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Technical Discussion » Problem with animating splines (new to houdini)
- matthias_k
- 483 posts
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Technical Discussion » Problem with animating splines (new to houdini)
- matthias_k
- 483 posts
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Houdini Indie and Apprentice » Anyone trying to import Blenshapes into Unity3D?
- matthias_k
- 483 posts
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Houdini Indie and Apprentice » Export blend shapes for UE4 or unity
- matthias_k
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Houdini does not export blendshapes like maya & co, export FBX as ascii
and have a look at it in an text editor…
Maya:
Deformer: 1172482112, “Deformer::blendShape1”, “BlendShape” {
Version: 100
}
Deformer: 850784352, “SubDeformer::blendShape1.pSphere1”, “BlendShapeChannel” {
Version: 100 ……
Houdini, no BlendShape deformer in the FBX, if I'm right :-(
and have a look at it in an text editor…
Maya:
Deformer: 1172482112, “Deformer::blendShape1”, “BlendShape” {
Version: 100
}
Deformer: 850784352, “SubDeformer::blendShape1.pSphere1”, “BlendShapeChannel” {
Version: 100 ……
Houdini, no BlendShape deformer in the FBX, if I'm right :-(
Houdini Indie and Apprentice » crop region render is wrong size (issue with retina Macs?)
- matthias_k
- 483 posts
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You have a non commercial version, if I'm right, which has a resoution limitation. Have a look at the text in the bottom right of the viewer window.
Houdini Indie and Apprentice » connecting points with smallest distance
- matthias_k
- 483 posts
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Technical Discussion » .osm to .bgeo
- matthias_k
- 483 posts
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Many thanks, glad to hear this :-)
This means: 40$ - 70% = 12$
if I'm right
and the tutorial is very good in my opinion, but if you buy it, please read:
http://forums.odforce.net/topic/16614-help-with-a-cmivfx-tutorial-houdini-xml-based-procedural-cities/ [forums.odforce.net]
and if you follow the tutorial carefully, you can extract informations how to
build an basic SVG importer ;-)
This means: 40$ - 70% = 12$
if I'm right
and the tutorial is very good in my opinion, but if you buy it, please read:
http://forums.odforce.net/topic/16614-help-with-a-cmivfx-tutorial-houdini-xml-based-procedural-cities/ [forums.odforce.net]
and if you follow the tutorial carefully, you can extract informations how to
build an basic SVG importer ;-)
Technical Discussion » .osm to .bgeo
- matthias_k
- 483 posts
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Hopefully this is not against forum rules, if yes, please let me know.
Houdini XML Based Procedural Cities
https://cmivfx.com/store/233-houdini-xml-based-procedural-cities [cmivfx.com]
@ I can't afford the ‘building cities’ tutorial (weeps).
Maybe subscribe to the cmivfx newsletter to get promo codes
or have a short look on promo code pages like:
http://couponfollow.com/site/cmivfx.com [couponfollow.com]
;-)
Houdini XML Based Procedural Cities
https://cmivfx.com/store/233-houdini-xml-based-procedural-cities [cmivfx.com]
@ I can't afford the ‘building cities’ tutorial (weeps).
Maybe subscribe to the cmivfx newsletter to get promo codes
or have a short look on promo code pages like:
http://couponfollow.com/site/cmivfx.com [couponfollow.com]
;-)
Technical Discussion » Procedural Dungeon Delete Room Problem
- matthias_k
- 483 posts
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Hi Bram,
the solution on odforce seems very nice for me.
Thanks for sharing the info :-)
the solution on odforce seems very nice for me.
Thanks for sharing the info :-)
Technical Discussion » Persist attribute values
- matthias_k
- 483 posts
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Maybe a solution, too :-?
Please have a look here, too:
http://vimeo.com/6803463 [vimeo.com]
http://vimeo.com/6803615 [vimeo.com]
http://vimeo.com/6803939 [vimeo.com]
and then
http://vimeo.com/15923855 [vimeo.com]
Please have a look here, too:
http://vimeo.com/6803463 [vimeo.com]
http://vimeo.com/6803615 [vimeo.com]
http://vimeo.com/6803939 [vimeo.com]
and then
http://vimeo.com/15923855 [vimeo.com]
Technical Discussion » Procedural Dungeon Delete Room Problem
- matthias_k
- 483 posts
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Technical Discussion » Visible triangulation/tessalation on ngons in the render
- matthias_k
- 483 posts
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Hi All :-)
some strange problem with extruded Text.
Is it possible to avoid the visible tessalation on the front face of the text?
Many thanks for any hint :-)
some strange problem with extruded Text.
Is it possible to avoid the visible tessalation on the front face of the text?
Many thanks for any hint :-)
Work in Progress » 2 simple animations
- matthias_k
- 483 posts
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Base is a simple wire simulation on a curve, then I've resampled the curve
and added size and twist attributes via vopsop ramp to make twist and size adjustable.
With the attributes I've copy stamped points on the simulated curve.
Then I've created the final curve from the copied points and sweeped a circle on the curve.
To get stable ends the initial wire simulation is offsetted a little bit and used
as third input in the sweep sop to align the cross sections.
The main idea is that is is really fast in simulations, because there is only a simple curve to simulate and for my final anim it's ok to have collisions based
on the wire solvers “width” setting :-)
I have to clean up it a little bit, then I'll post it, maybe a duplicate tool is faster than a copy sop. I like to give it a try.
and added size and twist attributes via vopsop ramp to make twist and size adjustable.
With the attributes I've copy stamped points on the simulated curve.
Then I've created the final curve from the copied points and sweeped a circle on the curve.
To get stable ends the initial wire simulation is offsetted a little bit and used
as third input in the sweep sop to align the cross sections.
The main idea is that is is really fast in simulations, because there is only a simple curve to simulate and for my final anim it's ok to have collisions based
on the wire solvers “width” setting :-)
I have to clean up it a little bit, then I'll post it, maybe a duplicate tool is faster than a copy sop. I like to give it a try.
Technical Discussion » simple cop transform
- matthias_k
- 483 posts
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Something like this (full scene now)
Use the switch in the cop to compare the results.
Use somthing like
res(“../../../img/comp1/out”, D_XRES) / 100
res(“../../../img/comp1/out”, D_YRES) / 100
in the grid or in your geo, to match the image size in a dynamic way.
Use the switch in the cop to compare the results.
Use somthing like
res(“../../../img/comp1/out”, D_XRES) / 100
res(“../../../img/comp1/out”, D_YRES) / 100
in the grid or in your geo, to match the image size in a dynamic way.
Work in Progress » 2 simple animations
- matthias_k
- 483 posts
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Stepladder Tool in progress:
https://vimeo.com/113851039 [vimeo.com]
and a simple cable tool for telephone cables:
https://vimeo.com/113834195 [vimeo.com]
cable tool does not look very complicated, but having really stable ends and making the inner wire stay always on the inner side was not as easy as I thought first.
Hope you like it :-)
https://vimeo.com/113851039 [vimeo.com]
and a simple cable tool for telephone cables:
https://vimeo.com/113834195 [vimeo.com]
cable tool does not look very complicated, but having really stable ends and making the inner wire stay always on the inner side was not as easy as I thought first.
Hope you like it :-)
Technical Discussion » How to use Ramp UI inside VOP subnet
- matthias_k
- 483 posts
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Work in Progress » Spring animation
- matthias_k
- 483 posts
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Technical Discussion » Quantifying illuminance
- matthias_k
- 483 posts
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Hmmm, is this helpy:
http://vimeo.com/6017969 [vimeo.com]
and then use a gradient in a comp :-?
Maybe I've totally misunderstood your needs…
http://vimeo.com/6017969 [vimeo.com]
and then use a gradient in a comp :-?
Maybe I've totally misunderstood your needs…
Technical Discussion » How to set fixed UVs while scaling
- matthias_k
- 483 posts
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Hi all, how can I set fixed UVs on a primitive in a for each loop while “growing” the parts?
Please have a look at the attached hip file.
Result should be a stretched UV from 0-1, like on the “corner tubes”.
I've used a for each on the “zigzags” to get better profile flow.
If I'm totally wrong with my try, and there is a better way to get this working,
please let me know :-)
Please have a look at the attached hip file.
Result should be a stretched UV from 0-1, like on the “corner tubes”.
I've used a for each on the “zigzags” to get better profile flow.
If I'm totally wrong with my try, and there is a better way to get this working,
please let me know :-)
Work in Progress » Creating a Simple Screw
- matthias_k
- 483 posts
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I know the question was: How to model a screw :-)
But hopefully this is helpy, too. If it's not necessary to have the real geometry, maybe a simple displacement shader can do the work.
This solution gives more flexibility and can bring a cleaner look without having “big” models. If you get “artefacts” in the rendering, make sure “Predicng” is set in the SOPs render settings.
But hopefully this is helpy, too. If it's not necessary to have the real geometry, maybe a simple displacement shader can do the work.
This solution gives more flexibility and can bring a cleaner look without having “big” models. If you get “artefacts” in the rendering, make sure “Predicng” is set in the SOPs render settings.
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