Well I would do it with a ramp on the curve and a pscale attribute driven by the ramp.
The reason that it is not one click on Houdini is that once you have made it you can do much more than make just one outcome
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Technical Discussion » Loft with different cross-section
- sl0throp
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Technical Discussion » Preserving hard edges on .obj export
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Since Houdini 14 there is a new node called Normal which replaces the vertexSop in most cases, and should also solve this issue. Previously I would cusp with the vertex sop but since the normal sop I have been using that which seems t works as well.
Technical Discussion » How to Rendering Motion Vectors from Pyro Fluids?
- sl0throp
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For one, you need to add the extra image plane on the Mantra rop so that it knows to render it, in your case the name would be motion_vector, and set the type to vector.
As well, you can get the world P just by clicking it on on the rop and do not need extra nodes in your shader for that. There have been a few changes lately to how houdini handles extra image planes, with the newer versions allowing for the standard channels to be activated through click on via toggles on the Mantra Rop(Diffuse, specular, reflection, P, Z Normal, etc…
As well, you can get the world P just by clicking it on on the rop and do not need extra nodes in your shader for that. There have been a few changes lately to how houdini handles extra image planes, with the newer versions allowing for the standard channels to be activated through click on via toggles on the Mantra Rop(Diffuse, specular, reflection, P, Z Normal, etc…
Houdini Lounge » Redshift for Houdini, call for developers
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I love redshift, and often under time constraints have to write out alembics to render in Maya so I can use Redshift. I would love to see this directly in Houdini.
Technical Discussion » Resample / stretch a particle cache with CHOP
- sl0throp
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Technical Discussion » Resample / stretch a particle cache with CHOP
- sl0throp
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Technical Discussion » Multichannel EXR -> AE problem
- sl0throp
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I am 99.99% sure that this is an AE issue, and the free version of Extractor is not really that functional and wont really read anything other than depth. I use ExtractorPro, which you can buy for 65 bucks or so and that works great, separates out all the channels, and gives you a contact sheet of your passes.
Unfortunately it does not solve the general speed problems that AE has with .exr's…
Unfortunately it does not solve the general speed problems that AE has with .exr's…
Technical Discussion » Multichannel EXR -> AE problem
- sl0throp
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I am 99.99% sure that this is an AE issue, and the free version of Extractor is not really that functional and wont really read anything other than depth. I use ExtractorPro, which you can buy for 65 bucks or so and that works great, separates out all the channels, and gives you a contact sheet of your passes.
Unfortunately it does not solve the general speed problems that AE has with .exr's…
Unfortunately it does not solve the general speed problems that AE has with .exr's…
Technical Discussion » Reference Grid Colors
- sl0throp
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I would like to change the colors of the Reference grid, both in the perspective and ortho view. I am editing my 3DSceneColors.bw file and nothing I am doing seems to have any effect. I have tried the text below and again, no change at all.
OrthoGridColor: 0.25 0.25 0.25 # ortho viewport grid lines
OrthoGridOriginColor: 1.00 0.0 0.0 # ortho viewport origin lines
I would love to be able to change:
The origin grid color, as well as have different colors for the grid and the grid spacing.
Any help would be great.
OrthoGridColor: 0.25 0.25 0.25 # ortho viewport grid lines
OrthoGridOriginColor: 1.00 0.0 0.0 # ortho viewport origin lines
I would love to be able to change:
The origin grid color, as well as have different colors for the grid and the grid spacing.
Any help would be great.
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- sl0throp
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Ahhh, I mis-understood , I could not understand why this wasn't working but now do…
I just watched the video and tried to use his script. One thing that I noticed is that he is typing in $F into the file name and that gives you groups, as well. It appears in Maya that his geo is imported just as in yours, under a shape node but when I run the script, it is unsuccessful.
I would also like to get this working so I will spend some time with it….
I just watched the video and tried to use his script. One thing that I noticed is that he is typing in $F into the file name and that gives you groups, as well. It appears in Maya that his geo is imported just as in yours, under a shape node but when I run the script, it is unsuccessful.
I would also like to get this working so I will spend some time with it….
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- sl0throp
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You were almost there…I just unpacked and changed the alembic file format to hdf5. I think Maya 2016 supports ogawa now. make sure you have display shapes on in the outliner. I included a Maya file.
As a side note - If you do not have a “piece” attribute but have partitioned groups or really any groupings, i.e- mygroup01, etc - then you can:
1. use nameSop
2. set it to name by group with * being in the group prefix
3. put in one groups name in the group field
4. put the extact same name in the name field
This will map your groups to name attribute that you can export and have in Maya
As a side note - If you do not have a “piece” attribute but have partitioned groups or really any groupings, i.e- mygroup01, etc - then you can:
1. use nameSop
2. set it to name by group with * being in the group prefix
3. put in one groups name in the group field
4. put the extact same name in the name field
This will map your groups to name attribute that you can export and have in Maya
Technical Discussion » Houdini Alembic to Maya group - how to keep pieces separate?
- sl0throp
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You should probably post a file…I use this method all the time and it works. One thing that I have noticed is that the nameSop should be the last sop before the Alembic rop and it also needs to be clicked on. Meaning that even though the alembic rop is the last in the chain, the namesop should be next up and clicked blue so that it is active.
Also check your name attribute in the spreadsheet and make sure that it is being propagated.
Also check your name attribute in the spreadsheet and make sure that it is being propagated.
Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- sl0throp
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I do this in chops with a copyChop, where you can stamp the incoming curves. It's also easiest to animate with a chop, such as a pulse or a trigger, or a pulse hooked into a trigger. You can use that for your timing
You can sort with a sortSop which has many different options for how you can sort.
I use this technique all the time for animating crazy amounts of curves offset in time. I used to do it with forEach but found once you have a considerable amount of curves it tends to get real slow…
You can sort with a sortSop which has many different options for how you can sort.
I use this technique all the time for animating crazy amounts of curves offset in time. I used to do it with forEach but found once you have a considerable amount of curves it tends to get real slow…
Technical Discussion » Huge Rendertimes while rendering on mantra node
- sl0throp
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Houdini Lounge » Menu switch state
- sl0throp
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I actually like the camera lock functionality, and do not like how this can get confused in Maya, where sometime when working fast, one can easily perform a series of moves on the wrong camera. Usually when I am key framing a camera, I am deliberate and know that I am editing here, so the extra step of locking the camera is not that inconvenient. I also find it way more convenient to be able to check my camera, then move without having to switch cameras, which involves a dropdown menu and a choice.
Also what happens when you have multiple cameras in a scene?
It would be nice to have some key commands to move quickly through the shaded choices.
Also what happens when you have multiple cameras in a scene?
It would be nice to have some key commands to move quickly through the shaded choices.
Houdini Lounge » Voronoi Fracture Mask?
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Why couldn't a user paint red on a model (Male sure the model already has a Cd attribute that is black (O,0,0)), them create an attribute called “density” with the value of $CR? Than append a scatter. in H14, scatter automatically recognizes the density attribute.
SI Users » Animating and Keyframing in Houdini
- sl0throp
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1. I agree that the graph editor should have the ability to start at 0, but I also always set my timeline to start at 1. You can do this in the Global Animation Properties, down at the lower right.
2. Hmm maybe I mis-understand, but if you go to views>show box handle, this should give you the bounds of your selection, where you can move and scale keys in any direction.
3. Change your menu drop down from All Scoped Channels, to Channel Per Graph?
4. I agree that this would be helpful, you can display as points to some effect but the wireframe toggle at root level would be helpful
2. Hmm maybe I mis-understand, but if you go to views>show box handle, this should give you the bounds of your selection, where you can move and scale keys in any direction.
3. Change your menu drop down from All Scoped Channels, to Channel Per Graph?
4. I agree that this would be helpful, you can display as points to some effect but the wireframe toggle at root level would be helpful
Technical Discussion » Fractured pieces and forEach
- sl0throp
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Here is your fixed file. You do not need to create another group, and the way you created the group, is one group for all the objects, rather than a group per object. The voronoi fracture can take car of all of that.
I just clicked on the “piece” attribute under attributes and gave them a name under the “piece group prefix” under groupings. I used the group name geo_
that way in the foreach, you change it to by group and under the group mask use
geo_*
Not sure, but I don't think you need an assemble with a voronoi fracture, I think that it preps the geo if you want to pack it
I just clicked on the “piece” attribute under attributes and gave them a name under the “piece group prefix” under groupings. I used the group name geo_
that way in the foreach, you change it to by group and under the group mask use
geo_*
Not sure, but I don't think you need an assemble with a voronoi fracture, I think that it preps the geo if you want to pack it
Technical Discussion » SOLVED: Alembic vertex colors export for Maya
- sl0throp
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Houdini Learning Materials » How to drive shader at specific animated colored portion
- sl0throp
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It seems as if your red has no fall off so if you were to use it it would go from no displacement to full displacement rather than have any kind of blend.
To accomplish this is easy, just create an attribute, float - call it displacement_mult(or whatever you want) and set its value to $CR, which sets the value to whatever red value exists.
In your shader you would import that attribute with a bind or whatnot, set it to float and input that into the displacement amount. You can add in a multiply constant to tweak the values.
To accomplish this is easy, just create an attribute, float - call it displacement_mult(or whatever you want) and set its value to $CR, which sets the value to whatever red value exists.
In your shader you would import that attribute with a bind or whatnot, set it to float and input that into the displacement amount. You can add in a multiply constant to tweak the values.
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