Someone just asked about this [forums.odforce.net] over at odforce.
Cheers!
steven
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Technical Discussion » how to get a material with fruit appearance?
- stevenong
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Houdini Indie and Apprentice » save as doubles the file size
- stevenong
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The most straightforward way, if you don't have a complicated scene, is to start a new Houdini session with the latest build you downloaded and also open your current hip file. Now, you can copy & paste from your current file to the new session and save it. Done.
Cheers!
steven
Cheers!
steven
Houdini Indie and Apprentice » zDepth of volume shaders
- stevenong
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Hi,
I've attached an example hip file. In the file, there are two mantra ROPs, one for the beauty and the other for the camera DSM.
For the DSM mantra ROP, I added the Deep Resolver and DSM Filename properties in order to instruct mantra to generate the DSM and the path to write to. The properties are found under the Properties > Output tab. For more information about adding properties, please search for Property through the Help docs.
Please render each ROP (the image & DSM goes to $HOUDINI_TEMP_DIR) and go to COPs to see how I created the attached image.
I made stickies with comments on what I did or what each operator does.
Please let me know if you have any questions.
Cheers!
steven
I've attached an example hip file. In the file, there are two mantra ROPs, one for the beauty and the other for the camera DSM.
For the DSM mantra ROP, I added the Deep Resolver and DSM Filename properties in order to instruct mantra to generate the DSM and the path to write to. The properties are found under the Properties > Output tab. For more information about adding properties, please search for Property through the Help docs.
Please render each ROP (the image & DSM goes to $HOUDINI_TEMP_DIR) and go to COPs to see how I created the attached image.
I made stickies with comments on what I did or what each operator does.
Please let me know if you have any questions.
Cheers!
steven
Technical Discussion » how import geometry to grid
- stevenong
- 1631 posts
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If you would like to have your imported geometry sitting on top of the grid, you'll have to position it there with the transformation handle.
Cheers!
steven
Cheers!
steven
Houdini Indie and Apprentice » zDepth of volume shaders
- stevenong
- 1631 posts
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I think you can render out a deep shadow map from camera instead and use that as your Depth pass.
You will need to add both Deep Resolver & DSM Filename properties to your Mantra ROP.
Cheers!
steven
You will need to add both Deep Resolver & DSM Filename properties to your Mantra ROP.
Cheers!
steven
Houdini Lounge » Possible to make a pump for smoke curved?
- stevenong
- 1631 posts
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It will help if you can post an image of your problem or a hip file.
I don't understand what your problem is.
Cheers!
steven
I don't understand what your problem is.
Cheers!
steven
Technical Discussion » How to reduce enormously multiflying file size
- stevenong
- 1631 posts
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Hi,
The bug is described in this thread [sidefx.com] and how to reduce the file size.
Also, please download the latest build which has the bug fix.
Cheers!
steven
The bug is described in this thread [sidefx.com] and how to reduce the file size.
Also, please download the latest build which has the bug fix.
Cheers!
steven
Technical Discussion » tearing cloth
- stevenong
- 1631 posts
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Hi,
First of all, welcome to the forum!
I highly recommend going through the Masterclass: Crumpling and Tearing [sidefx.com] for cloth to understand more about how cloth is implemented in Houdini.
Have fun!
Cheers!
steven
First of all, welcome to the forum!
I highly recommend going through the Masterclass: Crumpling and Tearing [sidefx.com] for cloth to understand more about how cloth is implemented in Houdini.
Have fun!
Cheers!
steven
Technical Discussion » Ray Bounce in H10
- stevenong
- 1631 posts
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Hey Robert,
For shaders, you have to create a material. An example is the Glass material from the Material Palette. After you add it, go to SHOPs and dive into the material network. You'll see a Property SHOP which has the Reflect & Refract Limit properties added to it.
Cheers!
steven
For shaders, you have to create a material. An example is the Glass material from the Material Palette. After you add it, go to SHOPs and dive into the material network. You'll see a Property SHOP which has the Reflect & Refract Limit properties added to it.
Cheers!
steven
Technical Discussion » Ray Bounce in H10
- stevenong
- 1631 posts
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Hey Robert,
The Reflect & Refract Bounce parameters have been replaced by the Reflect & Refract Limit properties which you have to add to the Object. Also, depending on the shader you use, the properties are already added to the shader so you don't have to add them to the object.
Hope the above helps!
Cheers!
steven
The Reflect & Refract Bounce parameters have been replaced by the Reflect & Refract Limit properties which you have to add to the Object. Also, depending on the shader you use, the properties are already added to the shader so you don't have to add them to the object.
Hope the above helps!
Cheers!
steven
Technical Discussion » GUI problem windows
- stevenong
- 1631 posts
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Hi,
I would try with the latest Houdini 10 build and also go to Nvidia's site to download the latest WHQL drivers for your graphics card.
Cheers!
steven
I would try with the latest Houdini 10 build and also go to Nvidia's site to download the latest WHQL drivers for your graphics card.
Cheers!
steven
Houdini Indie and Apprentice » Basic usage question: Fluids and keyframes?
- stevenong
- 1631 posts
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Hi,
First of all, welcome to the forums!
I highly recommend going through the Learning Roadmap found under the Learning section at the top of the page. In addition, there is an Introduction to Fluid Dynamics in Houdini [sidefx.com] which will give you a better understanding of how the various fluid systems work & are implemented.
To answer your question, there is a Source Relationship DOP which you can animate the Activation parameter to stop the source. 1 is on while 0 is off.
Have fun!
Cheers!
steven
First of all, welcome to the forums!
I highly recommend going through the Learning Roadmap found under the Learning section at the top of the page. In addition, there is an Introduction to Fluid Dynamics in Houdini [sidefx.com] which will give you a better understanding of how the various fluid systems work & are implemented.
To answer your question, there is a Source Relationship DOP which you can animate the Activation parameter to stop the source. 1 is on while 0 is off.
Have fun!
Cheers!
steven
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- stevenong
- 1631 posts
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Perhaps you can use opdigits() around the stamp() function to get the number of the group name and pass that to rand().
Cheers!
steven
Cheers!
steven
Technical Discussion » need expression for smoothly rotating animation
- stevenong
- 1631 posts
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Hi aplink,
I strongly recommend going through the Help to familiarise yourself with the interface & features. Go to Help menu > Start Here to get introduced to GUI etc. There is also an Expression cookbook that will improve your understanding on using expressions within Houdini.
Good luck!
Cheers!
steven
I strongly recommend going through the Help to familiarise yourself with the interface & features. Go to Help menu > Start Here to get introduced to GUI etc. There is also an Expression cookbook that will improve your understanding on using expressions within Houdini.
Good luck!
Cheers!
steven
Houdini Indie and Apprentice » how to render from praticles?
- stevenong
- 1631 posts
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Hi,
I just tried the above & when I selected Instance from the shelf, I got a pop-up dialog (see attached image) about point instances. I clicked “Yes” and the particle_emitter1 Object has an Instance tab added automagically.
Cheers!
steven
I just tried the above & when I selected Instance from the shelf, I got a pop-up dialog (see attached image) about point instances. I clicked “Yes” and the particle_emitter1 Object has an Instance tab added automagically.
Cheers!
steven
Houdini Indie and Apprentice » Particles deforming Surfaces
- stevenong
- 1631 posts
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There is a Bullet system, created by Miguel, available here or odforce. You can search for it and see how he did it.
Cheers!
steven
Cheers!
steven
Technical Discussion » Texture swimming
- stevenong
- 1631 posts
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Hi,
There is a Noise Displacement material which you can dive into to see how to use the Rest Position VOP.
Cheers!
steven
There is a Noise Displacement material which you can dive into to see how to use the Rest Position VOP.
Cheers!
steven
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- stevenong
- 1631 posts
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The parameter I'm referring to is found under the Simulation tab of the DOP Network Object itself.
Please see attached image.
Cheers!
steven
Please see attached image.
Cheers!
steven
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- stevenong
- 1631 posts
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In this case, it has to do with the Cache Memory parameter. Of course, you'll have to re-run your sim as soon as you change the parameter.
On the other hand, playing back in Houdini might be choppy but you can run out a flipbook which should confirm that the sim is not choppy.
Cheers!
steven
On the other hand, playing back in Houdini might be choppy but you can run out a flipbook which should confirm that the sim is not choppy.
Cheers!
steven
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- stevenong
- 1631 posts
- Offline
I think I misunderstood your problem because if you're getting a choppy look when rendering it out, something else is wrong with your sim.
It's best to post the file or a render or a flipbook so we can look at it.
Cheers!
steven
It's best to post the file or a render or a flipbook so we can look at it.
Cheers!
steven
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