Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H20.5
      • Overview
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Licensing
      • Overview
      • Commercial
      • Indie
      • Education
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 597 posts.

Search results Show results as topic list.

Technical Discussion » is it possible to grab primnum in a shader?

User Avatar
pelos
623 posts
Offline
 July 13, 2023 13:54:47
i would like to be able to grab the primitive number and multiply for a random number, i want each of my primitive be different.
could make an attribute at sop level where:

@myprim_num = @primnum

but i don't want to store it as a attribute i think is unnecessary to add more data since is right there. any ideas? (hopefully works with materialsX)

Tanks guys
See full post 

Technical Discussion » object merge using the output of another node

User Avatar
pelos
623 posts
Offline
 July 13, 2023 12:36:28
very nice form the UI! if you do / will show ALL the nodes inside and also that outputs

thought i would be needed to do a weird symbol or something like that!
See full post 

Technical Discussion » object merge using the output of another node

User Avatar
pelos
623 posts
Offline
 July 13, 2023 11:01:03
is it possible to use object merge, and point to a node that has multiple outputs and specify the number of the output you want to object_merge?
See full post 

Technical Discussion » keep an attibute with a solver after is been transfer

User Avatar
pelos
623 posts
Offline
 July 12, 2023 14:25:18
yep very interesting, but if i invert and want the ball to be the one keeping the attribute.... caput... doesn't like that. like "Prev_Frame" node doesn't actually moves,


(also how you did to have the network on top of the viewport? that's cool )
Edited by pelos - July 12, 2023 14:37:20
See full post 

Technical Discussion » 2 different collision object with dif stickiness?

User Avatar
pelos
623 posts
Offline
 July 12, 2023 14:00:46
i am playing with vellum grains, and in the third input i can connect a collision object, but how do i make each collision object have different properties,

example i have grains resting in a grid, i want a cube to touch the grains and be supper sticky and a sphere do the same, but with less 'stickiness' in old dops you had the object attribute, how is this been done in vellum?
See full post 

Technical Discussion » keep an attibute with a solver after is been transfer

User Avatar
pelos
623 posts
Offline
 July 12, 2023 11:48:03
i want to transfer a attriute and make sure that after several frames i will have it. trying the tutorial
https://voxelpixel.xyz/2020/04/21/houdini-using-a-solver-to-persist-attribute-transfer/#:~:text=We%20do%20the%20attribute%20transfer%20inside%20a%20solver,to%20the%20next%20iteration%20to%20be%20painted%20again.

but nothing moves inside the solver

how can i use the solver to keep the attibute?
Edited by pelos - July 12, 2023 14:19:19
See full post 

Technical Discussion » how to promote parms from materialsX

User Avatar
pelos
623 posts
Offline
 July 3, 2023 01:09:05
i found out if i go to edit parameter interface,
i can look by node, expand and get the parameter i need not the best way but is something
See full post 

Technical Discussion » how to promote parms from materialsX

User Avatar
pelos
623 posts
Offline
 July 2, 2023 21:37:21
super thanks, i was manually going one level up, click the gear > edit parameter interface, add a string channel save it

now "copy channel", and "paste as relative channel" but that to much work have so many channels that i need to promote, is a reason why materialX doesnt have those knobs or right click promote channels?
See full post 

Technical Discussion » how to promote parms from materialsX

User Avatar
pelos
623 posts
Offline
 July 2, 2023 20:01:15
i am starting to work in a materialX so can be use in the GPU but the materialsX node are well completely different,

how can i promote a channel? usually, you have the little know on the left side, you can right click it,
or you can make a parameter node and connect that one, and magically that Parmeter will be created in the top level under te UI of that node.

i am missing something.
See full post 

Technical Discussion » Glue vellum hair

User Avatar
pelos
623 posts
Offline
 April 24, 2023 22:15:32
you need to set the initial point as hairroot
check how fabio hair tools set it up
See full post 

Technical Discussion » Parting lines for hair

User Avatar
pelos
623 posts
Offline
 April 24, 2023 22:04:17
try using fabio, great tools for working the hair, most of the current tools comes form that tool set.
See full post 

Technical Discussion » how to add karma properties to an object?

User Avatar
pelos
623 posts
Offline
 Jan. 19, 2022 14:22:39
i keep thinking that LOP is a completely different software. like having to prepare an object in maya, export and read it somewhere else.

i have to do my scene in Houdini, and then recreate everything in LOPs. would be great if we can prepare the scene in houdini so in lops context will grab all the stuff we need.

thanks.
See full post 

Technical Discussion » how to add karma properties to an object?

User Avatar
pelos
623 posts
Offline
 Jan. 19, 2022 10:47:15
i want to be able to add karma properties to a geometry node, before you could go to the spare parms, and from the render tab will be there, but i dont see Karma properties. is there a magic way to add the properties?

https://www.sidefx.com/docs/houdini/props/karma.html [www.sidefx.com]

i want to add
"
Render Curves As:
Houdini render property karma:object:curve_style
"
to just one object
(is there a way to do this with python?)

thanks guys, have a great day.
See full post 

Technical Discussion » Is there any difference mat context or shops?

User Avatar
pelos
623 posts
Offline
 Nov. 26, 2021 00:18:51
I haf some materials done in shops but when I use Solaris looks like doesn't like shops. But it shows all the ones from mat context. Is there any difference between the contexts?
Should I use one or the other?
See full post 

Technical Discussion » where should i put the karma_hair node?

User Avatar
pelos
623 posts
Offline
 Nov. 23, 2021 18:12:20
So i can start connecting other nodes like gradients and so on, right now i can click on the node, the param and click promote, but doesn't go anywhere...

should it be inside a material type node?
See full post 

Technical Discussion » Possible to create Karma materials under shops?

User Avatar
pelos
623 posts
Offline
 Nov. 23, 2021 15:46:09
it seems you need to import the material from the "mat" context to solaris with the import material and then toggle
the bring attributes
See full post 

Technical Discussion » Possible to create Karma materials under shops?

User Avatar
pelos
623 posts
Offline
 Nov. 23, 2021 15:29:59
i am trying to create a new Karma hair under normal shop, under a "material shader builder" should i connect that "karma hair" to an "output collect"?

i did that and now under solaris context(stage) i try to inport that material but i do get warning
"Import of SHOP materials is not supported. Ignored material"

does solaris doesnt like SHOPs?

if i create a materiallibrary and drop a karma_hair and assign it to my geometry now works.

i am missing something and i should think Solaris not integrated with the rest of Houdini?
See full post 

Technical Discussion » Vellum Hair-Collision Issue

User Avatar
pelos
623 posts
Offline
 Jan. 8, 2021 11:57:07
will be easier to diagnose if you post a hip file. you might need subsamples in the solver, fix the collision geometry, etc...
See full post 

Technical Discussion » Fabio Hair System

User Avatar
pelos
623 posts
Offline
 Jan. 7, 2021 14:10:10
since this is a procedural creation for mantra not sure will work with redshit. at least the procedural and the shader, but all the tool for creation styling animation dynamics should work fine, and then you can just merge the skin and the curves into other objects and use those to render with Redshift, (sorry i dont have that render)
See full post 

Technical Discussion » Fabio Hair System

User Avatar
pelos
623 posts
Offline
 Jan. 6, 2021 18:57:03
hey, just uploaded the new version, fixed some of the params that are new in the 18.5 https://polybevel.wixsite.com/fabio-hair-system/download [polybevel.wixsite.com]

with some additional features, hairs as volume, now includes DOPS with vellum, and FEM
i attach and example on how to use FEM, on the hair, just to keep certain hairs in shape instead sim each curve.
See full post 
  • First
  • 1
  • 2
  • 3
  • 4
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language