if something worked well in the previous version and now it doesnt… it is of course your fault..
more over if the settings are there but always greyed… you might as well removed it…
can u guys pls bring this back as it maximize compatibility ?
Found 280 posts.
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Technical Discussion » ROP Alembic Partition Mode does not work in 17
- patar
- 280 posts
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Houdini Lounge » Limit Pop Forces (like wind, etc) to Bounding Box
- patar
- 280 posts
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Technical Discussion » Compiling the Pixar USD Houdini plugin on Windows
- patar
- 280 posts
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Technical Discussion » Compiling the Pixar USD Houdini plugin on Windows
- patar
- 280 posts
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Technical Discussion » rotation interpolation in H16.5
- patar
- 280 posts
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hmmm weird tested it again now it behaves correctly… i dunno what went wrong…
thanks tho
thanks tho
Technical Discussion » rotation interpolation in H16.5
- patar
- 280 posts
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is the way houdini interpolate rotation is different between 16.5 and 16? it tends to do crazy rotation between keyframe…im having problem animating with the 16.5 one it works fine in 16…. is there a way to set it back like it was in 16?
Houdini Indie and Apprentice » [SOLVED]Particles colliding with groundplane on multiple levels in mid air
- patar
- 280 posts
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try to change the setting for the particle sim source from positive to negative… also please try change interpolate source settings
Houdini Indie and Apprentice » Dissolving Polyigonal Object
- patar
- 280 posts
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Technical Discussion » edgeLoop()
- patar
- 280 posts
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Technical Discussion » edgeLoop()
- patar
- 280 posts
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on the hou documentation it is said that
“full_loop_per_edge: If set to True, with the loop_type set to hou.componentLoopType.Extended or hou.componentLoopType.Closed loop types, each inputs edge is used to create its own full loop or ring. If False, the edges are taken in pairs, and so the number of edges must be even.”
but no matter what i set it always ask for two edges which is weird why do i need to select 2 edges for edge loop if i want to select a closed loop?
can any one pls explain?maybe with snippets or better yet a hip files?
thanx before
best regards
Patar
“full_loop_per_edge: If set to True, with the loop_type set to hou.componentLoopType.Extended or hou.componentLoopType.Closed loop types, each inputs edge is used to create its own full loop or ring. If False, the edges are taken in pairs, and so the number of edges must be even.”
but no matter what i set it always ask for two edges which is weird why do i need to select 2 edges for edge loop if i want to select a closed loop?
can any one pls explain?maybe with snippets or better yet a hip files?
thanx before
best regards
Patar
Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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Thanx tomas,
I can not find the “hou.Geometry.edgeLoop()” in the documentation
also can you give a snippet how to use the selection class to convert components?
im also with olaf ….my python is also rusty hehehe…
thanx again
i love this community!!! its one of the best i've seen anywhere… so helpfull
thanx guys
best regards
Patar
I can not find the “hou.Geometry.edgeLoop()” in the documentation
also can you give a snippet how to use the selection class to convert components?
im also with olaf ….my python is also rusty hehehe…
thanx again
i love this community!!! its one of the best i've seen anywhere… so helpfull
thanx guys
best regards
Patar
Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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actually what im looking for is a faster way to do Procedural Edge Loops
like what Luiz Kruel does in :
https://sidefx.com/tutorials/houdini-game-dev-tools-procedural-edge-loopsgroup-expandcontract/ [sidefx.com]
i found that this asset is very slow im trying to find a faster way
thats the main goal
but before that i have to know how to convert points to edges, and contained edges, prims, and contained prims…
its like group promote sops but in python…
best regards
Patar
like what Luiz Kruel does in :
https://sidefx.com/tutorials/houdini-game-dev-tools-procedural-edge-loopsgroup-expandcontract/ [sidefx.com]
i found that this asset is very slow im trying to find a faster way
thats the main goal
but before that i have to know how to convert points to edges, and contained edges, prims, and contained prims…
its like group promote sops but in python…
best regards
Patar
Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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hmmm thanx… i rarely see function in vex so i assume it only support linear way of programming kinda like expression
so thanks for this!!
but do you have the answer to the main question?
it turn out to manipulate edge in vex is a little harder in vex..
best regards
Patar
so thanks for this!!
but do you have the answer to the main question?
it turn out to manipulate edge in vex is a little harder in vex..
best regards
Patar
Edited by patar - Aug. 31, 2017 06:35:48
Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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vex is alot faster… but for my purpose is not suitable as i need to define functions so i went to python route..
also theres always hdk but its harder to use
also theres always hdk but its harder to use
Edited by patar - Aug. 30, 2017 22:55:13
Technical Discussion » fastest way to convert point to edges in python
- patar
- 280 posts
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what is the fastest way to convert point to edges in python?
the current implementation to convert it is by checking all the prims if it has the same point component
but this is very slow… on a large mesh
thanx before
Patar
the current implementation to convert it is by checking all the prims if it has the same point component
but this is very slow… on a large mesh
thanx before
Patar
Technical Discussion » Sops to cops
- patar
- 280 posts
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excellent example!!!!
thank you for this
best regards
Patar
thank you for this
best regards
Patar
Edited by patar - Aug. 27, 2017 05:01:05
Technical Discussion » Houdini's new boolean fail??
- patar
- 280 posts
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Houdini Learning Materials » Unwrap multiple objects!
- patar
- 280 posts
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yes its possible in houdini if you have multiple object just create a group on each object and merge all of the object apply the autouv or uvunwrap then if you export as .obj it will recognized as different object or if you export via alembic you can create an attribute for each object and export with the name of the attribute supplied as the separation…
if you give a file i can show you what i mean better
best regards
Patar
if you give a file i can show you what i mean better
best regards
Patar
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