I'm still on 506, I'll update and try again.
Do you use the Spreadsheet from the Capture Override panel, or "Edit Capture Weights" from the Rigging Tab ?
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Houdini Indie and Apprentice » Edit Capture Weights H20
- toonafish
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Houdini Indie and Apprentice » Edit Capture Weights H20
- toonafish
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I'm trying to edit some capture weights of an imported FBX rig in H20.
In 19.5 one can isolate only the selected points in the Speadsheet, but this no longer seems to work in H20 ?
Doesn't seem to matter if "show all points in selection" is active or not, the Spreadsheet always shows all the points in the object.
Or am I missing something ?
In 19.5 one can isolate only the selected points in the Speadsheet, but this no longer seems to work in H20 ?
Doesn't seem to matter if "show all points in selection" is active or not, the Spreadsheet always shows all the points in the object.
Or am I missing something ?
Technical Discussion » Selection Tool Symmetry Exist?
- toonafish
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Houdini Indie and Apprentice » uv quickshade multiple UV's
- toonafish
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Finally got it working after fiddling around in the dark for a few hours.
But the strange thing is that I tried to duplicate the settings from the customized "uvquickshade" from H19.5 into H20 by making the SOP editable, and no matter what I did, it wouldn't work.
All it resulted in was errors and crashes.
But then I dove into the "...uvquickshade / shop_definition" in the SOP and without touching anything, Houdini completely froze up my workstation.
After waiting for a few minutes I had to do a hard reboot to get things working again.
But after the freeze and reboot the H20 customized "uvquickshade" works just fine !?
The wonderous world of Houdini...anyone else with a similar experience ?
Anyhow, just let me know if anyone can use the customized "uvquickshade" that works with multiple UV's for H20.
....meh, sorry about the noise. It worked just fine, and after restarting H20 it stopped working again,
just shoot me...;-)
But the strange thing is that I tried to duplicate the settings from the customized "uvquickshade" from H19.5 into H20 by making the SOP editable, and no matter what I did, it wouldn't work.
All it resulted in was errors and crashes.
But then I dove into the "...uvquickshade / shop_definition" in the SOP and without touching anything, Houdini completely froze up my workstation.
After waiting for a few minutes I had to do a hard reboot to get things working again.
But after the freeze and reboot the H20 customized "uvquickshade" works just fine !?
The wonderous world of Houdini...anyone else with a similar experience ?
Anyhow, just let me know if anyone can use the customized "uvquickshade" that works with multiple UV's for H20.
....meh, sorry about the noise. It worked just fine, and after restarting H20 it stopped working again,
just shoot me...;-)
Edited by toonafish - Nov. 24, 2023 15:29:40
Houdini Indie and Apprentice » uv quickshade multiple UV's
- toonafish
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Could it be this no longer works in H20 ?
When I try to use this customized "uvquickshade" in H20 I get a Invalid attribute specification: ""
error.
Same when I try to customize a H20 plain vanilla uvquickshade texture node by adding "`chs("../uvattrib")" in the "UV Attribute" field .
Thanks.
When I try to use this customized "uvquickshade" in H20 I get a Invalid attribute specification: ""
error.
Same when I try to customize a H20 plain vanilla uvquickshade texture node by adding "`chs("../uvattrib")" in the "UV Attribute" field .
Thanks.
Edited by toonafish - Nov. 24, 2023 07:39:30
Technical Discussion » multiple UVs Solaris
- toonafish
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Aaaah, it's the "vector3" signature instead of the default "Float" !!
Silly me....
Thanks a lot mister Smack :-)
Would you also know to to check / see a UVmap in Solaris, instead of having to switch to SOPs every time ?
Silly me....
Thanks a lot mister Smack :-)
Would you also know to to check / see a UVmap in Solaris, instead of having to switch to SOPs every time ?
Technical Discussion » multiple UVs Solaris
- toonafish
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Trying to use Solaris / Karma in a very basic project with multiple UVsets for an object.
But does anyone know how to work with multiple UV's in Solaris / LOPS ?
I imported an object with multiple UV sets and I'm trying to assign them to different textures in Solaris, but I've been struggling for a while now without any success. I can see them just fine in the imported SOP.
Somewhere I saw I had to use the "mtlxgeompropvalue" ( of course :-/ )to assign a different UV map then the default "uv" but that doesn't seem to work.
It seems to pick up a different UVmap, but different coordinates depending on if plug it into a "mtlxtiledimage" or a "mtlximage" .
A bug maybe ??
The only way seems to be to rename a the UV I want to use to "uv" with the "atribute" rename in the imported SOP.
But in this case this is not a useable workflow. Heck, I can't even check UVmaps in Solaris, what a mess ....
So what I'd like to know is if anyone has figured how to assign different UV's to different textures from imported SOPs to Solaris mtlx materials.
Thanks.
But does anyone know how to work with multiple UV's in Solaris / LOPS ?
I imported an object with multiple UV sets and I'm trying to assign them to different textures in Solaris, but I've been struggling for a while now without any success. I can see them just fine in the imported SOP.
Somewhere I saw I had to use the "mtlxgeompropvalue" ( of course :-/ )to assign a different UV map then the default "uv" but that doesn't seem to work.
It seems to pick up a different UVmap, but different coordinates depending on if plug it into a "mtlxtiledimage" or a "mtlximage" .
A bug maybe ??
The only way seems to be to rename a the UV I want to use to "uv" with the "atribute" rename in the imported SOP.
But in this case this is not a useable workflow. Heck, I can't even check UVmaps in Solaris, what a mess ....
So what I'd like to know is if anyone has figured how to assign different UV's to different textures from imported SOPs to Solaris mtlx materials.
Thanks.
Houdini Lounge » about modeling plants and vegetations
- toonafish
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You probably already found these, but there’s also 3d flower generators like Onyxflower [www.onyxtree.com].
And there’s a flower generator for Blender as well Flower-gen [blendermarket.com]
And there’s a flower generator for Blender as well Flower-gen [blendermarket.com]
Edited by toonafish - Nov. 10, 2023 00:28:14
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- toonafish
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LukeP
Thank you. I don’t see how all of this is viewport related though…?
Ah, sorry about that. Got a bit carried away I guess :-)
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- toonafish
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a few that come to mind
- Undockable menu's would be great. Having to select a menu three or four levels deep several times becomes very frustrating after while.
- RMB popups based on current selection would be especially helpful for modeling. Currently one gets the same options no matter if prims, points or edge selection is active. It would improve workflow a lot if filtered modeling options for the current selection would be directly available with a RMB click instead of having to do a search with the TAB every time.
- Hide / unhide geometry, but viewport independent and without adding a visibility SOP.
- More "info" in the "node info", currently there's hardy any useable info there. Would be great if there were some pointers in there as to how to use a node.
- A hotkey to quickly align and snap a transform handle to any geo in the scene.
- Viewport independent "Hide", "Ghost" or "Show" objects in Quad View. And only show points of currently active geo node, and not turn the viewport into a blue sea of points when "show all objects" is active.
- Viewport independently hide / unhide a selection of objects without having to toggle display for every node.
- The possibility to keep he current active Tab open when a different node / object is selected. So when I open the Transform tab on a geo node, it should keep the Transform open when I select another Node. Currently Houdini switches back to last open Tab for every object, but very often I'm editing the same options for different objects in a row. So this makes working in Houdini very clicky.
-Dropdown menu's for every input field. Most of the time it's possible to select a Group or Attribute or something else from a dropdown menu. But strangely enough one has no manually type in the name of the group or attribute every now and then. As if someone forgot to add the dropdown menu
- Automatically rename stuff downstream. More often then not a node tree breaks when something is renamed upstream, for instance when I rename a group used for a SOP downstream like Polyextrude or Transform, or materials in a Lopnet material library. After the rename the group or material can no longer be found. Me thinks that's a bit silly for a procedural app.
- Undockable menu's would be great. Having to select a menu three or four levels deep several times becomes very frustrating after while.
- RMB popups based on current selection would be especially helpful for modeling. Currently one gets the same options no matter if prims, points or edge selection is active. It would improve workflow a lot if filtered modeling options for the current selection would be directly available with a RMB click instead of having to do a search with the TAB every time.
- Hide / unhide geometry, but viewport independent and without adding a visibility SOP.
- More "info" in the "node info", currently there's hardy any useable info there. Would be great if there were some pointers in there as to how to use a node.
- A hotkey to quickly align and snap a transform handle to any geo in the scene.
- Viewport independent "Hide", "Ghost" or "Show" objects in Quad View. And only show points of currently active geo node, and not turn the viewport into a blue sea of points when "show all objects" is active.
- Viewport independently hide / unhide a selection of objects without having to toggle display for every node.
- The possibility to keep he current active Tab open when a different node / object is selected. So when I open the Transform tab on a geo node, it should keep the Transform open when I select another Node. Currently Houdini switches back to last open Tab for every object, but very often I'm editing the same options for different objects in a row. So this makes working in Houdini very clicky.
-Dropdown menu's for every input field. Most of the time it's possible to select a Group or Attribute or something else from a dropdown menu. But strangely enough one has no manually type in the name of the group or attribute every now and then. As if someone forgot to add the dropdown menu
- Automatically rename stuff downstream. More often then not a node tree breaks when something is renamed upstream, for instance when I rename a group used for a SOP downstream like Polyextrude or Transform, or materials in a Lopnet material library. After the rename the group or material can no longer be found. Me thinks that's a bit silly for a procedural app.
Houdini Indie and Apprentice » "shop_materialpath" attribute added on export
- toonafish
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hey, thanks.
yes off course, but I was kind of hoping for a preference setting somewhere. Why default add this attribute that can only cause issues later on ?
Smells like a bug to me...
yes off course, but I was kind of hoping for a preference setting somewhere. Why default add this attribute that can only cause issues later on ?
Smells like a bug to me...
Houdini Indie and Apprentice » "shop_materialpath" attribute added on export
- toonafish
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It looks like Houdini is adding a "shop_materialpath" attribute whenever I export geometry as an Obj.
So when I import the geo back into another scene I have to either delete the attribute if I want Redshift to use he material path in the Geo node, or add a material SOP to override the attribute.
Is there a way to disable Houdini adding this attribute ?
So when I import the geo back into another scene I have to either delete the attribute if I want Redshift to use he material path in the Geo node, or add a material SOP to override the attribute.
Is there a way to disable Houdini adding this attribute ?
Houdini Indie and Apprentice » select tree
- toonafish
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tamtetoonafishWhat's cryptics about it?
I do wonder SideFX often chooses to name stuff so cryptic ?
...well it might be logical from a programmers point of view, but as a mere mortal user, to me "output/input" sounds more like something related to attributes as in color, normals, velocity, fumes or smoke.
A hierarchy like "parents or children" as in the Network View is something completely different to me, you don't call your children "output" or your parents "input", right ?
And no matter what one selects in the Network View, it's a hierarchy after all.
Besides that, as far as I know everyone in the industry names it something related to a hierarchy or tree of children and parents, so if you want something intuitive "input/output" is not ideal.
I suspect most new users that want to select a hierarchy in Houdini try to find something related to a parent/child hierarchy, and think it's not possible, or have to use Google to find out it's actually "input/output" in the odd world of Houdini, as usual...
Houdini Indie and Apprentice » select tree
- toonafish
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Siavash Tehrani
When you right-click on a node, there will be an Inputs and/or Outputs submenu which will let you select the parents or children.
Great, thanks.
I do wonder SideFX often chooses to name stuff so cryptic ?
Houdini Indie and Apprentice » select tree
- toonafish
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Maybe a silly question, but how does one select a complete hierarchy tree in Houdini ?
In most 3D apps there's a hotkey or RMB option to select the children of a parent object, but I can't find anything like that in Houdini.
In most 3D apps there's a hotkey or RMB option to select the children of a parent object, but I can't find anything like that in Houdini.
Edited by toonafish - Oct. 6, 2023 14:34:50
Houdini Indie and Apprentice » how apply vellum cloth solver to an animated object?
- toonafish
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If I'm not mistaken all you have to do is enable "Match Animation" the Vellum Constraints SOP, and select some points in the "Pin Points" to stick the cloth to.
Technical Discussion » equalize UV's
- toonafish
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Mike_A
With the UVFlatten SOP active the operations toolbar has a "Rectify groups of Quads" button. Shift click on the UV island. I think that may do what you want.
Hey, thanks.
I tried that before, but it switched to vertice selection. But somehow nothing happened when I selected the vertices.
Just tried it again and selected some polygons instead of vertices and it works.
Nice.
Technical Discussion » equalize UV's
- toonafish
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Technical Discussion » equalize UV's
- toonafish
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I was wondering if there's a way to automagically "equalize" UV's like this in Houdini ?
I know I could manually select each edge loop and straighten it, but it would be so much better if there were a way to automate this.
Thanks.
I know I could manually select each edge loop and straighten it, but it would be so much better if there were a way to automate this.
Thanks.
Edited by toonafish - Sept. 28, 2023 17:02:12
Houdini Lounge » Houdini and AI - what do we think?
- toonafish
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Sygnumtoonafish
The sooner the better I guess.
But hey, on the other hand - there are people out there who still think a.i. can`t do humans hands correctly.
… as usual human intelligence is highly overrated, how many people out there can draw hands correctly, and then in less the 60 sec. ;-)
Edited by toonafish - Sept. 17, 2023 18:04:15
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