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Technical Discussion » How to roll the primitives on surface curly?
- circusmonkey
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Technical Discussion » alembic export
- circusmonkey
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frankvw
Maya does not import a sequence, only static frames. More specifically, it will import sequences, I can see my extra houdini attributes, just the mesh is not visible or renderable. Tried polys and poly soups.
That's incorrect.Unfortunately AD is behind the curve ball with Maya.You can export as frames or a complete .abc sequence You have to convert all your attributes to vertex and use Maya colour sets to use the data in vray. ie your v attribute needs to be converted to a colour vertex attribute.
Rob
Technical Discussion » HDRI overexposure
- circusmonkey
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Houdini Learning Materials » Emitting a Tubular Soft Body Similar to Toothpaste
- circusmonkey
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Think about what the biggest issue is and start with small tests. whos to say that the toothpaste shpe cannot already be formed in the tube.
Rob
Rob
Technical Discussion » resample sop & curveu sop
- circusmonkey
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Hi All, can anyone tell me why when outputting curveu via the re-sample sop it requires , maximum length segments on , treat polygons as “straight edges” . Any other selection from the drop down list causes the curveu attribute to come up with incorrect values for the points in the curve. ?
Rob
Rob
Technical Discussion » Organic Tissue collision issue.
- circusmonkey
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Hi,
Look at your collision object its a thin car roof, something that's not ideal to create a collision volume from. replace the current car with a box collision object and test.
Rob
Look at your collision object its a thin car roof, something that's not ideal to create a collision volume from. replace the current car with a box collision object and test.
Rob
Houdini Learning Materials » Shader building and texture information from Geometry
- circusmonkey
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I am creating a point attribute, not vertex in sops.Then in the shader thats applied I have cracked it open and created a parameter to grab the attribute, which is then exported. The image plane in the ROP reads that exported parameter and renders it. If you render with mplay, note the drop down has the exported variable. Note :- you can only render image planes to multi channel .exr , unless you want to define a separate output path for each image plane.
The example I have done you is very simple, normally I do everything in vops that way I can render in one hit , no need for multiple ROPs for mattes
Rob
The example I have done you is very simple, normally I do everything in vops that way I can render in one hit , no need for multiple ROPs for mattes
Rob
Technical Discussion » SOP Prevents a DOP simulating
- circusmonkey
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Christopher R
I don't have such an example I have a VOP connected to DOP Geometry ?
No idea then.
Christopher R
One more thing I asked this in another thread but it appeared to have faded to black Is it not possible to visualize a VOP node within a VOP attribute that is within a SOP solver ?
You cannot, your trying to visualize something that does not exist at that point and relies on the previous frame or a frame of simulation to do something. So you need to at least cook the sim and that means being outside the sop solver.
Rob
Technical Discussion » SOP Prevents a DOP simulating
- circusmonkey
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Well if you have a dop attribute like if(i@dave == 1 , @active , 0 ) . Telling dop packed prims to be active or not , nothing will happen in your sim
Rob
Rob
Technical Discussion » Simple UV problem
- circusmonkey
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Hi , see attached , green nodes are new , yellow altered. texture map locked onto geometry using @rest. Cannot say I am a fan of applying the UVs post dops fracture.
Rob
Rob
Houdini Learning Materials » Shader building and texture information from Geometry
- circusmonkey
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Heres a simple example for you to look at . Check the attribute in sops , then look inside the shader and finally the rop.
r
r
Houdini Lounge » Thinking of moving from Rhino to Houdini
- circusmonkey
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Houdini is not a modeller like Rhino …. Its primary use is for FX / Lighting / Rendering.
Houdini Learning Materials » Shader building and texture information from Geometry
- circusmonkey
- 2624 posts
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Interesting subject and I am not sure of your end goal,but Houdini also gives you the ability to grab attributes directly from your geometry and then use it in your shaders or for use as say a matte in a render image plane. I never bother writing out a image , then use that in a shader.
Rob
Rob
Houdini Indie and Apprentice » Copy stamping / Random scale slowing down playback / cache?
- circusmonkey
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Only pscale / Cd will work like that as its internally handled by default. What you can do is set your attributes on the template geometry and then stamp that attribute in the copy sop. Also make sure to pack your geometry either before input into the copy sop or on the copy sop.
Rob
Rob
Edited by circusmonkey - Jan. 22, 2017 20:12:18
Houdini Learning Materials » Visualize VOP node
- circusmonkey
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You cannot view anything in a sop solver if you are inside it , jump back out > let it cook >
Rob
Rob
Houdini Learning Materials » Visualize VOP node
- circusmonkey
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Hi See attached,
There are several ways to attack the viz thing, the old school way would be to create an attribute export vop , then at any point in your vop network you can see whats going on in the geometry spreadsheet and use a colour to view the data in sops. Nowadays you can use a bind export vop and in sops use a visualize node, to view the data via colour or in the geometry spreadsheet.
There are several ways to attack the viz thing, the old school way would be to create an attribute export vop , then at any point in your vop network you can see whats going on in the geometry spreadsheet and use a colour to view the data in sops. Nowadays you can use a bind export vop and in sops use a visualize node, to view the data via colour or in the geometry spreadsheet.
Houdini Learning Materials » Visualize VOP node
- circusmonkey
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Technical Discussion » Static Collision mesh issues.
- circusmonkey
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Sounds like a bad mesh , check the faces / normals , make sure all your points are connected. Use the poly doctor sop / facet / reverse sop / group sop > group disconnected edges > fuse sop > fuse the created group. Lots of ways to check a poly mesh.
Rob
Rob
Technical Discussion » Static Collision mesh issues.
- circusmonkey
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Hi, The best way to get answers to a scene problem is to create a simple scene showing the issue, which can be posted here, that others can open and alter / fix . The simple scene can often be made out of simple geometry like a grid / sphere / torus etc etc.
The added bonus is that you can slowly get a large collection of sample houdini scene files that show you how to achieve tasks. Posting a set of images doesn't really solve anything in the way of your problem.
To create a good collision vdb you do need an enclosed surface or you can create a vdb by using vdb from particles sop. So in your case with that odd shape you could scatter lots of points over the surface and create your enclosed surfaces from there.
The added bonus is that you can slowly get a large collection of sample houdini scene files that show you how to achieve tasks. Posting a set of images doesn't really solve anything in the way of your problem.
To create a good collision vdb you do need an enclosed surface or you can create a vdb by using vdb from particles sop. So in your case with that odd shape you could scatter lots of points over the surface and create your enclosed surfaces from there.
Edited by circusmonkey - Jan. 20, 2017 19:46:41
Technical Discussion » Flip AutoDopNetwork collisions for static objects messing up and causing problems.
- circusmonkey
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Hi , its an essential skill to be able to understand what is going on in your scene and how the houdini scene data is being used and manipulated. The one advantage Houdini has, is that its easy to back track. Its well worth learning as its daily skill, when your creating effects and doing shots.
Rob
Rob
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