For VEX/VOPs, I would recommend trying to stick to VOPs at the beginning if you are just starting (and you are trying to do “simple” operations). Although you sometimes feel like you can just “code” something really quick, the beauty of Houdini is that you do not have to. This will allow you to learn “vocabulary” without having to worry about “syntax”
After you get comfortable with the vocabulary, then I feel learning the syntax for vex code is much easier, as you will know what you want to do, and are just trying to figure out how to do it in VEX instead of VOPs. At that point, like BlackPixel said, you can always make a quick vopnet, right click on it, view vex code, and find the syntax to the function you were looking for. VEX is actually a lot like shading languages (HLSL, GLSL), so when I use a snippet, I tend to get into “shader writing” mode (although some of the new array stuff borrows from python, and some of the sprint manipulation stuff is very C based). You can also click on the small drop down menu on the right of your code box to see some quick examples
I started Houdini before snippets even existed, and learned a lot of my vex by using VOP networks… and I am glad I did I feel for me once I got comfortable with VOPs, that was the moment at which I simply could not go back to other software (doing stuff in Maya right now feels like I am moving in slowmo…)
Found 694 posts.
Search results Show results as topic list.
Houdini Learning Materials » Frustration Threshold
- grayOlorin
- 1799 posts
- Offline
Work in Progress » Worms
- grayOlorin
- 1799 posts
- Offline
wow, these look really nice! One recommendation I would have is to see if you can make the slime more gradually dissapear into the work as the worms move far away from each other (right now it looks like the slime simply dissapears). Some slime in the table would be awesome too! looking great!
Houdini Learning Materials » MantraSurface Bake
- grayOlorin
- 1799 posts
- Offline
Hey Werner, have you looked at the texture bake ROP node? if you are using the one in 15.5 it should be a lot more straighforward than the one in 15.0
Houdini Learning Materials » What to do
- grayOlorin
- 1799 posts
- Offline
I would have to +1 this. Tutorials are great to learn “vocabulary” (and you can still watch them), but putting Houdini to a practical use is easily the BEST way to learn it. In my first days learning Houdini, I would force myself to solve problems at work in Houdini, while still watching (just watching, not “following and doing”) tutorials to learn vocabulary and helped a lot
also keep in mind that there are MANY ways to solve problems in Houdini, and the first solution that you come up for something will seem obsolete after a year of using it. Enjoy! it's been a fun ride since I got into it!
also keep in mind that there are MANY ways to solve problems in Houdini, and the first solution that you come up for something will seem obsolete after a year of using it. Enjoy! it's been a fun ride since I got into it!
Houdini Lounge » First commercial done in Houdini
- grayOlorin
- 1799 posts
- Offline
Great job with this Werner and co! looking forward to see what you guys have coming in the future!
Houdini Engine for Maya » support for packed primitives
- grayOlorin
- 1799 posts
- Offline
ah thank you for the clarification Andrew. Next time I may actually try to use this when I need to pass transform instances (was using the instance node before)
Houdini Indie and Apprentice » Poly extruding a line. (Yes you read it right)
- grayOlorin
- 1799 posts
- Offline
mh… based on what you have here… perhaps the operator internally “closes” the curve to get a winding order? (which is not possible on a straight line?) what happens if you start with a straight line, then move the last point over a bit (to allow for an L shape) ?
Houdini Engine for Maya » support for packed primitives
- grayOlorin
- 1799 posts
- Offline
hey guys, I noticed this on the journals:
Maya: Added support for outputting pack primitives.
How are packed prims represented in Maya? are they represented as geometry caches? a new primitive type? or simply polygons?
thank you!
Maya: Added support for outputting pack primitives.
How are packed prims represented in Maya? are they represented as geometry caches? a new primitive type? or simply polygons?
thank you!
Houdini Lounge » RSS feed massive duplicate issues
- grayOlorin
- 1799 posts
- Offline
Hey guys, has anyone noticed the houdini 15.5 rss feeds spamming a massive amount of duplicates? it is almost as if, for every update, we get a repeat of every changelog:
Technical Discussion » Bake Texture node and some questions.
- grayOlorin
- 1799 posts
- Offline
You most likely can, but depending on how you your setup works, you could make a digital asset which “hides” your whole setup under a nice and simple operator (it is really a matter of an object merge of the two objects into a subnet and setting your second object as a “phantom.” I think either way would be a valid approach
Technical Discussion » Texture transformation node?
- grayOlorin
- 1799 posts
- Offline
If you wanted to do it before the shader, you can actually use a copnet to modify your texture (transform or anything else ), then feed it into your material texture input using the op: syntax
opobj/cop2net/somenode
Or this for relative
op:`opfullpath(“../cop2net/somenode”)`
However, you can also in the shader transform your s and t before feeding into the texture vop without modifying uvs
opobj/cop2net/somenode
Or this for relative
op:`opfullpath(“../cop2net/somenode”)`
However, you can also in the shader transform your s and t before feeding into the texture vop without modifying uvs
Technical Discussion » Bake Texture node and some questions.
- grayOlorin
- 1799 posts
- Offline
(again without looking at your file so pure speculation…!)
what about just rendering the mesh twice? one with displacement (which in essence gives you a hi res model), and another one with your target UVs, then turn on normal map in the bake texture ROP?
what about just rendering the mesh twice? one with displacement (which in essence gives you a hi res model), and another one with your target UVs, then turn on normal map in the bake texture ROP?
Technical Discussion » Bake Texture node and some questions.
- grayOlorin
- 1799 posts
- Offline
Hey Morgan, without looking at your scene (I am at home now), have you tried the housing 15.5 version of the operator? It is MUCH easier to use…!
Houdini Lounge » Substance Plug In for Houdini
- grayOlorin
- 1799 posts
- Offline
Super excited about this guys! I highly recommend trying it out (I been doing so on my side and providing feedback)
http://www.sidefx.com/news/substance-in-houdini/ [sidefx.com]
It is great to see a collaboration as such in between Sidefx and Allegorithmic! Your innovations are what is transforming our industry as we know it!
http://www.sidefx.com/news/substance-in-houdini/ [sidefx.com]
It is great to see a collaboration as such in between Sidefx and Allegorithmic! Your innovations are what is transforming our industry as we know it!
Houdini Engine for Maya » Setting Asynchronous mode programmatically before running maya
- grayOlorin
- 1799 posts
- Offline
Houdini Lounge » New Website: Post Feedback Here
- grayOlorin
- 1799 posts
- Offline
Houdini Lounge » New Website: Post Feedback Here
- grayOlorin
- 1799 posts
- Offline
Hey guys, for some reason, the RSS feeds for the h15.5 journal do not seem to be working for me on outlook. Is this working for anyone?
Houdini Learning Materials » are there tutorial abouth Network and Parameters or can someone make a tutorial please
- grayOlorin
- 1799 posts
- Offline
https://www.youtube.com/playlist?list=PLjOCJrhSBGUG9uqJ2rMe6ByLJcTD9Jau7 [youtube.com]
video number 2 and 8 cover those specific areas, but if you follow my playlist from the beginning, it should help you get started
video number 2 and 8 cover those specific areas, but if you follow my playlist from the beginning, it should help you get started
Houdini Engine for Maya » Setting Asynchronous mode programmatically before running maya
- grayOlorin
- 1799 posts
- Offline
Is there a way to query or turn the Asynchronous flag off programmatically before starting a maya process? I.e via setting an environment variable in python or C#?
I know in Maya, when we turn that optionVar off, it requires a restart, which made me think this would be possible?
Thank you!
I know in Maya, when we turn that optionVar off, it requires a restart, which made me think this would be possible?
Thank you!
Houdini Lounge » New Website: Post Feedback Here
- grayOlorin
- 1799 posts
- Offline
Hey guys, I noticed I do not get emails anymore when someone replies to a thread which I am watching. Do we need to do something explicit now to ensure I get an email notification?
thank you!
thank you!
-
- Quick Links