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Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
- Andi Farhall
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Might need a new license install I think. I've an indie and that needed a new license install before it would work.
Houdini Lounge » I thought H19 would be ready on 25th, beta tester email
- Andi Farhall
- 115 posts
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Technical Discussion » Karma as a "normal" renderer
- Andi Farhall
- 115 posts
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what would Solaris / USD give me? (Apart from just expanding my brain by making me learn stuff which is always good) that would be any use to a tiny one man band?
Technical Discussion » Karma as a "normal" renderer
- Andi Farhall
- 115 posts
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Will Karma ever be available in Houdini without having to use Solaris? I get that Solaris is very clever but it's another very complex context to learn just to access a replacement for Mantra. I bash out little standalone graphics and Solaris would be pointless for me.
Technical Discussion » rigid body and flip interaction
- Andi Farhall
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I doing a sim that involves water flowing down a channel taking chunks of stuff with it. Used the basic shelf tools, works like a charm but there's one element I can't figure. A simple combination of a flip sim and one rigid body cube, the cube displays what looks to me to be a collision representation for the flip sim but I can't see where the resolution of it is coming from. It's not stopping me doing the shot but it's irritating that I don't know where it's coming from.
Any clues?
cheers,
A>
Any clues?
cheers,
A>
Technical Discussion » Simple question about uv components and vex
- Andi Farhall
- 115 posts
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Technical Discussion » Simple question about uv components and vex
- Andi Farhall
- 115 posts
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Hi there,
I have two uv sets uv and uv2 (points), i want to access the individual components of uv2 in a wrangle. The wrangle will see uv.x but won't see uv2.x. Both uv attributes are applied in the same manner and are both uv 3flt(Tex). I thought perhaps it should be uv.0 as this is how it's listed in the geo spreadsheet but no dice. Invalid subscript for type: float.x (1,8:9) is the main error message I get from the node info but it means less than it should to me currently.
any clues you can throw me please?
cheers,
A>
I have two uv sets uv and uv2 (points), i want to access the individual components of uv2 in a wrangle. The wrangle will see uv.x but won't see uv2.x. Both uv attributes are applied in the same manner and are both uv 3flt(Tex). I thought perhaps it should be uv.0 as this is how it's listed in the geo spreadsheet but no dice. Invalid subscript for type: float.x (1,8:9) is the main error message I get from the node info but it means less than it should to me currently.
any clues you can throw me please?
cheers,
A>
Technical Discussion » Shifting the start/end position of a closed curve
- Andi Farhall
- 115 posts
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cheers for that Matt, I found another route using the primitive sop face/hull tab, there's a shift u offset! Seems like I need to get familiar with this handy sop.
cheers,
A>
cheers,
A>
Technical Discussion » Shifting the start/end position of a closed curve
- Andi Farhall
- 115 posts
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In addition.... I've read that "there's no such thing as a closed curve in Houdini" which is confusing as there's a close curve toggle in the curve tool, and that a curve that says "i'm closed" just means it got 2 vertices that share a point. Very good. So to refine my original question, I've drawn a circle starting at 12 o'clock and gone right round back to 12 again so it looks like a closed curve, but what I should have done is started at 6 and gone round to 6 again. Do I really have to draw another curve to get this (it's not a circle, it's the outline of Australia in great detail), or is there so method by which I can shift the point at which the curve wraps back on itself?
Technical Discussion » Shifting the start/end position of a closed curve
- Andi Farhall
- 115 posts
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Puzzled by this.... One of those moments that makes me think I've no idea what I'm up to. (I'm doing map boundaries animating on.)
I've a simple (but time consuming to trace) closed curve (curve tool), then a carve, then a polywire, really simple except now I need to have it start/end from elsewhere on the curve. I thought a sort sop was the answer but although it shifts the point numbers around to where I want them the carve sop just ignores that, which means carve is using something else other than point number?
Same thing if i use an ends sop - it's like the start and end of the curve are not linked to point number.
How do I shift the actual start/end position of a closed curve? What am I missing?
cheers,
A>
I've a simple (but time consuming to trace) closed curve (curve tool), then a carve, then a polywire, really simple except now I need to have it start/end from elsewhere on the curve. I thought a sort sop was the answer but although it shifts the point numbers around to where I want them the carve sop just ignores that, which means carve is using something else other than point number?
Same thing if i use an ends sop - it's like the start and end of the curve are not linked to point number.
How do I shift the actual start/end position of a closed curve? What am I missing?
cheers,
A>
Houdini Lounge » MapBox imagery resolution?
- Andi Farhall
- 115 posts
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Anyone get any further with this... I've been using the MAPBOX_ON_STEROIDS in 17.5 no problem but we've now upgraded to 18.5 so it no longer functions. I've not got enough under the hood skill to investigate and fix myself. As a workaround I manage to generate the maps in 17.5 and then plug them into labs_mapbox in 18.5 but it's a faff. Labs_Mapbox is a handy tool but could be lots better.
cheers,
A>
cheers,
A>
Edited by Andi Farhall - March 5, 2021 13:24:08
Technical Discussion » Simple vex question about setting vector attributes.
- Andi Farhall
- 115 posts
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Technical Discussion » Simple vex question about setting vector attributes.
- Andi Farhall
- 115 posts
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Trying to include a bit more vex in my workflow as a "shallow end" to grasp code a bit more.
This works as expected,
@Cd = {.1, .2, .3};
This doesn't work,
@Cd = {rand(@ptnum), rand(@ptnum+5), rand(@ptnum+10)};
but this does work,
@Cd = set(rand(@ptnum), rand(@ptnum+1), rand(@ptnum+2));
I know what the manual says about set So what's the difference between using set and the first example that makes the middle one fail?
cheers,
Andi.
This works as expected,
@Cd = {.1, .2, .3};
This doesn't work,
@Cd = {rand(@ptnum), rand(@ptnum+5), rand(@ptnum+10)};
but this does work,
@Cd = set(rand(@ptnum), rand(@ptnum+1), rand(@ptnum+2));
I know what the manual says about set So what's the difference between using set and the first example that makes the middle one fail?
cheers,
Andi.
Technical Discussion » how can i use batch render?
- Andi Farhall
- 115 posts
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Technical Discussion » Object merging and constrained or scene referenced objects
- Andi Farhall
- 115 posts
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I've been using object merge with simple animated objects no problem….. Now I need to go near constraints (shudder) and it all falls apart.
I setup a simple test scene that replicates the elements of a setup I'm doing. A simple ground geo and a small grid that's raycast to the ground and drives around. I Then point constrain a cube to the grid, and create a null that scene data references the world space of that cube, so I now have an null that moves and rotates that I can parent a car to… That works, but I want a copy of the car object merged into my ground object so I can do stuff to the ground (after the grids raycast obviously) but no matter what I do the object merge just isn't working as expected.
If the display flag is on the object merge then the object stays at 0.0.0, if the template flag is on the object merge it behaves as expected.
Constraints in Houdini seem very different to the simple tools in other packages and of course in the grand houdini world i'm a newbie. I know I can bake the constraints out but that goes against the whole concept of procedural.
Should it work? Am I missing something fundamental?
I setup a simple test scene that replicates the elements of a setup I'm doing. A simple ground geo and a small grid that's raycast to the ground and drives around. I Then point constrain a cube to the grid, and create a null that scene data references the world space of that cube, so I now have an null that moves and rotates that I can parent a car to… That works, but I want a copy of the car object merged into my ground object so I can do stuff to the ground (after the grids raycast obviously) but no matter what I do the object merge just isn't working as expected.
If the display flag is on the object merge then the object stays at 0.0.0, if the template flag is on the object merge it behaves as expected.
Constraints in Houdini seem very different to the simple tools in other packages and of course in the grand houdini world i'm a newbie. I know I can bake the constraints out but that goes against the whole concept of procedural.
Should it work? Am I missing something fundamental?
Houdini Lounge » Anything in the pipeline for liquids?
- Andi Farhall
- 115 posts
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Technical Discussion » Issues to configure additional OTLs paths (Git Project)
- Andi Farhall
- 115 posts
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Houdini Lounge » Anything in the pipeline for liquids?
- Andi Farhall
- 115 posts
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Sadly no Jumax, the end result for me being a poor quality sim. I don't really think the small scale liquids are on the side fx radar really if all the disaster movie crews don't need it….
Technical Discussion » Loads of keyframes in loads of objects.....
- Andi Farhall
- 115 posts
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Technical Discussion » Loads of keyframes in loads of objects.....
- Andi Farhall
- 115 posts
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So I have lots of things at object level and lots of things in each object with lots of keyframes. Now I want to edit all the fcurves in one go so I need all the keyframed parameters in the animation editor. Do I really have to go into all 60 objects, select all the keyframed nodes and peg them in the animation mixer? Or am I as per usual missing something…..
cheers,
Andi.
cheers,
Andi.
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