have you connected the ChannelSOP to the FileSOP from which you loaded the geometry?
hi hi !
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Technical Discussion » Using CHOP to filter geometry.
- David Gary
- 74 posts
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Technical Discussion » Reselecting geometry in an OTL
- David Gary
- 74 posts
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Hi.
A minor problem ( maybe has been already answered …)
I've collapsed a PolyExtrudeSOP+TransformSOP into an OTL ( quite simple, to do faster modelling, inspired by the Stretch Function in Lightwave). But once that done, how do i interactively reselect geometry in the OTL ( prmitives, points) to extrude-and-transform .
Thx for any help
A minor problem ( maybe has been already answered …)
I've collapsed a PolyExtrudeSOP+TransformSOP into an OTL ( quite simple, to do faster modelling, inspired by the Stretch Function in Lightwave). But once that done, how do i interactively reselect geometry in the OTL ( prmitives, points) to extrude-and-transform .
Thx for any help
Houdini Lounge » Dose anybody else miss OD[force]
- David Gary
- 74 posts
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Houdini Lounge » Dose anybody else miss OD[force]
- David Gary
- 74 posts
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It could be nice to have a special challenge section at odforce.
Could have votes for best solutions, best models, best effects etc.
I'm not sure there will no Apprentice Challenge, but isn't it a bit late to make it begin now ( last year, i think it have begun in December).
I have no information about it.
Could have votes for best solutions, best models, best effects etc.
im going to think up a few challenges while we are waiting for odforce to returnso am i!
I'm not sure there will no Apprentice Challenge, but isn't it a bit late to make it begin now ( last year, i think it have begun in December).
I have no information about it.
Houdini Lounge » Dose anybody else miss OD[force]
- David Gary
- 74 posts
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Yeah , Kemijo !
We want more challenges !
( challenge, when you compare and explain the results are one of the best way to learn from other's experience).
It could be very good to have regular recognition for the winners.
If anyone want to organize something like that, i'm a part of it!
We want challenges, and especially, we want THE challenge: the Apprentice Challenge. We want it back!
Indeed, it was and is very ‘Houdini’ !
We want more challenges !
( challenge, when you compare and explain the results are one of the best way to learn from other's experience).
It could be very good to have regular recognition for the winners.
If anyone want to organize something like that, i'm a part of it!
We want challenges, and especially, we want THE challenge: the Apprentice Challenge. We want it back!
Indeed, it was and is very ‘Houdini’ !
Technical Discussion » Merging SOPs that are already shaded
- David Gary
- 74 posts
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Hi.
In a modeling/shading process, i'm just creating different SOPS, appending a shader at the end of each one but when i append a mergeSOP merging all the already shaded SOP, it seems that some shaders are not computed as they were when rendering each separately ( before merging).
The MergeSOP seems to bring confusion in the shaders…
I checked my spreadsheet ( Primitive attribute pages, many faces haven't got shaders applied, but normally, Houdini uses a default shader instead).
But here the situation is abit more confuse. Has anyone already faced these problems.
To me,that the shading process ( applying a Shader SOP) can occur anywhere in the network, because it just sets primitive attribute. But what is the problem here!
In a modeling/shading process, i'm just creating different SOPS, appending a shader at the end of each one but when i append a mergeSOP merging all the already shaded SOP, it seems that some shaders are not computed as they were when rendering each separately ( before merging).
The MergeSOP seems to bring confusion in the shaders…
I checked my spreadsheet ( Primitive attribute pages, many faces haven't got shaders applied, but normally, Houdini uses a default shader instead).
But here the situation is abit more confuse. Has anyone already faced these problems.
To me,that the shading process ( applying a Shader SOP) can occur anywhere in the network, because it just sets primitive attribute. But what is the problem here!
Technical Discussion » Intersection / blast
- David Gary
- 74 posts
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my idea would be the following:
switch between the sphere ( let's say it's A )and a nullSOP
depending on if A and B intersect
->that is if ( A intersection B) is not Nothing,
->that is, for example if npoints(A intersection B) != 0
There may be many other solutions…
switch between the sphere ( let's say it's A )and a nullSOP
depending on if A and B intersect
->that is if ( A intersection B) is not Nothing,
->that is, for example if npoints(A intersection B) != 0
There may be many other solutions…
Houdini Lounge » OdForce problem ! is it me or...
- David Gary
- 74 posts
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Hi!
I cannot connect myself to the odforce forum, since last week.
Is it normal? Has the server any problems.?(i'm almost sure it doesn't come from my browser). Is it related with some cookie/logging stuff?
Does anyone here know ?
I cannot connect myself to the odforce forum, since last week.
Is it normal? Has the server any problems.?(i'm almost sure it doesn't come from my browser). Is it related with some cookie/logging stuff?
Does anyone here know ?
Technical Discussion » Variable frame rate
- David Gary
- 74 posts
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why not just use CHOPS ( Warp or TimeWarp CHOP).
and for simulations.. I think you can adjust the number of computations
between each frame and maybe keyframe it. (in the POPnet parameter page)
I hope i understand what you're trying to do….
and for simulations.. I think you can adjust the number of computations
between each frame and maybe keyframe it. (in the POPnet parameter page)
I hope i understand what you're trying to do….
Technical Discussion » How to make particles flow along a spline? Old question.
- David Gary
- 74 posts
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Ok, i give you the file ( i wanted to make a tutorial from it, that explains the name).
Just Download it here : http://davidgary.free.fr/tutoriel.hipnc [davidgary.free.fr]
I used that and a little bit of VEX to flow along l-system.
Just Download it here : http://davidgary.free.fr/tutoriel.hipnc [davidgary.free.fr]
I used that and a little bit of VEX to flow along l-system.
Technical Discussion » How to make particles flow along a spline? Old question.
- David Gary
- 74 posts
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He he he!
I hope it will answer your problem but this can be achieve in a both simple and easily controllable way.
Create a splineSOP,
create a tube from it with a CircleSOP cross section and Sweep-Skin.
Create a unidirectional particle system, that is for example an emitter like a disk with velocity= constant.
Now use the Creep SOP with the particle network and the tube: to fit your particles to the tube ( to a volume, and not to a surface) (Think about the CreepSop like a deformation of the three dimensional space)
You may have to choose a good direction for the velocity ( x, y, z),
maybe swap U and V on the tube with a reverseSOP, but it finally works.
You can adjust the size of each instanced circle along the curve ( as in Maya) with a TransformSOP, the resut immediately updates.
Keyframing the motion of the particle is made upstream in the POPnet for example and is not difficult.
I hope it will answer your problem but this can be achieve in a both simple and easily controllable way.
Create a splineSOP,
create a tube from it with a CircleSOP cross section and Sweep-Skin.
Create a unidirectional particle system, that is for example an emitter like a disk with velocity= constant.
Now use the Creep SOP with the particle network and the tube: to fit your particles to the tube ( to a volume, and not to a surface) (Think about the CreepSop like a deformation of the three dimensional space)
You may have to choose a good direction for the velocity ( x, y, z),
maybe swap U and V on the tube with a reverseSOP, but it finally works.
You can adjust the size of each instanced circle along the curve ( as in Maya) with a TransformSOP, the resut immediately updates.
Keyframing the motion of the particle is made upstream in the POPnet for example and is not difficult.
Technical Discussion » reset group
- David Gary
- 74 posts
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tapi bukan dari baliWhy this precision? Are balinese so special?
it may sound a bit off-topic (answer if you want…) but
I'm interested to know where in the world Houdini is used.
Do you work in a factory/university?
Is there big CG studios in Indonesia. Is Houdini used in these studios?
Technical Discussion » reset group
- David Gary
- 74 posts
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selamat pagi!
( saya bisa bicara bahasa indonesia tapi hanya sedikit sedikit!)
dari indonesia?
hmm. bizarre you need the same name!
my idea is:
create a new groupSop .
in the first page of its parameter page, set the name of the group: NEWGROUP
By default it contains all the points
just go in the combine page of the GroupSOP parameter page…
MYOLDGROUP= ! NEWGROUP (complementary)
or intersect with a zero element group….
( saya bisa bicara bahasa indonesia tapi hanya sedikit sedikit!)
dari indonesia?
hmm. bizarre you need the same name!
my idea is:
create a new groupSop .
in the first page of its parameter page, set the name of the group: NEWGROUP
By default it contains all the points
just go in the combine page of the GroupSOP parameter page…
MYOLDGROUP= ! NEWGROUP (complementary)
or intersect with a zero element group….
Technical Discussion » Displacement problems
- David Gary
- 74 posts
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simplification and isolation…
The painstaking and so necessary methodology!
Mais ou avais-je la tête!
i thought ( and wished) there would be a faster answer.
I found it at last:
it comes from specular computations within my shader. I turned to a Lambertian shader…
Noise+vexSpecular seems to give ugly results
The painstaking and so necessary methodology!
Mais ou avais-je la tête!
i thought ( and wished) there would be a faster answer.
I found it at last:
it comes from specular computations within my shader. I turned to a Lambertian shader…
Noise+vexSpecular seems to give ugly results
Technical Discussion » Displacement problems
- David Gary
- 74 posts
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I also sent this post at odforum
Getting a bit confused/angry with mantra renders.
Hi, i'm having some rendering problems…
I checked my topology.
There is still rendering artifacts
Here is the displacement shader:
each normal of the “canyon walls” is smoothly interpolated, in the displacement shader, between the geometric normal and the “up normal”, with the height, so that it creates a correct transition between the walls and the plateau.
(normals are smoothly interpolated between each face of the walls but not between walls faces and plateau faces)
I tried to adjust :
-the displacement bound param. in OBJ parameter page
-the shading Quality param. in OBJ parameter page
-the Super Sample param. in MantraROP parameter page.
But still these stupid artifacts.
Where can they come from?
Division by zero?
Still uncorrect geometry?
Bugs?
insufficient displacement bound? -> increased it and either no change or never-ending renders.
Any idea or help is welcome!
Getting a bit confused/angry with mantra renders.
Hi, i'm having some rendering problems…
I checked my topology.
There is still rendering artifacts
Here is the displacement shader:
each normal of the “canyon walls” is smoothly interpolated, in the displacement shader, between the geometric normal and the “up normal”, with the height, so that it creates a correct transition between the walls and the plateau.
(normals are smoothly interpolated between each face of the walls but not between walls faces and plateau faces)
I tried to adjust :
-the displacement bound param. in OBJ parameter page
-the shading Quality param. in OBJ parameter page
-the Super Sample param. in MantraROP parameter page.
But still these stupid artifacts.
Where can they come from?
Division by zero?
Still uncorrect geometry?
Bugs?
insufficient displacement bound? -> increased it and either no change or never-ending renders.
Any idea or help is welcome!
Technical Discussion » Problems installing Houdini on Mandrake Linux
- David Gary
- 74 posts
- Offline
Hi
I have problems installing Houdini NC ( release 6.1.175) on my computer running under Linux Mandrake9.2 (PowerPack)
I'm new to this OS, and installed it on a single machine (working at home).
Everything goes fine in the installation until the licensing problem.
(since i've got no Internet connection under Linux, i need to manually
enter keys)
I cannot change my machine name, which defaults to localhost. I've browsed the Troubleshooting Wizard at the SESI, i've talked about this problem at the Houdini odforce.net forum,
edited the /etc/hosts and /etc/sysconfig/network file, but it doesn't change anything (my machine is always called localhost)
I would really enjoy to use the power of Linux with Houdini.
Thanks in advance for your help.
I have problems installing Houdini NC ( release 6.1.175) on my computer running under Linux Mandrake9.2 (PowerPack)
I'm new to this OS, and installed it on a single machine (working at home).
Everything goes fine in the installation until the licensing problem.
(since i've got no Internet connection under Linux, i need to manually
enter keys)
I cannot change my machine name, which defaults to localhost. I've browsed the Troubleshooting Wizard at the SESI, i've talked about this problem at the Houdini odforce.net forum,
edited the /etc/hosts and /etc/sysconfig/network file, but it doesn't change anything (my machine is always called localhost)
I would really enjoy to use the power of Linux with Houdini.
Thanks in advance for your help.
Technical Discussion » Glow Surface Shader
- David Gary
- 74 posts
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Technical Discussion » Sticking particles to an Object
- David Gary
- 74 posts
- Offline
If you want the particles only to move along the surface, and not inside or outside, why not trying to use a Ray OP to project your particles onto your surface?
RayOP is a surface OP so you have to apply it to a PopMerge/PopNetwork SOP that you link to your POP.
In rayOP, use “minimum distance” instead of “projecing rays”.
It works quite well in many cases.
Hope it helps, or at lesat, gives ideas!
RayOP is a surface OP so you have to apply it to a PopMerge/PopNetwork SOP that you link to your POP.
In rayOP, use “minimum distance” instead of “projecing rays”.
It works quite well in many cases.
Hope it helps, or at lesat, gives ideas!
Technical Discussion » Glow Surface Shader
- David Gary
- 74 posts
- Offline
could you give us a brief description on how you make your final glow effect when it's over?
( about the displacement: you're right, you must have a good fadeout => so you can blur the matte( but it means compositing), or apply a ramp with the “facingRatio” factor (i.e -N.I) )
good luck in your work!
( about the displacement: you're right, you must have a good fadeout => so you can blur the matte( but it means compositing), or apply a ramp with the “facingRatio” factor (i.e -N.I) )
good luck in your work!
Technical Discussion » Glow Surface Shader
- David Gary
- 74 posts
- Offline
I also asked myself some questions about realizing glow fx. :shock:
The problem with creating the glow with the compositer is that you apply a
glow in “image space”, so it will make a big-object-far and a little-object-near glow the same manner, which is not correct. :evil:
Whatever you do that with a built-in glow function or a subnet of COPs (like expand-blur -color multiply), it will consist on expanding the matte“ in image space.
What you need is to ”expand the matte“ in object space. The way i would suggest you to do that is to apply a constant displacement shader to the geometry (it will ”offset" the geometry) and to apply then a constant white shader, or something
more elaborate).
it will create the zone you will glow.
Parallelly, just render the object with its normal shader .
And composite the two frames.
I hope it works for what you want to do. :?
I didn't do such a thing, but it's just an idea about how it can be done.
I saw that there's a glow function in fog shader VOP,
but i think it probably requires raytracing.
Hope it can help! :wink:
The problem with creating the glow with the compositer is that you apply a
glow in “image space”, so it will make a big-object-far and a little-object-near glow the same manner, which is not correct. :evil:
Whatever you do that with a built-in glow function or a subnet of COPs (like expand-blur -color multiply), it will consist on expanding the matte“ in image space.
What you need is to ”expand the matte“ in object space. The way i would suggest you to do that is to apply a constant displacement shader to the geometry (it will ”offset" the geometry) and to apply then a constant white shader, or something
more elaborate).
it will create the zone you will glow.
Parallelly, just render the object with its normal shader .
And composite the two frames.
I hope it works for what you want to do. :?
I didn't do such a thing, but it's just an idea about how it can be done.
I saw that there's a glow function in fog shader VOP,
but i think it probably requires raytracing.
Hope it can help! :wink:
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