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Houdini Indie and Apprentice » Control emit rate by emiter attribute
- tamte
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http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=145700#145700 [sidefx.com]
Houdini Indie and Apprentice » Spawning Single Particles?
- tamte
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Houdini Lounge » Backlight
- tamte
- 8525 posts
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pingo
.. This would be really nice to have as a switch on the Mantra Surface, btw.
set Refraction Model in Refraction tab to Translucency, it does internally the same thing (Diffuse BRDF on inverted Normal)
Technical Discussion » Bounding Box to CHOP
- tamte
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you can just use Crop Mask parameter on the camera
set it to object which NDC bbox you want to use as crop, mantra will use it for crop region automatically
(or transform your object to NDC in SOPs then reference bbox values to camera crop
why do you want to use CHOPs?
if you need to you can import NDC space bbox values from SOPs to CHOPs and process the values there)
set it to object which NDC bbox you want to use as crop, mantra will use it for crop region automatically
(or transform your object to NDC in SOPs then reference bbox values to camera crop
why do you want to use CHOPs?
if you need to you can import NDC space bbox values from SOPs to CHOPs and process the values there)
Houdini Lounge » adaptive tearing
- tamte
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Netvudu
…
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
in the paper he states 24-88s per frame for those examples which sounds quite reasonable
considering that each example is quite high resolution even though it may be considered “simple”
Houdini Indie and Apprentice » Particles in Primitive Sop
- tamte
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you need to create particle system primitive that contains your points
use Add SOP/Particles Tab/Add Particle System
then Primitive SOP/Particles Tab will set the data on this particle system primitive
use Add SOP/Particles Tab/Add Particle System
then Primitive SOP/Particles Tab will set the data on this particle system primitive
Technical Discussion » houdini command line .. python
- tamte
- 8525 posts
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either open hython from the shell:
http://www.sidefx.com/docs/houdini13.0/hom/commandline#idm47503603268592 [sidefx.com]
or import hou module in your python session
then use hou.hipFile.load() to open hip file
everything after this point is as if you were in python shell within houdini with your hip file opened
http://www.sidefx.com/docs/houdini13.0/hom/commandline#idm47503603268592 [sidefx.com]
or import hou module in your python session
then use hou.hipFile.load() to open hip file
everything after this point is as if you were in python shell within houdini with your hip file opened
Technical Discussion » Intereractive reselection for a Group Sop - cool trick!
- tamte
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glassman3d
..
Is that common knowledge? If not I hope it is useful!
..
it should be, but it never hurts to spread the knowledge
it works for any SOP which accepts selection pattern from viewport not only Group SOP and it's very useful indeed
the tool is located in Select menu/Reselect For Current Tool or ` as a shortcut
Technical Discussion » opdigits inside another function
- tamte
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Houdini Lounge » Rigid Transform from Deformed Geometry
- tamte
- 8525 posts
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Houdini Lounge » Rigid Transform from Deformed Geometry
- tamte
- 8525 posts
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yes, SOP, Python or VEX version would be great as well
for now you can include Scene Network with nested Extract Transform Object inside of your asset and sample transform matrix by python or VEX
should work with COPy/Foreach Stamping as well so you can have just one Extract Transform and feeding different geometry pairs per copy/point/primitive and getting the matrix so using it sort of like a function to precompute matrices and store to points then you can just access them quickly later, or keep it live
but yes, still akward
for now you can include Scene Network with nested Extract Transform Object inside of your asset and sample transform matrix by python or VEX
should work with COPy/Foreach Stamping as well so you can have just one Extract Transform and feeding different geometry pairs per copy/point/primitive and getting the matrix so using it sort of like a function to precompute matrices and store to points then you can just access them quickly later, or keep it live
but yes, still akward
Houdini Lounge » Rigid Transform from Deformed Geometry
- tamte
- 8525 posts
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Extract Transform Object does exactly that (considering that the geometries only differ by transform and no other deformation)
Houdini Learning Materials » Object level expressions
- tamte
- 8525 posts
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you can make Python based object level HDA
File/New Operator Type
choose Python Type/Object Operator
or process your transform on points in SOPs, then reference in transform parms of your object
or use CHOPs
File/New Operator Type
choose Python Type/Object Operator
or process your transform on points in SOPs, then reference in transform parms of your object
or use CHOPs
Houdini Learning Materials » object level animation to sops
- tamte
- 8525 posts
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or just add Point or Attrib Wrangle to your geo with this code
float timestep = 1.0/$FPS;
matrix prevxform = optransform(“..”, @Time-timestep);
matrix xform = optransform(“..”);
vector pos = @P*prevxform*invert(xform);
@v = (@P-pos)/timestep;
it will take object transform for current and previous frame and compute velocity for points from it
float timestep = 1.0/$FPS;
matrix prevxform = optransform(“..”, @Time-timestep);
matrix xform = optransform(“..”);
vector pos = @P*prevxform*invert(xform);
@v = (@P-pos)/timestep;
it will take object transform for current and previous frame and compute velocity for points from it
Technical Discussion » Simple Examples for Transform VEX node
- tamte
- 8525 posts
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just swap strings in from and to space as you have them other way around
so from would be: /obj/new_base
to: space:current
so from would be: /obj/new_base
to: space:current
Technical Discussion » Interacting Cloth solvers with Flip solver !!!
- tamte
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if you read that page carefully you can see that it requires
Enable Impact Feedback checkbox turned on on Cloth Solver
and since that checkbox doesn't exist, I wouldn't be surprised if there wasn't straightforward way to do that
Enable Impact Feedback checkbox turned on on Cloth Solver
and since that checkbox doesn't exist, I wouldn't be surprised if there wasn't straightforward way to do that
Technical Discussion » Galleries in production
- tamte
- 8525 posts
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personally I use galleries (or Tool Palette in network view) to store template setups and presets and I find it quite easy to use and useful
to create gallery just right-click any node/Save To Gallery…
and if you provide non-existing .gal file in Gallery Path, it will be created
it's more like management of copy/paste cache since once you drag anything from gallery it doesn't have any connection to gallery item
it can however be nice extension of otl system as you can store presets for your otls in the gallery and those will become available from gear menu on your asset as well
What do you mean by Subnetwork? you don't have to make a subnet to save something in the gallery, only if you want to have group of nodes as single gallery entry
to create gallery just right-click any node/Save To Gallery…
and if you provide non-existing .gal file in Gallery Path, it will be created
it's more like management of copy/paste cache since once you drag anything from gallery it doesn't have any connection to gallery item
it can however be nice extension of otl system as you can store presets for your otls in the gallery and those will become available from gear menu on your asset as well
What do you mean by Subnetwork? you don't have to make a subnet to save something in the gallery, only if you want to have group of nodes as single gallery entry
Technical Discussion » Wrangle ingroup
- tamte
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ingroup() works only in Point Wrangle
for CVEX based wrangle nodes (Attrib, Geometry, POP Wrangle …) use inpointgroup() or inprimgroup()
http://www.sidefx.com/docs/houdini13.0/vex/functions/inpointgroup [sidefx.com]
http://www.sidefx.com/docs/houdini13.0/vex/functions/inprimgroup [sidefx.com]
something like
@Cd = inpointgroup(@OpInput1, “group1”, @ptnum);
for CVEX based wrangle nodes (Attrib, Geometry, POP Wrangle …) use inpointgroup() or inprimgroup()
http://www.sidefx.com/docs/houdini13.0/vex/functions/inpointgroup [sidefx.com]
http://www.sidefx.com/docs/houdini13.0/vex/functions/inprimgroup [sidefx.com]
something like
@Cd = inpointgroup(@OpInput1, “group1”, @ptnum);
Houdini Indie and Apprentice » POPSolvers in Houdini 13
- tamte
- 8525 posts
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you can do that without scripting
if you turn on Operator Type Manager/Operator Type Bar to Display Menu of All Definitions
(which is helpful to keep on anyway)
it will show a little bar on top of the properties pane with node type and library dropdown boxes
you can just place POP Solver and then from the type bar saying popsolver::2 choose popsolver to switch it to previous version definition
if you turn on Operator Type Manager/Operator Type Bar to Display Menu of All Definitions
(which is helpful to keep on anyway)
it will show a little bar on top of the properties pane with node type and library dropdown boxes
you can just place POP Solver and then from the type bar saying popsolver::2 choose popsolver to switch it to previous version definition
Houdini Indie and Apprentice » create a loop with hgeo sequence
- tamte
- 8525 posts
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for string parms you need to use `` for expressions unless you are using just a $ variable alone
so it'll be like this
$HIP/geo/YAKURU_01.hipnc.filecache1.`$F%15+1`.bgeo
so it'll be like this
$HIP/geo/YAKURU_01.hipnc.filecache1.`$F%15+1`.bgeo
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