Will this change all instances in nested DA's … say I'm using one DA in 20 other DA's. Will this go through and update the name/definition in all the other DA's, or would those need to be open for editing and in the scene.
(I'm not at Houdini right now)
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Houdini Lounge » How to rename HDA?
- andrewlowell
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Houdini Lounge » How to rename HDA?
- andrewlowell
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When I've done this I've also needed to replace all of the instances in nested DA's (where the re-named asset was used) with the different definition.
I'm not sure if there's an easier or automatic way to do this, but “change definition” will keep the settings on the parameters unless those have changed as well. Then you would need to update (type properties/accept) the changes of those assets as well.
It's difficult when making nested assets to know exactely how to categorize them ahead of time
I'm not sure if there's an easier or automatic way to do this, but “change definition” will keep the settings on the parameters unless those have changed as well. Then you would need to update (type properties/accept) the changes of those assets as well.
It's difficult when making nested assets to know exactely how to categorize them ahead of time
Houdini Lounge » shifting multiple chops without using full length chn memory
- andrewlowell
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ah, got it .. (for those interested)
basically whenever you need to shift many little channels into one big channel without using (channels*full length memory)….
first an expression chop can be used to iterate through channels and copy as long as it's supplied with separate channels which contain the offset / incoming frame rate.
If layering is needed for channels that happen before later channels than the new channel can be used and + is used instead of = for copying, feeding in the previous layer which can be unloaded.
basically whenever you need to shift many little channels into one big channel without using (channels*full length memory)….
first an expression chop can be used to iterate through channels and copy as long as it's supplied with separate channels which contain the offset / incoming frame rate.
If layering is needed for channels that happen before later channels than the new channel can be used and + is used instead of = for copying, feeding in the previous layer which can be unloaded.
Houdini Lounge » shifting multiple chops without using full length chn memory
- andrewlowell
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ok, so what I'm trying to do is to save a bit of memory when working with CHOPS audio.
I've come up with my own method of copying and processing different synth notes, basically splitting the entire length of the song into different channels, processing them individually, and then shifting them back to their origional time and adding (math) them together.
While I've got it working a lot better than the copy chop does I'm still running into a memory issue when too many channels are being added together. The reason for this is because they must all take up their full duration (at 44100 hz) before they are added together.
What I want to do is to use some sort of expression or vop to add them together while they are being shifted back to their origional location. This could be done easily except for the issue of polyphony. When notes overlap I would not be able to easily reference more than one channel variable having an undertermined number of channels to process.
So, does anyone have any ideas? I'll post example file in a bit.
I've come up with my own method of copying and processing different synth notes, basically splitting the entire length of the song into different channels, processing them individually, and then shifting them back to their origional time and adding (math) them together.
While I've got it working a lot better than the copy chop does I'm still running into a memory issue when too many channels are being added together. The reason for this is because they must all take up their full duration (at 44100 hz) before they are added together.
What I want to do is to use some sort of expression or vop to add them together while they are being shifted back to their origional location. This could be done easily except for the issue of polyphony. When notes overlap I would not be able to easily reference more than one channel variable having an undertermined number of channels to process.
So, does anyone have any ideas? I'll post example file in a bit.
Houdini Lounge » Purchasing Decision
- andrewlowell
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Yeah I've never liked Photoshop either, while it's considered a standard I personally think it's a lowest common denominator. I used to use Paint Shop Pro and really liked the ability to easily combine raster and vector procedures/layers.
I was a little lost when PSP got consumery in later versions and I had to adopt Photoshop, but once I picked up Combustion I could use raster's and vectors in the same program again! (as if that should be a bonus in 2007).
anyway,
I think the Major advantage of Houdini is the lack of scripting that's required to do complex effects or logic. I've been learning Houdini for around 4 months now coming from a Max (max-scripting) background and most things can be done in Houdini much more elegantly as well as faster without any need for scripting.
I don't think I'd use Houdini to model or unwrap a character yet (staying with 3ds for now) but I'm sure some people love modeling in Houdini same as anything else.
I was a little lost when PSP got consumery in later versions and I had to adopt Photoshop, but once I picked up Combustion I could use raster's and vectors in the same program again! (as if that should be a bonus in 2007).
anyway,
I think the Major advantage of Houdini is the lack of scripting that's required to do complex effects or logic. I've been learning Houdini for around 4 months now coming from a Max (max-scripting) background and most things can be done in Houdini much more elegantly as well as faster without any need for scripting.
I don't think I'd use Houdini to model or unwrap a character yet (staying with 3ds for now) but I'm sure some people love modeling in Houdini same as anything else.
Houdini Lounge » Purchasing Decision
- andrewlowell
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I completely agree with Dragos compositing philosophy. You mentioned combustion? I think combustion is great, I've used After Effects and Fusion and so far I like to work with combustion the best.
I've been wishing for years that Autodesk would integrate Combustion with Max, I think they really did a dis-service since they really don't have a solution for render passes. When I first discovered Houdini that was one of my main “finally” moments when things didn't have to be rendered one at a time. Render size can also be controlled in Houdini by camera parameters, which is a huge advantage over changing render settings for each pass etc.
I'd be really curious why Shake would be prefereable to combustion, combustion never seems to have a lot of hype but I think the painting tools are top-notch, and the fact that any raster effect can be applied at any stage is very powerful when dealing with vector-paint-layers … very good with 2D particles too.
You should check out Combustion 4's features before you jump into Shake-land. They also have a higher-end version called Toxik, but much more expensive
I've been wishing for years that Autodesk would integrate Combustion with Max, I think they really did a dis-service since they really don't have a solution for render passes. When I first discovered Houdini that was one of my main “finally” moments when things didn't have to be rendered one at a time. Render size can also be controlled in Houdini by camera parameters, which is a huge advantage over changing render settings for each pass etc.
I'd be really curious why Shake would be prefereable to combustion, combustion never seems to have a lot of hype but I think the painting tools are top-notch, and the fact that any raster effect can be applied at any stage is very powerful when dealing with vector-paint-layers … very good with 2D particles too.
You should check out Combustion 4's features before you jump into Shake-land. They also have a higher-end version called Toxik, but much more expensive
Houdini Lounge » apprentice...some things seem to be missing?
- andrewlowell
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well, on the other hand, if it's to overcome a learning curve accociated with the software so that it doesn't slow down a production I would think it would go along with the difference between learning/production. IMO.
edward
The idea of the Apprentice edition is that it's for non-commercial use. If someone is using it to do something that contributes to work which ends up being sold in some form, it probably goes against the spirit of the Apprentice.
Houdini Lounge » a little context for VOPS chops
- andrewlowell
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ah one more thing … I really like the ability to make folders and separators with DA's.
I'm not quite sure how to go about this with a VEX operator, it looks like most of the other controls are in place but I don't see those anywhere (or in the help) Are these somewhere or would I need to make the vex operator inside of a DA and reference the controls?
I'm not quite sure how to go about this with a VEX operator, it looks like most of the other controls are in place but I don't see those anywhere (or in the help) Are these somewhere or would I need to make the vex operator inside of a DA and reference the controls?
Houdini Lounge » Houdini for city planning
- andrewlowell
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I'm actually kind of suprised you don't hear about Houdini in architecture, procedural modeling could save a lot of time/scripting
Houdini Lounge » a little context for VOPS chops
- andrewlowell
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Houdini Lounge » a little context for VOPS chops
- andrewlowell
- 537 posts
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when making chop operators with vops … I'm noticing that there is only one float value output, and I haven't yet found any way to select a certain channel for processing (say to copy a value from one channel to another) (such as ic expression function).
What I was trying to do was to generate a certain number of channels without the fan.
Does this mean that I'm restricted to use VOPS on a “per-channel” basis? Or can this be done with pure VEX?
What I was trying to do was to generate a certain number of channels without the fan.
Does this mean that I'm restricted to use VOPS on a “per-channel” basis? Or can this be done with pure VEX?
Houdini Lounge » Could we get some VOP / SHOP operator examples?
- andrewlowell
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You are not alone
I'd have to say that so far after about 4 months of learning Houdini coming from Max, particles / rigging / dynamics / chops / expressions … no problem. Shops / VEX, still a big problem.
I understand how powerful the Houdini approach to shaders is at this point but the tutorials and examples don't seem to provide much context or practicality. For instance, it would be great to have examples of common things you can do in other applications, and then taken farther with proceduralism.
I also got the city-building DVD but it didn't go into this area as much as I wanted it to. Some of the 2-5 paragraph web tutorials have made the most sense so far, is there any good resources for broad overviews of the workflow in this area of Houdini?
I'd have to say that so far after about 4 months of learning Houdini coming from Max, particles / rigging / dynamics / chops / expressions … no problem. Shops / VEX, still a big problem.
I understand how powerful the Houdini approach to shaders is at this point but the tutorials and examples don't seem to provide much context or practicality. For instance, it would be great to have examples of common things you can do in other applications, and then taken farther with proceduralism.
I also got the city-building DVD but it didn't go into this area as much as I wanted it to. Some of the 2-5 paragraph web tutorials have made the most sense so far, is there any good resources for broad overviews of the workflow in this area of Houdini?
Houdini Lounge » A format for the Tutorials on the site
- andrewlowell
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is there any option to completely override the default Houdini browser with lets say firefox?
Houdini Lounge » Make Quicktime movie
- andrewlowell
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just a little side note … if they do revamp the export features that might be a great time to allow high-res audio export (.wav, .aiff currently limited to 8 bit). Right now it needs to go out as a “bchan” and then be converted by a raw data interpreter like in Adobe Audition to .wav etc
Houdini Lounge » Lights in houdini
- andrewlowell
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all the lights could be selected in the network editor at once, and those parameters (common) could be clicked. I guess also put in a “take”
Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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awsome, thanks for taking such an interest, and to you and whoever else is responsible for fixing the problem .. sidefx rocks
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
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got the microphone inheritance idea to work, it's actually very efficient and easy to set up, adding occlusion objects could also be very useful
so, here's a way microphones can be used for things other than audio (so keep them current please
http://www.andrew-lowell-productions.com/andrew-lowell-productions/download/05_microphoneRecordMotionIntensity.mov [andrew-lowell-productions.com]
so, here's a way microphones can be used for things other than audio (so keep them current please
http://www.andrew-lowell-productions.com/andrew-lowell-productions/download/05_microphoneRecordMotionIntensity.mov [andrew-lowell-productions.com]
Edited by - Oct. 5, 2007 00:08:04
Houdini Lounge » how to increase memory or cache chops
- andrewlowell
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well, I went through all my assets and was able to turn on most of the unloads (most by trial and error). So, I guess the workflow would be to keep them all on in development, then turn them off until something breaks.
Any general clue what is safe to turn off and what isn't? In any event thanks for taking the time to look that over, I'm glad to know it was a bug and not me
Any general clue what is safe to turn off and what isn't? In any event thanks for taking the time to look that over, I'm glad to know it was a bug and not me
Houdini Lounge » Instancing
- andrewlowell
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Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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ok, here's a working example of the unload acting strange. This digital asset works fine when the unload's inside of it are turned off, however, when they are turned on, it output's no channels.
To get it to output the channels, go inside the asset, and toggle on “unload” or “bypass” on and off for “compute lookup.” … which is where the action pretty much happens.
To get it to output the channels, go inside the asset, and toggle on “unload” or “bypass” on and off for “compute lookup.” … which is where the action pretty much happens.
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