Maybe a helpy hint…
rendered in Houdini 13,
“Render Polygons as Subdivision (Mantra)”
Subdivision Style: OpenSubDiv Catmull Clark
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Technical Discussion » wireframe render
- matthias_k
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SI Users » ICE Exodus - porting ICE to VEX part 1
- matthias_k
- 483 posts
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Hopefully a little bit helpy,
PI is: http://www.sidefx.com/docs/houdini13.0/expressions/_globals [sidefx.com]
$PI
use it like:
float t = @ptnum/2.0/3.14;
float t = @ptnum/2.0/$PI;
PI is: http://www.sidefx.com/docs/houdini13.0/expressions/_globals [sidefx.com]
$PI
use it like:
float t = @ptnum/2.0/3.14;
float t = @ptnum/2.0/$PI;
Technical Discussion » CG tuts Fence Tutorial
- matthias_k
- 483 posts
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Hi koots,
maybe this is helpy…
If I've some time left and if you need it, I can put this in an OTL.
Feel free to ask.
maybe this is helpy…
If I've some time left and if you need it, I can put this in an OTL.
Feel free to ask.
Technical Discussion » How to extract acceleration from animation path
- matthias_k
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Technical Discussion » How to extract acceleration from animation path
- matthias_k
- 483 posts
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I need the acceleration from a path animation, but my try with the Slope CHOP gives a “wobbling” result.
Maybe somebody can have a look what I' doing wrong and give a working example?
Maybe somebody can have a look what I' doing wrong and give a working example?
Houdini Indie and Apprentice » Basic rigging question, how to constraint "joints"
- matthias_k
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maybe helpy.
Fence part rotation based on asin function.
ok, only works in a default direction in this example, but should do the trick.
Rotation, Transformation, … must be done via the GEO parent.
Fence part rotation based on asin function.
ok, only works in a default direction in this example, but should do the trick.
Rotation, Transformation, … must be done via the GEO parent.
Technical Discussion » Jiggle in wire sim with some settings, how to avoid it?
- matthias_k
- 483 posts
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Hi pelos,
many thanks for having a look at it. Increasing the substeps does not solve the jiggle problem, even 10 substeps not.
Maybe my problem is, that the wire is simulated before the twist is added.
If I can solve the problem, I'll post it :-)
many thanks for having a look at it. Increasing the substeps does not solve the jiggle problem, even 10 substeps not.
Maybe my problem is, that the wire is simulated before the twist is added.
If I can solve the problem, I'll post it :-)
Technical Discussion » helix on deformed curve
- matthias_k
- 483 posts
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Have a look at the Switch
0 = Equal Twist
1 = Twist per edge
Have a look here:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=30760 [sidefx.com]
if you need an adjustable offset for the twist begin/end
0 = Equal Twist
1 = Twist per edge
Have a look here:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=30760 [sidefx.com]
if you need an adjustable offset for the twist begin/end
Technical Discussion » Jiggle in wire sim with some settings, how to avoid it?
- matthias_k
- 483 posts
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Hi All,
I'm trying to build a setup for a telephone cable with adjustable twist and offset. But under some circumstances/some settings I have a “jiggle” on some spirals.
How can I avoid this, without modifying the settings in the
Wire Object to much.
Many thanks for any help :-)
I'm trying to build a setup for a telephone cable with adjustable twist and offset. But under some circumstances/some settings I have a “jiggle” on some spirals.
How can I avoid this, without modifying the settings in the
Wire Object to much.
Many thanks for any help :-)
Work in Progress » Giant Setup
- matthias_k
- 483 posts
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Technical Discussion » Resample Accuray on diffrent radiuses
- matthias_k
- 483 posts
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I've tried to build a chain with the help of a resample node.
Is there a solution to get more precise results, to avoid the overlapping/inaccuracy of some chain links?
Attached is a scene file and an image which should describe my problem.
Many thanks for any help :-)
Is there a solution to get more precise results, to avoid the overlapping/inaccuracy of some chain links?
Attached is a scene file and an image which should describe my problem.
Many thanks for any help :-)
Houdini Lounge » Is it possible to Vector Texture in Houdini?
- matthias_k
- 483 posts
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Is it not possible to import an AI file, and then use it in a COMP via Geometry-Node. Then assign the output to a texture via “opimg/comp/geometry_node”.
With this it should be possible to get simple vector-shapes as textures.
Control the texture resolution via image size in the COMP, and/or assign there additonal filters.
With this it should be possible to get simple vector-shapes as textures.
Control the texture resolution via image size in the COMP, and/or assign there additonal filters.
Technical Discussion » How can I align sweep profiles to extracted curves?
- matthias_k
- 483 posts
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Technical Discussion » How can I align sweep profiles to extracted curves?
- matthias_k
- 483 posts
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Hi all, I'm a newbie with a maybe simple question.
Please have a look at the attached image.
I like to get aligned profiles on the sweep, how can I do this?
Many thanks for any help.
If my “create a net from skin” solution is unlucky,
any comments/suggestions are welcome :-)
Please have a look at the attached image.
I like to get aligned profiles on the sweep, how can I do this?
Many thanks for any help.
If my “create a net from skin” solution is unlucky,
any comments/suggestions are welcome :-)
Houdini Lounge » Houdini 13 Wishlist.
- matthias_k
- 483 posts
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My biggest wish is a manual with fully working example scenes.
Most of the examples are not working with the actual program version,
or doing unexspected things…
Whith this broken scenes, learning is nearly impossible.
Most of the examples are not working with the actual program version,
or doing unexspected things…
Whith this broken scenes, learning is nearly impossible.
Houdini Indie and Apprentice » copy along curve with orientation and gradual scale
- matthias_k
- 483 posts
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Technical Discussion » Python QT: How can I create a poly curve with python
- matthias_k
- 483 posts
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Thanks for the help and pointing me in the right direction :-)
I'll try it now with a VOPSOP.
I found something in the forum, too:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=84997&sid=7746b29b506198236f86668e27f84618 [sidefx.com]
I'll try it now with a VOPSOP.
I found something in the forum, too:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=84997&sid=7746b29b506198236f86668e27f84618 [sidefx.com]
Technical Discussion » Python QT: How can I create a poly curve with python
- matthias_k
- 483 posts
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Hi rgd,
thank you for the reply :-)
Maybe this one is yours (rdg?):
http://www.preset.de/2007/0711/lorenz/ [preset.de]
That's what I'm looking for, except that I have to use a curve + resample as input. I like to generate the curve inside the tool, too.
thank you for the reply :-)
Maybe this one is yours (rdg?):
http://www.preset.de/2007/0711/lorenz/ [preset.de]
That's what I'm looking for, except that I have to use a curve + resample as input. I like to generate the curve inside the tool, too.
Technical Discussion » Python QT: How can I create a poly curve with python
- matthias_k
- 483 posts
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Hi All,
I'm a newbie (my 3rd day now with houdini) and i like to write my first tool in python.
It should simply give me back some helix and spiral curves.
The helix/spirals functions are working, but I have to set a line and resample as input,
now i like to make this working without any inputs,
but I don't know how to create the initial curve as a polygon curve.
The code snippets here:
http://www.sidefx.com/docs/houdini11.1/hom/hou/Geometry#createNURBSCurve [sidefx.com]
are for Nurbs and Bezier curves.
There is an example for polygons, too:
http://www.sidefx.com/docs/houdini11.1/hom/hou/Face#addVertex [sidefx.com]
But how can I create a simple polygonal curve?
Many thanks for any help :-)
I'm a newbie (my 3rd day now with houdini) and i like to write my first tool in python.
It should simply give me back some helix and spiral curves.
The helix/spirals functions are working, but I have to set a line and resample as input,
now i like to make this working without any inputs,
but I don't know how to create the initial curve as a polygon curve.
The code snippets here:
http://www.sidefx.com/docs/houdini11.1/hom/hou/Geometry#createNURBSCurve [sidefx.com]
are for Nurbs and Bezier curves.
There is an example for polygons, too:
http://www.sidefx.com/docs/houdini11.1/hom/hou/Face#addVertex [sidefx.com]
But how can I create a simple polygonal curve?
Many thanks for any help :-)
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