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)
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 )
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?
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.
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?
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 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.
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?
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?
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...
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?
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)
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.