I used a pre/post render script on the ROP to set a variable/parameter.
Nodes can query this one to see what's going on.
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Technical Discussion » How to tell if cooking for display vs render?
- rdg
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Technical Discussion » bundle presets
- rdg
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The only way I currently can think of is having them set in 456.cmd.
But there might be another way.
But there might be another way.
Houdini Indie and Apprentice » Sticky fluid forms text / geometry? (Houdini 2010 Demo reel)
- rdg
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Houdini Indie and Apprentice » Generative modeling of wobbly sticks: workflow challenge
- rdg
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anna_waldon
Thank you very much!
I was trying to do it via copy stamping in Houdini but got stuck with what variable to use for randomization as $PT and $F do not vary in this case…
try $CY = the number of the current copy
Houdini Indie and Apprentice » Any other Quartz composer user can offer advice?
- rdg
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Have you done this one?
http://www.sidefx.com/index.php?option=com_content&task=view&id=1399&Itemid=261 [sidefx.com]
GDP is the internal representation of the geometry. Don't quote me on that, though.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1399&Itemid=261 [sidefx.com]
GDP is the internal representation of the geometry. Don't quote me on that, though.
Houdini Indie and Apprentice » Any other Quartz composer user can offer advice?
- rdg
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Though both Houdini and max/msp use nodes - they differ in quite some aspects.
Eg: In Houdini nodes don't act as sliders/inputs them selves, but can have sliders - which are called spare parameters.
Means: you don't connect a slider to a node to modify the radius of a sphere, but you can read the value of a slider on a different node to modify the radius of a sphere - look up “channel referencing”.
In SOPs you pass the complete GDP - i think of this as the complete geometry - from node to node.
Probably best to watch some of the beginners tutorials.
There isn't hardly anything you can transfer 1:1 from Quartz/msp to Houdini - apart from: yeah - there are nodes …
Eg: In Houdini nodes don't act as sliders/inputs them selves, but can have sliders - which are called spare parameters.
Means: you don't connect a slider to a node to modify the radius of a sphere, but you can read the value of a slider on a different node to modify the radius of a sphere - look up “channel referencing”.
In SOPs you pass the complete GDP - i think of this as the complete geometry - from node to node.
Probably best to watch some of the beginners tutorials.
There isn't hardly anything you can transfer 1:1 from Quartz/msp to Houdini - apart from: yeah - there are nodes …
Houdini Indie and Apprentice » Houdini as a relational database
- rdg
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Like Dragos said:
Parameter Spreadsheet.
Or channel references or you would need to build a custom interface in QT.
But then: I don't get the rdb reference …
Parameter Spreadsheet.
Or channel references or you would need to build a custom interface in QT.
But then: I don't get the rdb reference …
Houdini Indie and Apprentice » Crashing when opening channel editor
- rdg
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I had this once - solution was to move the houdiniX.Y directory into a backup folder. Houdini creates a new folder, crashing went away - never had the time to track down what caused the crash. Some GL settings maybe.
Technical Discussion » voronoi constant width cell borders
- rdg
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Technical Discussion » voronoi constant width cell borders
- rdg
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Maybe trace the Voronoi, render it as lines with a width attribute and fix it in comp?
Technical Discussion » Procedurally generating and rendering a graph
- rdg
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addSOP, copySOP and foreachSOP are your friends.
There are many postings on odforce and here at SESI.
This might give you a start:
http://rdg.preset.de/2010/1107/0003_0003/ [rdg.preset.de]
Still you might find that Houdini targets at the VFX market and it's requirements.
There are many postings on odforce and here at SESI.
This might give you a start:
http://rdg.preset.de/2010/1107/0003_0003/ [rdg.preset.de]
Still you might find that Houdini targets at the VFX market and it's requirements.
Technical Discussion » particle vector rotation by angle
- rdg
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Technical Discussion » voronoi constant width cell borders
- rdg
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Haven't look at pagefan's file, yet.
There's also Stupid Renderman Trick for constant width noise lines:
Constant Width Shaders! by Mach Kobayashi from Pixar Animation Studios
A compiled Houdini version:
http://forums.odforce.net/index.php?/topic/6967-a-shader-each-day/page__view__findpost__p__46797 [forums.odforce.net]
http://renderman.org…mach2006.ppt.gz [renderman.org]
There's also Stupid Renderman Trick for constant width noise lines:
Constant Width Shaders! by Mach Kobayashi from Pixar Animation Studios
A compiled Houdini version:
http://forums.odforce.net/index.php?/topic/6967-a-shader-each-day/page__view__findpost__p__46797 [forums.odforce.net]
http://renderman.org…mach2006.ppt.gz [renderman.org]
Technical Discussion » Solved :- Black hole shader equivalent for Houdini
- rdg
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Like this one?
http://www.rittertec.at/blackhole/ [rittertec.at]
I guess you're rather looking for something that's not achievable with Phantom/Matte object?
http://www.rittertec.at/blackhole/ [rittertec.at]
I guess you're rather looking for something that's not achievable with Phantom/Matte object?
Technical Discussion » Transforming to arbitrary coordinate space
Technical Discussion » flock of fishes question!
- rdg
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Have look at voppops for a network based approach.
Or create a vex particle operator via Edit->New Operator Type and put something like this into the code tab:
pop
rdg_growth_0_1(
float someDistance=0.2
{
int i = 0;
int _end = Npt;
int _step = 1;
int s2;
int close = 0;
for( ;i < _end; i+=_step )
{
if ( i != ptnum && close != 1 )
{
vector _otherP;
s2 = import( “P”, _otherP, 0, i );
if( s2 && distance( P, _otherP ) <= someDistance )
{
close = 1;
}
}
}
vector vtemp = { 0, 0, 0 };
if ( close == 1 )
{
v = vtemp;
}
Or create a vex particle operator via Edit->New Operator Type and put something like this into the code tab:
pop
rdg_growth_0_1(
float someDistance=0.2
{
int i = 0;
int _end = Npt;
int _step = 1;
int s2;
int close = 0;
for( ;i < _end; i+=_step )
{
if ( i != ptnum && close != 1 )
{
vector _otherP;
s2 = import( “P”, _otherP, 0, i );
if( s2 && distance( P, _otherP ) <= someDistance )
{
close = 1;
}
}
}
vector vtemp = { 0, 0, 0 };
if ( close == 1 )
{
v = vtemp;
}
Technical Discussion » flock of fishes question!
- rdg
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Technical Discussion » creep sop fix
- rdg
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I'm not sure what you're trying to achieve.
If you deform the grid I'd expect the box to deform as well as the creeping box is depended on the grid.
If you deform the grid I'd expect the box to deform as well as the creeping box is depended on the grid.
Houdini Lounge » Motion Graphics Class
- rdg
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Houdini Indie and Apprentice » how to show color legend and text on a viewport?
- rdg
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The camera object has some parameter to point to another object.
This object contents will be drawn in screen space.
Or just parent something to your camera.
Or fix it in comp.
This object contents will be drawn in screen space.
Or just parent something to your camera.
Or fix it in comp.
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