts (or using the generated points).
When I'd like to have a animated version, I would try it with a carve-sop inside a for-each or look into vex.
Out of curiosity and learning purposes, I am looking for other (maybe simpler) approaches. Any hints?
Cheers
Houdini Lounge » Older versions of Houdini < 15
-
- bollili
- 193 posts
- Offline
Mhm. Not all versions are available. E.g. there's no 12.1.
I think I'll just contact support.
I think I'll just contact support.
Houdini Lounge » Older versions of Houdini < 15
-
- bollili
- 193 posts
- Offline
Houdini Lounge » Older versions of Houdini < 15
-
- bollili
- 193 posts
- Offline
Hi there,
i got this really old hip-file that I try to inspect. But with newer versions there are so many errors in this. Is there a place where I can download houdini versions between 9 and 13 (for Windows)? In the sesi download-section, it goes only down to version 15.
Thanks!
i got this really old hip-file that I try to inspect. But with newer versions there are so many errors in this. Is there a place where I can download houdini versions between 9 and 13 (for Windows)? In the sesi download-section, it goes only down to version 15.
Thanks!
Houdini Indie and Apprentice » Steam: possible to have more than one version installed?
-
- bollili
- 193 posts
- Offline
Hi,
I wonder if (and how) it possible to have more than version of H Indie (e.g. a H17.5 build and a H18 build) installed, while using the steam licensing method?
Cheers,
Marc
I wonder if (and how) it possible to have more than version of H Indie (e.g. a H17.5 build and a H18 build) installed, while using the steam licensing method?
Cheers,
Marc
Houdini Indie and Apprentice » Set external script editor not working
-
- bollili
- 193 posts
- Offline
Hey Faitel,
thanks to you, I got it working.
So this function (see screenshot) seems to be just broken.
thanks to you, I got it working.
So this function (see screenshot) seems to be just broken.
Houdini Indie and Apprentice » Set external script editor not working
-
- bollili
- 193 posts
- Offline
Houdini Indie and Apprentice » Set external script editor not working
-
- bollili
- 193 posts
- Offline
Houdini Indie and Apprentice » Set external script editor not working
-
- bollili
- 193 posts
- Offline
H 17.5.391 (but doesn't work for me in earlier builds as well)
Hi,
this seems to be a function related to the game dev toolset? Not sure.
Can anybody help me with this (plz see description below)?
Cheers,
Marc
–
Description:
When I use ‘Preferences/Set External Editor’ to point to a editor like notepad++ or sublime, I get the message that the editor is successfully set.
1. But, when I hit the ‘External Editor’-button in a opened expression window, Houdini will still open notepad.exe.
2. And when I want to open the external editor directly from the parameter field via right-click -> ‘Expression/Edit in External Editor’, the following message appears:
Hi,
this seems to be a function related to the game dev toolset? Not sure.
Can anybody help me with this (plz see description below)?
Cheers,
Marc
–
Description:
When I use ‘Preferences/Set External Editor’ to point to a editor like notepad++ or sublime, I get the message that the editor is successfully set.
1. But, when I hit the ‘External Editor’-button in a opened expression window, Houdini will still open notepad.exe.
2. And when I want to open the external editor directly from the parameter field via right-click -> ‘Expression/Edit in External Editor’, the following message appears:
'float' object has no attribute ‘encode’
Traceback (most recent call last):
File “<stdin>”, line 5, in <module>
File “C:/Users/defsh/AppData/Roaming/SideFX/GameDevToolset/17.5/1.196/scripts/python\houdini_external_editor.py”, line 253, in add_watcher
data = str(parm.eval().encode(“utf-8”))
AttributeError: ‘float’ object has no attribute ‘encode’
Edited by bollili - Nov. 18, 2019 08:42:54
Technical Discussion » FBX warning: Edge smoothing in non-edge mapped mode not supp
-
- bollili
- 193 posts
- Offline
Strange.
I homed the network quite a view times after the attempts to import the model.
After I dove into a new created geo to try to use the file node and gone back to /obj everythings was there.
Nevermind.
I homed the network quite a view times after the attempts to import the model.
After I dove into a new created geo to try to use the file node and gone back to /obj everythings was there.
Nevermind.
Technical Discussion » FBX warning: Edge smoothing in non-edge mapped mode not supp
-
- bollili
- 193 posts
- Offline
H17.5.391, Windows
I'm trying to import a model from turbo squid (fbx-file) and get this:
When I hit OK to close the dialog, nothing is added to the scene.
Is there any setting I can circumvent this?
I'm trying to import a model from turbo squid (fbx-file) and get this:
Warning: Edge smoothing in non-edge mapped mode is not supported
When I hit OK to close the dialog, nothing is added to the scene.
Is there any setting I can circumvent this?
Houdini Indie and Apprentice » What would you recommend me to learn?
-
- bollili
- 193 posts
- Offline
And don't forget the superb example projects in the docs! 
Watching tutorials is one thing to get an insight, but dissecting project files and experimenting with them will get you probably even further.

Watching tutorials is one thing to get an insight, but dissecting project files and experimenting with them will get you probably even further.
-
- Quick Links