Nodevenmber
Day 06 : Drawing
Geometry sketch
I thought I would never use houdini to do the sketching until today……
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Nodevember 2020 » Day 6 | TEXTURES | Drawing
- carldrifter
- 66 posts
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Nodevember 2020 » Day 5 | FOOD | Pastry
- carldrifter
- 66 posts
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Nodevenmber
Day 05 : Pastry
Chinese mooncake
A mooncake is a Chinese bakery product traditionally eaten during the Mid-Autumn Festival A rich thick filling usually made from red bean or lotus seed paste is surrounded by a thin crust and may contain yolks from salted duck eggs.
Day 05 : Pastry
Chinese mooncake
A mooncake is a Chinese bakery product traditionally eaten during the Mid-Autumn Festival A rich thick filling usually made from red bean or lotus seed paste is surrounded by a thin crust and may contain yolks from salted duck eggs.
Nodevember 2020 » Day 4 | FOOD | Grain
- carldrifter
- 66 posts
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Nodevenmber
Day 04 : Grain
The King's Game
Using houdni18.5 mask by feature sop to do the scattering is very convinient
Day 04 : Grain
The King's Game
Using houdni18.5 mask by feature sop to do the scattering is very convinient
Nodevember 2020 » Day 3 | FOOD | Fruit
- carldrifter
- 66 posts
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Nodevenmber
Day 03 : Fruit
Avocado Ukulele
Day 03 : Fruit
Avocado Ukulele
Edited by carldrifter - Nov. 3, 2020 11:10:36
Technical Discussion » regular expression in vop and vex
- carldrifter
- 66 posts
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Hi everybody,
I dont under stand the meaning of regular experssion in vop and vex such as regex_find,regex_mach, re_find() refindall() etc.
string s =“abc2”;
s@num1=re_findall(“\\\\\d”, s);
s@num2=re_findall(r“\d”, s);
s@num3=re_findall(R“(\d)”, s);
I know \d means digits but what else? does houdini have some specific pages for this regular expression?
Best wishes
I dont under stand the meaning of regular experssion in vop and vex such as regex_find,regex_mach, re_find() refindall() etc.
string s =“abc2”;
s@num1=re_findall(“\\\\\d”, s);
s@num2=re_findall(r“\d”, s);
s@num3=re_findall(R“(\d)”, s);
I know \d means digits but what else? does houdini have some specific pages for this regular expression?
Best wishes
Technical Discussion » How can I import a string attribute using wrangle
- carldrifter
- 66 posts
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Mohanpugaz
You should explicitly tell s@a in your second wrangle then only it works.s@b = s@a;
You're right,Thanks bro~
Technical Discussion » How can I import a string attribute using wrangle
- carldrifter
- 66 posts
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Hi,
I can use @var import float/int/vector attribute in wrangle,but I can not imoport string attribute.Does anyone know how to do this in wrangle.
For example:
sphere → wrangle(create a string attribute s@a="houdini”→wrangle2(s@b=@a;) it doesn't work!
I can use @var import float/int/vector attribute in wrangle,but I can not imoport string attribute.Does anyone know how to do this in wrangle.
For example:
sphere → wrangle(create a string attribute s@a="houdini”→wrangle2(s@b=@a;) it doesn't work!
Edited by carldrifter - Dec. 20, 2018 08:04:51
Technical Discussion » How can I import group into vop
- carldrifter
- 66 posts
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jsmack
I just tried it…I guess it doesn't work. It even crashed on me with a primitive group.
Stick to the other methods as a work around. getattribute is an old school node, and might have fallen out of favor.
I think so too, Thanks for your help~
Technical Discussion » How can I import group into vop
- carldrifter
- 66 posts
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jsmack
For a group of the same class as the that being ran over, a bind will work. Use “group_mygroupname” for the attribute name to bind. Otherwise there is the VOP node ingroup, that takes an element number and group type and outputs the group membership status.
Thanks jsmack, but what about the getattribute vop? the type pointgroup and primitive group selection are no longer used?
Technical Discussion » How can I import group into vop
- carldrifter
- 66 posts
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Hi
I can use a get attribute vop to import different levels of attributes into vop,and there are also point group and primitive group type ,but they don't work at all? Do anyone know how to use these functions of get attribute vop and are there any other ways to import groups into vop( I think group is similar to attribute in houdini).
best wishes
I can use a get attribute vop to import different levels of attributes into vop,and there are also point group and primitive group type ,but they don't work at all? Do anyone know how to use these functions of get attribute vop and are there any other ways to import groups into vop( I think group is similar to attribute in houdini).
best wishes
Edited by carldrifter - Oct. 23, 2018 10:14:43
Technical Discussion » How to use the second input of subdivide/tridivide/divide sop?
- carldrifter
- 66 posts
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Hi all,
I check the help file and try to figure outh the function of second input of subdivide sop, tridivide sop and divide sop.
It says that the second input for a subudivide sop is for creaseweight ovrride, and for tridivide is for the length control and for divide sop is for rest position for a convex function. But I didn't figure out how to use them?
Can anyone give me a demo file?
Best wishes
I check the help file and try to figure outh the function of second input of subdivide sop, tridivide sop and divide sop.
It says that the second input for a subudivide sop is for creaseweight ovrride, and for tridivide is for the length control and for divide sop is for rest position for a convex function. But I didn't figure out how to use them?
Can anyone give me a demo file?
Best wishes
Technical Discussion » What's the different between vector 4 and quaternion
- carldrifter
- 66 posts
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Olaf Finkbeiner
P{x,y,z,w},RGBA,@orient @rot etc. are all “vector 4” meaning they are made up of 4 floats (nothing more)
and: @orient is also a quaternion (and a vector 4)
see https://en.wikipedia.org/wiki/Quaternion [en.wikipedia.org]
The cool thing about a quaternion is that it needs only a vector 4 to define a orientation in 3d space.
Compare a quaternion to a rotation matrix and as far as i understand that would need a 4x4 matrix so 16 float values…(not 100% sure here)
Thanks very much, Olaf. If I undstand correctly,vector4 is a basic type but quaternion is a special type of vector4.Therefore,I can define vector 4 with any 4 floats as I want but not all vector4 type can be quaternion. Quaternion are related to transform and rotation~
Technical Discussion » What's the different between vector 4 and quaternion
- carldrifter
- 66 posts
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Hi all,
I have been confused for awhile between vector 4 and quaternion.
The folowing attribute: P{x,y,z,w},RGBA,@orient @rot etc. are they vector 4 or quaternion,what's the differences?
For vex, the sign for vector4 or quaternion are the same? like p@orinet?
when we use chp()function for vector4 or quaternion?
Best
I have been confused for awhile between vector 4 and quaternion.
The folowing attribute: P{x,y,z,w},RGBA,@orient @rot etc. are they vector 4 or quaternion,what's the differences?
For vex, the sign for vector4 or quaternion are the same? like p@orinet?
when we use chp()function for vector4 or quaternion?
Best
Edited by carldrifter - June 30, 2018 22:33:04
Technical Discussion » How to expand houdini native volume directly?
- carldrifter
- 66 posts
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Thank again for your detailed reply.
I figured out that because of the SDF have the signed distance field for direction.However,if I only build a fog volume using a isooffset sop from a pighead, How can I make it expand or subtract when it lacks the direction message?
Any way, It seems to me that you know everything about houdini and I do appreciate your hlep.
I figured out that because of the SDF have the signed distance field for direction.However,if I only build a fog volume using a isooffset sop from a pighead, How can I make it expand or subtract when it lacks the direction message?
Any way, It seems to me that you know everything about houdini and I do appreciate your hlep.
Technical Discussion » How to use orient Attribute to rotate?
- carldrifter
- 66 posts
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Hi,
Let's say I have paritcle with rotation(orient attribute) and transfer orient attribute to a point,How can I make the point rotate as the particle does for a copy or instance object?
Besides,does anyone have good suggestion/resources for learning vector4,matrix and quaternion etc.
Let's say I have paritcle with rotation(orient attribute) and transfer orient attribute to a point,How can I make the point rotate as the particle does for a copy or instance object?
Besides,does anyone have good suggestion/resources for learning vector4,matrix and quaternion etc.
Technical Discussion » How to expand houdini native volume directly?
- carldrifter
- 66 posts
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Hi
Does anyone Know how to expand houdini native volume directly as vdb does using VDBreshapeSDF sop. For now I can only figure out two indirect methods.
1 use peak sop to expand the polygon based on normal then convert it into volume use isooofset.
2 convert polygon into VBD then use vdbreshapeSDF to expand the VDB then convert back to volume.
Is there any way to do the same thing directly in volume?
I've used the volume active sop but eventually it only expand the bbox not the volume itself~
Does anyone Know how to expand houdini native volume directly as vdb does using VDBreshapeSDF sop. For now I can only figure out two indirect methods.
1 use peak sop to expand the polygon based on normal then convert it into volume use isooofset.
2 convert polygon into VBD then use vdbreshapeSDF to expand the VDB then convert back to volume.
Is there any way to do the same thing directly in volume?
I've used the volume active sop but eventually it only expand the bbox not the volume itself~
Edited by carldrifter - Dec. 6, 2017 01:46:08
Technical Discussion » About the pyro fire shader alpha problem
- carldrifter
- 66 posts
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Hi tame,
Thanks again for your reply. I've try the fire_mask AOV. but there are some question.
1 If I use a shelf tool to make a explosion, the fire mask aov is fine.
2 If I make fire,and then to tweak the shader curve of temperature(without heat channel),the beauty of the fire is good but the fire mask AO is grainy and noisy. Besides it is also too transparent.
3 If I only use volume to create density and temperature field in sop for fake fire, fire mask aov can not be rendered.
Thanks again for your reply. I've try the fire_mask AOV. but there are some question.
1 If I use a shelf tool to make a explosion, the fire mask aov is fine.
2 If I make fire,and then to tweak the shader curve of temperature(without heat channel),the beauty of the fire is good but the fire mask AO is grainy and noisy. Besides it is also too transparent.
3 If I only use volume to create density and temperature field in sop for fake fire, fire mask aov can not be rendered.
Technical Discussion » About the pyro fire shader alpha problem
- carldrifter
- 66 posts
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Hi jsmack,
if the alpha for fire is zero,how can I composite fire with a bright video footage? no matter in nuke or AE, when I use the screen or add/plus mode, the fire will seem too weak because it loses a lot of darker detail? That's the real problem I want to solve~
if the alpha for fire is zero,how can I composite fire with a bright video footage? no matter in nuke or AE, when I use the screen or add/plus mode, the fire will seem too weak because it loses a lot of darker detail? That's the real problem I want to solve~
Technical Discussion » About the pyro fire shader alpha problem
- carldrifter
- 66 posts
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Hi
I am using sop volume and pyro to simulation fire in houdini 16.Use flame/pyro shader for density and temperature rendering.
The beauty pass looks beautiful based on the temperature channel in the dark backgroud but the alpha channel is based on the density. That makes it too transparent when I composite fire into a bright footage.The fire seems less and not obvious enough.When I turn the density channel into zero in the flame shader(because I don't need the smoke),the temperature fire can be rendered but the alpha is gone.
Does anyone know can I do to fix this problem?
I am using sop volume and pyro to simulation fire in houdini 16.Use flame/pyro shader for density and temperature rendering.
The beauty pass looks beautiful based on the temperature channel in the dark backgroud but the alpha channel is based on the density. That makes it too transparent when I composite fire into a bright footage.The fire seems less and not obvious enough.When I turn the density channel into zero in the flame shader(because I don't need the smoke),the temperature fire can be rendered but the alpha is gone.
Does anyone know can I do to fix this problem?
Technical Discussion » An interesting vex question between new and old sops in houdini
- carldrifter
- 66 posts
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ok,thanks tamte~
hope houdini would update a new sop with vex which has the same function as delete sop does~
hope houdini would update a new sop with vex which has the same function as delete sop does~
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