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Houdini Indie and Apprentice » Subnet Parameter promotion not working
- freaq
- 300 posts
- Offline
Technical Discussion » dynamic UI enheritance
- freaq
- 300 posts
- Offline
YES got it to work
thank you!!!!
if I find a way to script that I will surely let you and everyone else know
although so far i have yet to find a python hook
thank you!!!!
if I find a way to script that I will surely let you and everyone else know
although so far i have yet to find a python hook
Technical Discussion » dynamic UI enheritance
- freaq
- 300 posts
- Offline
no I have not yet,
sounds like an interesting option, bit I seem t be having a hard time finding documentation or examples of this in use, have you ever used it?
all I could find is this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10182&highlight=&sid=3813f3ef14a0f79608c5bab3ec1f86c9 [sidefx.com]
unfortunately I cannot find a way to use the actual import block option.
(I tried using the source parameter but with no success)
to further explain a bit what I need:
Get all the parameters from all otl's contained in this one which the name fits: ../paint*
so in this case it could be:
paint_rockyness,
paint_soiltype,
paint_vegetation_type,
paint_wetness
and take all the parameters on those nodes that are visible and use them.
so I can add an otl at will.
sounds like an interesting option, bit I seem t be having a hard time finding documentation or examples of this in use, have you ever used it?
all I could find is this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=10182&highlight=&sid=3813f3ef14a0f79608c5bab3ec1f86c9 [sidefx.com]
unfortunately I cannot find a way to use the actual import block option.
(I tried using the source parameter but with no success)
to further explain a bit what I need:
Get all the parameters from all otl's contained in this one which the name fits: ../paint*
so in this case it could be:
paint_rockyness,
paint_soiltype,
paint_vegetation_type,
paint_wetness
and take all the parameters on those nodes that are visible and use them.
so I can add an otl at will.
Technical Discussion » dynamic UI enheritance
- freaq
- 300 posts
- Offline
I have a tool that contains a set of otls,
they need to be controlled from the top level, therefore I need to take all the visible controls from the otls below, and aggregate them into controls on this tool.
putting each otl into a tab/folder the reason being that the tools below the toplevel will be very much in flux.
it's very easy to drag a tool into a subnet copying all controls and hooking them up, but I cannot find a python/hscript equivalent… and unfortunately this will be too much work to do by han all the time.
has anyone made such a system? or could anyone give me some pointers?
Greets Freek.
they need to be controlled from the top level, therefore I need to take all the visible controls from the otls below, and aggregate them into controls on this tool.
putting each otl into a tab/folder the reason being that the tools below the toplevel will be very much in flux.
it's very easy to drag a tool into a subnet copying all controls and hooking them up, but I cannot find a python/hscript equivalent… and unfortunately this will be too much work to do by han all the time.
has anyone made such a system? or could anyone give me some pointers?
Greets Freek.
SI Users » RIG of Alien
- freaq
- 300 posts
- Offline
Technical Discussion » Transparency in PSD file acts like a cutout?
- freaq
- 300 posts
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Technical Discussion » multithreaed fuse alternative
- freaq
- 300 posts
- Offline
Hey everyone,
I've got a pretty big scene (several millions of points) and I need to fuse points… basically this takes around a minute which is 70% of my total cook time. I was wondering whether there is a Vop alternative method to replace the fuse? or whether someone else knows a trick to speed this up?
Greets Freek
I've got a pretty big scene (several millions of points) and I need to fuse points… basically this takes around a minute which is 70% of my total cook time. I was wondering whether there is a Vop alternative method to replace the fuse? or whether someone else knows a trick to speed this up?
Greets Freek
Work in Progress » Procedural Fire Escape
- freaq
- 300 posts
- Offline
Work in Progress » VDB Recursive Fracture
- freaq
- 300 posts
- Offline
very nice how do you keep the seams that tight???
aslo do you solve with bullet still? as the hulls won't be convex…
aslo do you solve with bullet still? as the hulls won't be convex…
Houdini Indie and Apprentice » Clean Intersecting Paths
- freaq
- 300 posts
- Offline
here is a quick test:
hope it helps
edit: another file with more controls
refining faster and smoothing of angles if desired.
version 3 with sidewalks and stuff
hope it helps
edit: another file with more controls
refining faster and smoothing of angles if desired.
version 3 with sidewalks and stuff
Work in Progress » Procedural Environment system UDK
- freaq
- 300 posts
- Offline
Work in Progress » Procedural Environment system UDK
- freaq
- 300 posts
- Offline
The following video is a demonstration of my Graduation Project,
the entire level presented was created in just one hour.*
*excluding lighting build times in UDK.
http://www.youtube.com/watch?v=NZfqAJSBm2I&hd=1 [youtube.com]
The tool is designed to create and decorate environments,
based on minimal input artistic from the user / leveldesigner.
but without taking away control.( like random level generators do.)
The geometry is fully procedural and can be edited anytime;
the rest of the procedure will automatically update.
The tool is mostly based on volumes and projection to create the main shape.
It supports tunnels, landbridges, alcoves, etc and has been designed to go more then vertical, further than heightmaps can. (also with much less UV distortion)
One does not need to use curves as a input, premodeled geometry or planes work as well.The asset placement is not limited to trees but can export any static mesh's location, rotation, scale or any other attributes from Houdini to the UDK. This exporter was written by Jan Pijpers.
No manual readjusting was done to the level,
although this is possible both procedurally in Houdini or manually for specific objects in the UDK.
Special thanks go to:
Jan Pijpers : .t3D export
Kim Goossens : my supervisor
Johan Woelper : procedrual stone example
“axebeak” : AO vopsop.
For more information about the tool see my documentation on it here:
http://freek3d.com/downloads/Freek_Hoekstra_Graduation_final_report_Final_PRINTED.pdf [freek3d.com]
For more information about my procedural railroad system go here:
http://freek3d.com/downloads/Procedural_Railroad_Creation_Hoekstra_Freek.pdf [freek3d.com]
Thanks for watching!
Freek Hoekstra
www.Freek3D.com
info@freek3D.com
(+31) 620909427
Bachelor graduate of the NHTV university of applied sciences Breda.
the entire level presented was created in just one hour.*
*excluding lighting build times in UDK.
http://www.youtube.com/watch?v=NZfqAJSBm2I&hd=1 [youtube.com]
The tool is designed to create and decorate environments,
based on minimal input artistic from the user / leveldesigner.
but without taking away control.( like random level generators do.)
The geometry is fully procedural and can be edited anytime;
the rest of the procedure will automatically update.
The tool is mostly based on volumes and projection to create the main shape.
It supports tunnels, landbridges, alcoves, etc and has been designed to go more then vertical, further than heightmaps can. (also with much less UV distortion)
One does not need to use curves as a input, premodeled geometry or planes work as well.The asset placement is not limited to trees but can export any static mesh's location, rotation, scale or any other attributes from Houdini to the UDK. This exporter was written by Jan Pijpers.
No manual readjusting was done to the level,
although this is possible both procedurally in Houdini or manually for specific objects in the UDK.
Special thanks go to:
Jan Pijpers : .t3D export
Kim Goossens : my supervisor
Johan Woelper : procedrual stone example
“axebeak” : AO vopsop.
For more information about the tool see my documentation on it here:
http://freek3d.com/downloads/Freek_Hoekstra_Graduation_final_report_Final_PRINTED.pdf [freek3d.com]
For more information about my procedural railroad system go here:
http://freek3d.com/downloads/Procedural_Railroad_Creation_Hoekstra_Freek.pdf [freek3d.com]
Thanks for watching!
Freek Hoekstra
www.Freek3D.com
info@freek3D.com
(+31) 620909427
Bachelor graduate of the NHTV university of applied sciences Breda.
Edited by - Jan. 25, 2012 18:18:07
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