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Houdini Lounge » Houdini certification courses at Siggraph 2005
- lisux
- 581 posts
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Houdini Lounge » That Siggraph time of year
- lisux
- 581 posts
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How can i apply for the side fx night party?
And for the users meeting?
Another side fx events at siggraph?
And for the users meeting?
Another side fx events at siggraph?
Houdini Lounge » Houdini certification courses at Siggraph 2005
- lisux
- 581 posts
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Hi everybody.
I'm very interesting to take the certification houdini courses.
I'm talking with a school to begin houdini training, and we want to be certificated by side fx.
The problem is that aliza sorortzkin, side fx training manager, has said me that there aren't enough people to arrange the courses.
Are there anybody in the same situation, why, when Houdini has a growing demand, there aren't people interested in the certification training?
I'm the only one who wants to take these courses ?
Thanks
I'm very interesting to take the certification houdini courses.
I'm talking with a school to begin houdini training, and we want to be certificated by side fx.
The problem is that aliza sorortzkin, side fx training manager, has said me that there aren't enough people to arrange the courses.
Are there anybody in the same situation, why, when Houdini has a growing demand, there aren't people interested in the certification training?
I'm the only one who wants to take these courses ?
Thanks
Technical Discussion » Hotkey Bug?
- lisux
- 581 posts
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Hi all.
I think i have found a bug in the hotkeys.
When i assign a different hotkey, or assign more hotkeys, to “Maximize Pane”, by default Alt+', all works fine and my new hotkey setting works.
But when i restart houdini i have lost all my hotkeys, if then i shutdown houdini and open the my hotkeys file, HotkeyOverrides, and delete the line corresponding to the “Maximize Pane” function i can restart houdini with all of my hotkeys recovered.
The HotkeyOverrides file is in the user houdini directory and i have tested this with houdini 7.0.231 and windows XP.
Any clues, have anibody suffered the same bug?
I think i have found a bug in the hotkeys.
When i assign a different hotkey, or assign more hotkeys, to “Maximize Pane”, by default Alt+', all works fine and my new hotkey setting works.
But when i restart houdini i have lost all my hotkeys, if then i shutdown houdini and open the my hotkeys file, HotkeyOverrides, and delete the line corresponding to the “Maximize Pane” function i can restart houdini with all of my hotkeys recovered.
The HotkeyOverrides file is in the user houdini directory and i have tested this with houdini 7.0.231 and windows XP.
Any clues, have anibody suffered the same bug?
Technical Discussion » raytracing with prman and houdini 6.0
- lisux
- 581 posts
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in odforce forum athomas suggested a method: use a pre-include rib file with the appropiate values for the attributes.
It works but i think this is not enought practical in order to use it in a production enviroment, i think that houdini needs a graphical method to set the different attributes that affects an object in renderman
Maybe a dialog in the render tab of the object parameters.
Any other suggestions????
It works but i think this is not enought practical in order to use it in a production enviroment, i think that houdini needs a graphical method to set the different attributes that affects an object in renderman
Maybe a dialog in the render tab of the object parameters.
Any other suggestions????
Technical Discussion » raytracing with prman and houdini 6.0
- lisux
- 581 posts
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hi all, i'm testing the raytracing capacities of prman 11.0 with houdini.
The problem is that i don't know how to set the trace attribute of the objets, in order to have raytracing in prman.
How can i set this prman attribute for every objects from houdini?
Other tricks for using raytracing, GI or indirecti ilumination with prman/houdini
Thanks
The problem is that i don't know how to set the trace attribute of the objets, in order to have raytracing in prman.
How can i set this prman attribute for every objects from houdini?
Other tricks for using raytracing, GI or indirecti ilumination with prman/houdini
Thanks
Houdini Lounge » Support files for the rocket ship model tutorial needed
- lisux
- 581 posts
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I'm trying to do the rocket ship model tutorial that is in the video tutorials section, but i need some files that aren't included in the lessonFiles_houdini5.5_tutorial_guide.tar.gz.
I can get the models, .bgeo, but the sketches for the rocket, thre .jpeg files aren't in the tar file, can anybody say me qhere can i get this sketches???
Thnaks
I can get the models, .bgeo, but the sketches for the rocket, thre .jpeg files aren't in the tar file, can anybody say me qhere can i get this sketches???
Thnaks
Technical Discussion » Grouping objects issues
- lisux
- 581 posts
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Thanks for the answers.
First i made a mistake when i said that maya do all of their transformations in objects space, not, maya make the mayority of their transformations in world space, and parenting objects and groups in maya is like parenting objects in OBJ context.
The main problem is, as it said antoine, that maya don't separate the world and object context, it make a kind of mixture of both .
So my solution is to work in OBJ context, for every poly i found in maya i make a geo OBJ, for every group i make a subnet and wire a null object into the first input of the subnet, with this null object i can propagate the transformations, create all the objects in the maya group into the subnet and wire all with the first input, that is wired to the null object. So i have subnets thats works like the maya's groups.
The next is to create macros that can propagate actions along a subnets hierarchy, like applying shaders, a topic that is discused in another thread in this forum.
I think that another insteresting thing is that the display color can be chosed from the group list for a set ob objects, like the color layers in maya, and the posibility to select more than one object, using shift or ctrl keys, in the tree view like the maya's outliner.
Some things to improve …
First i made a mistake when i said that maya do all of their transformations in objects space, not, maya make the mayority of their transformations in world space, and parenting objects and groups in maya is like parenting objects in OBJ context.
The main problem is, as it said antoine, that maya don't separate the world and object context, it make a kind of mixture of both .
So my solution is to work in OBJ context, for every poly i found in maya i make a geo OBJ, for every group i make a subnet and wire a null object into the first input of the subnet, with this null object i can propagate the transformations, create all the objects in the maya group into the subnet and wire all with the first input, that is wired to the null object. So i have subnets thats works like the maya's groups.
The next is to create macros that can propagate actions along a subnets hierarchy, like applying shaders, a topic that is discused in another thread in this forum.
I think that another insteresting thing is that the display color can be chosed from the group list for a set ob objects, like the color layers in maya, and the posibility to select more than one object, using shift or ctrl keys, in the tree view like the maya's outliner.
Some things to improve …
Technical Discussion » Grouping objects issues
- lisux
- 581 posts
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Hi all, i'm making a set of scripts, in mel and hscript, to export the poly geometry and groups from maya to houdini.
The great problem is to respect the hierarchy of objects and groups existing in maya and export this hierarchy to houdini.
Maya works all in objects space, i've reproduce the groups using subnets. My problem is how i can parent one subnet to another subnet contained in it, if i transform a subnet these transformations affects to the objects contained in the subnet, but not to the subnets contained in it., so the transformations can't be propagated along the tree of subnets …
Now i can reproduce the group hierarchy from maya to houdini using subnets, i create subnets into other subnets instead of parenting them in one level, so i can't propagate the transformations, but get a nicely organization of all the objects into several levels, the houdini's tree view seems like the maya's outliner, but there isn't parenting
I think that another way to do that is creating the tree of subnets in one level, and parenting properly recreating the tree of maya objects, the problem to this approach is that all the objects are created in one level so the organization is poor.
Any advices, thanks …
The great problem is to respect the hierarchy of objects and groups existing in maya and export this hierarchy to houdini.
Maya works all in objects space, i've reproduce the groups using subnets. My problem is how i can parent one subnet to another subnet contained in it, if i transform a subnet these transformations affects to the objects contained in the subnet, but not to the subnets contained in it., so the transformations can't be propagated along the tree of subnets …
Now i can reproduce the group hierarchy from maya to houdini using subnets, i create subnets into other subnets instead of parenting them in one level, so i can't propagate the transformations, but get a nicely organization of all the objects into several levels, the houdini's tree view seems like the maya's outliner, but there isn't parenting
I think that another way to do that is creating the tree of subnets in one level, and parenting properly recreating the tree of maya objects, the problem to this approach is that all the objects are created in one level so the organization is poor.
Any advices, thanks …
Technical Discussion » Shading in OBJ or SOP ? Pros and Cons
- lisux
- 581 posts
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Thanks antoine.
If i shade in OBJ i found several problems:
To tweak the texture projection i need to shade in SOP context, there's no way to to that in OBJ context, using the UV… SOP and a Shader SOP is the only way to adjust the texture coordinates i know, i dont know a way to to this in OBJ context.
Another question is : if i have a subnet with several objects, and i want to assign a shader to all the objects in the subnet, there is a way to do this without assigning the shader object per object.
If i shade in OBJ i found several problems:
To tweak the texture projection i need to shade in SOP context, there's no way to to that in OBJ context, using the UV… SOP and a Shader SOP is the only way to adjust the texture coordinates i know, i dont know a way to to this in OBJ context.
Another question is : if i have a subnet with several objects, and i want to assign a shader to all the objects in the subnet, there is a way to do this without assigning the shader object per object.
Technical Discussion » Shading in OBJ or SOP ? Pros and Cons
- lisux
- 581 posts
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Hi all, a shader can be assign to a geometry in OBJ or SOP context.
In SOP context we can use several OP like Shader, or RMan Shader, in OBJ is strighforward, we can assign it in the shading tab.
Ok, but what are the pros and cons of the two methods, is better to shade in OBJ context or in SOP context.
I'm interesting in shading with mantra and renderman.
Thanks
In SOP context we can use several OP like Shader, or RMan Shader, in OBJ is strighforward, we can assign it in the shading tab.
Ok, but what are the pros and cons of the two methods, is better to shade in OBJ context or in SOP context.
I'm interesting in shading with mantra and renderman.
Thanks
Technical Discussion » which linux do you choose to run houdini?
- lisux
- 581 posts
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Technical Discussion » Shading splitted particles doubt
- lisux
- 581 posts
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I've tried your hints but i can't resolve the problem.
Sorry deecue, i'm using houdini 6.0.286, i can't load properly your hip.
For silvina if i can send you the hip file, i'll be very thankfuly with you.
I've create the groups int he sources OP, Sourcee and Split, the groups are bombs and smoke respectively, i can see the groups in the Template Group input in the Copy SOP, i set it to bombs to copy my bombs geo on this particles, but nothing is copied, if don't set th Template Group an copy the geo on all the aprticles the Copy SOP works
If anyone wants to see the hip, please feel fre to send me an email:
pablogipi@inicia.es
Sorry deecue, i'm using houdini 6.0.286, i can't load properly your hip.
For silvina if i can send you the hip file, i'll be very thankfuly with you.
I've create the groups int he sources OP, Sourcee and Split, the groups are bombs and smoke respectively, i can see the groups in the Template Group input in the Copy SOP, i set it to bombs to copy my bombs geo on this particles, but nothing is copied, if don't set th Template Group an copy the geo on all the aprticles the Copy SOP works
If anyone wants to see the hip, please feel fre to send me an email:
pablogipi@inicia.es
Technical Discussion » Deleting an OP from a Viewer pane, how?
- lisux
- 581 posts
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Thanks, this is more intuitive than going to the network pane always you want to delete an OP.
Technical Discussion » Deleting an OP from a Viewer pane, how?
- lisux
- 581 posts
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Technical Discussion » Deleting an OP from a Viewer pane, how?
- lisux
- 581 posts
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This could be a stupid question, i'm used to work with a desktop with viewer and network panes, but other people, specially modelers are used to work with only a viewer pane, specially if they came from Maya.
From the viewer pane is easy to add OP's, in OBJ, SOP or another context, but how can i delete de actual OP from the viewer pane? I've tried to use the Delete key but it doesn't work, i can walk around my network with Pag Down and Up but i can't delete the actual OP.
For example this is very handy when you create a new Geometry OBJ, enter in it, now you want to delete the File SOP to create a new SOP instead.
Thanks
From the viewer pane is easy to add OP's, in OBJ, SOP or another context, but how can i delete de actual OP from the viewer pane? I've tried to use the Delete key but it doesn't work, i can walk around my network with Pag Down and Up but i can't delete the actual OP.
For example this is very handy when you create a new Geometry OBJ, enter in it, now you want to delete the File SOP to create a new SOP instead.
Thanks
Technical Discussion » Shading splitted particles doubt
- lisux
- 581 posts
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i've created groups for the generated particles and for the splitted particles in the Source and Split POP's respectively, i can see the new groups at POP context, but i can't see it at SOP context, so i can't copy geometry to a group of paricles, or assign a shader to my particles groups.
Technical Discussion » Problems assigning a hotkey to maximize a pane
- lisux
- 581 posts
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Hi again, i'm using houdini 6.0.286 - linux and i can't assing hotkeys to the maximize pane action, Houdini->Panes->Maximize.
I can use only the default hotkey, Alt+', but whrn i assign a new hotkey, like Alt+m, in the session i've just assigned it it works well, i've seen my HotkeyOverrides file and the new settings are ok, but when i restart houdini the last assigments doesn work, i launch the hotkey manager an i can see only the default hotkey, not my custom hotkeys.
It only happens with this actions, the rest of my custom hotkeys works well.
Some clues ….
Thanks
I can use only the default hotkey, Alt+', but whrn i assign a new hotkey, like Alt+m, in the session i've just assigned it it works well, i've seen my HotkeyOverrides file and the new settings are ok, but when i restart houdini the last assigments doesn work, i launch the hotkey manager an i can see only the default hotkey, not my custom hotkeys.
It only happens with this actions, the rest of my custom hotkeys works well.
Some clues ….
Thanks
Technical Discussion » Shading splitted particles doubt
- lisux
- 581 posts
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Hi all, i've a particle simulation where i use the Split POP to make a explosion when the initial particles hit a particular surface.
At the end of the network i use a Collect POP to get all the particles in the simulation.
I want to copy a geometry, and shade it, to the initial particles and another geometry , and another shader, to the splitted particles.
Now i can't do this because if i load the simulation in SOP and then copy any geometry, or apply any shader, to the particle system, these new operations are applied to all the simulation, the initial aprticles and the splitted particles, so i have the same geometry in all the particles
Any other ways to get it done????
Thanks
At the end of the network i use a Collect POP to get all the particles in the simulation.
I want to copy a geometry, and shade it, to the initial particles and another geometry , and another shader, to the splitted particles.
Now i can't do this because if i load the simulation in SOP and then copy any geometry, or apply any shader, to the particle system, these new operations are applied to all the simulation, the initial aprticles and the splitted particles, so i have the same geometry in all the particles
Any other ways to get it done????
Thanks
Technical Discussion » Problems rendering instanced geometry with prman
- lisux
- 581 posts
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hi all
i'm having some troubles rendering instanced geometry with prman, i've tested with mantra and the problems are the same.
I'm using a Instance POP and when i render with a renderman ROP, or Mantra ROP, the geometry doesn't appear, instead the aprticles are rendered as spheres.
If i use a point SOP, and there i instanced the geometry the result is the same.
But if i instance the geometry in the object level it works, but i can't apply a shader to the instanced geometry.
In the particle network there isn't any render POP.
Somebody knows what is wrong, what is the best method to instance geometry into a particle system?
Thanks
i'm having some troubles rendering instanced geometry with prman, i've tested with mantra and the problems are the same.
I'm using a Instance POP and when i render with a renderman ROP, or Mantra ROP, the geometry doesn't appear, instead the aprticles are rendered as spheres.
If i use a point SOP, and there i instanced the geometry the result is the same.
But if i instance the geometry in the object level it works, but i can't apply a shader to the instanced geometry.
In the particle network there isn't any render POP.
Somebody knows what is wrong, what is the best method to instance geometry into a particle system?
Thanks
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