You would need to do the transform lookup from the sphere to the tori after the copy. To index to the correct tori you would need to use $PR or something like that. Do you know the prim count of your target (torus) objects?
Cheers
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Houdini Lounge » Digital asset
- tstex
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Technical Discussion » UVs on polygons, xyzdist bug?
- tstex
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This is potentially a tricky problem because topologically speaking you are kind of adding a “handle” to your grids. The way I approached this involved using nurbs surfaces, however you could procedurally do it using polys if needed. In either case you kind of need to dramatically reconstruct or completely re-model the surfaces involved. I'm guessing that is unavoidable. See this for some reasons why: http://en.wikipedia.org/wiki/Topology [en.wikipedia.org]
In any case take a look at tyhe attached hipfile. Theblue nodes produce the best solution I found so far, the green and red may be interesting as well.
Cheers
In any case take a look at tyhe attached hipfile. Theblue nodes produce the best solution I found so far, the green and red may be interesting as well.
Cheers
Technical Discussion » particle sop.. follow spline
- tstex
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spaceboyzero
is there any way i can make particles form a particle sop follow a spline?
Mark
You can do this in SOPs - not POPs - by putting an edge force on a curve and then feeding that into the force input of the particle SOP. See attached hscript, put in scripts folder and do:
source parts.txt
…in textport
Cheers
EDIT: Oh - yeah - Like Peter said…
Houdini Lounge » Problem help me
- tstex
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Hi,
1./ open hkey
2./ open view/diagnostic information
3./ Save output,
4./ post diagnostic information here.
Cheers
1./ open hkey
2./ open view/diagnostic information
3./ Save output,
4./ post diagnostic information here.
Cheers
Houdini Lounge » Problem help me
- tstex
- 454 posts
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Sounds like you are losing your license. What sort of license do you have?
What OS are you using - windows?
What OS are you using - windows?
Houdini Lounge » New H9 training videos
- tstex
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Just another perspective:
We use Peter's training videos here in a training room context with a bunch of new users, and find both the the pace and the resolution to be beneficial.
Perhaps two versions would please everyone?
Keep em coming Peter.
Cheers
We use Peter's training videos here in a training room context with a bunch of new users, and find both the the pace and the resolution to be beneficial.
Perhaps two versions would please everyone?
Keep em coming Peter.
Cheers
Technical Discussion » mkdir pre render script on rop geometry in XP
- tstex
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Houdini Lounge » really wide network tiles in H9 - why?
- tstex
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andrewlowell
Try suggesting things to autodesk, I'd liken that vibe to a wallmart debate on gun sales.
They still don't remotely achieve SESI response times even with super-expensive Platinum support I might add.
We all know that email can be a misleading communication tool, and not jump to wild conclusions about an entire company based on a snippet of ascii from one person.
If this is Jerry Springer, when do we find out that Houdini 8 fathered an illegitimate baby with XSI and Autodesk never knew…
Cheers
Houdini Lounge » really wide network tiles in H9 - why?
- tstex
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:?: :!:
:idea: Everyone chill out.
Obviously there are some people who really hate the new UI, and others that like it enough that SESI haven't changed it. I can think of a few “top users” who like it enough. I personally would hate to see a full return to the old UI. There may be room for improvement in the new one. Auto layout is one that comes to mind, node width may be another. Maybe it's time for a poll?
Cheers
:idea: Everyone chill out.
Obviously there are some people who really hate the new UI, and others that like it enough that SESI haven't changed it. I can think of a few “top users” who like it enough. I personally would hate to see a full return to the old UI. There may be room for improvement in the new one. Auto layout is one that comes to mind, node width may be another. Maybe it's time for a poll?
Cheers
Houdini Lounge » 3d profession
- tstex
- 454 posts
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Just my humble opinion, but if you're starting out, look long term, do yourself a favor and do a computer graphics or computer science degree, and teach yourself art and modeling on the side. There are so many people doing just the art end, and every year some new technology comes out that means there are more people competing for less art jobs. Being an artist/engineer is where it's at. Why just today I heard about a BIG company laying off 75% of it's animators to focus on motion capture…
Houdini Lounge » really wide network tiles in H9 - why?
- tstex
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the tiles are so darn wide.
It's all relative isn't it? I thought they were less high - and so they save space. Basically, I can't really see how this isn't a half-full / half-empty thing?
Technical Discussion » Maya camera "overscan" "fit" constants
- tstex
- 454 posts
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Eeek.
I don't know if you'll find anything online about that. Unless someone here has that formula handy, you have a few options - and they are all time consuming:
1./ You're going to need to calculate the settings yourself. You'll need to work out what overscan is doing, and try and come up with a new camera conversion formula. One way to verify your formula is to compare .rib files exported from each package.
2./ You need to have the person using “Overscan” re-render using “fit horizontal”.
Best of luck!!
Cheers
I don't know if you'll find anything online about that. Unless someone here has that formula handy, you have a few options - and they are all time consuming:
1./ You're going to need to calculate the settings yourself. You'll need to work out what overscan is doing, and try and come up with a new camera conversion formula. One way to verify your formula is to compare .rib files exported from each package.
2./ You need to have the person using “Overscan” re-render using “fit horizontal”.
Best of luck!!
Cheers
Technical Discussion » Maya camera "overscan" "fit" constants
- tstex
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In Maya - don't use Overscan.
“Fit Horizontal” is the Maya camera setting that will make all the maya->houdini camera formulas available on odforce etc work.
Cheers
“Fit Horizontal” is the Maya camera setting that will make all the maya->houdini camera formulas available on odforce etc work.
Cheers
Technical Discussion » How to apply a Prman shader to light in H9
- tstex
- 454 posts
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Is this a new H9 scene - with fresh new light objects? or is it a scene that has been through H8?
With the addition of SOHO as a back end you need to make sure that you are using the new lighting, camera and rop assets that come with H9. The H8 ones will work spazmodically.
Cheers
With the addition of SOHO as a back end you need to make sure that you are using the new lighting, camera and rop assets that come with H9. The H8 ones will work spazmodically.
Cheers
Technical Discussion » how to do an Recursive Comb Filter
- tstex
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I've pretty much told you the important things that I know about reverb, and am pretty pressed for time here at present. If you can read Csound, and have the Csound book, there are a number of reverb algorithms in that book that can be adapted to CHOPs. That's all I can suggest at this point besides various computer music books.
Houdini does have some amazing synthesis possibilities - especially in conjunction with animation. I used Houdini synthesised sounds a fair bit back in the day when I was doing this kind of stuff. In the last part of Heisenberg, that bell sound that repeats with different timbres is generated by a spectral resynthesis of a sound in CHOPs using a Copy CHOP to stamp new envelope values up into a filter CHOP that processed the magnitude channel. You can do granular synthesis and other weird FM and additive synth patches as well. Theres some fun to be had, but knowing a bit about audio DSP helps. I wish I'd known more back then…
Good Luck!!
Cheers
Houdini does have some amazing synthesis possibilities - especially in conjunction with animation. I used Houdini synthesised sounds a fair bit back in the day when I was doing this kind of stuff. In the last part of Heisenberg, that bell sound that repeats with different timbres is generated by a spectral resynthesis of a sound in CHOPs using a Copy CHOP to stamp new envelope values up into a filter CHOP that processed the magnitude channel. You can do granular synthesis and other weird FM and additive synth patches as well. Theres some fun to be had, but knowing a bit about audio DSP helps. I wish I'd known more back then…
Good Luck!!
Cheers
Technical Discussion » how to do an Recursive Comb Filter
- tstex
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Hiya,
I had a quick look - interesting - but which frequency do you want to animate? A lot of the pass filters will read input channels that match internal parm names.
I think CHOPs are interesting for audio synthesis of short sounds, but I personally ended up using CHOPs to only create control rate channels - ie 100Hz and used those control channels in an external audio synthesis engine for all audio rate stuff. (Csound). Ram remains a big issue with CHOPs for audio sample rate projects.
Cheers
I had a quick look - interesting - but which frequency do you want to animate? A lot of the pass filters will read input channels that match internal parm names.
I think CHOPs are interesting for audio synthesis of short sounds, but I personally ended up using CHOPs to only create control rate channels - ie 100Hz and used those control channels in an external audio synthesis engine for all audio rate stuff. (Csound). Ram remains a big issue with CHOPs for audio sample rate projects.
Cheers
Technical Discussion » how to do an Recursive Comb Filter
- tstex
- 454 posts
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Hi,
Convolution is what a lot of phase vocoding uses. With reverb though you are phase vocoding with a room response to colorize your audio.
While there's some pretty deep math behind vocoding, in Houdini you can basically take two sounds, feed them into 2 different spectrum CHOPs and then multiply the magnitude channels together. If you want to get creative you can run other filters over magnitude channels. (Filter ChOP - despike, gaussian etc)
To save you having to record romo responses yourself, you can download some off the web. It's a big (but wonderful) area, and here's some things that you might find useful:
http://www.mts.net/~mathers/q1_fft.html [mts.net]
http://emusician.com/convolution_number_nine/ [emusician.com]
http://emusician.com/tutorials/emusic_acting_impulse/ [emusician.com]
http://cnx.org/content/m13192/latest/ [cnx.org]
http://en.wikipedia.org/wiki/Impulse_response [en.wikipedia.org]
http://en.wikipedia.org/wiki/Convolution_reverb [en.wikipedia.org]
http://www.ludd.luth.se/~torger/brutefir.html#whatis [ludd.luth.se]
http://alumni.media.mit.edu/~westner/papers/ica99/node2.html [alumni.media.mit.edu]
http://ccrma.stanford.edu/~jos/mdft/ [ccrma.stanford.edu]
http://2pi.us/fconv.html [2pi.us]
Enjoy!
Convolution is what a lot of phase vocoding uses. With reverb though you are phase vocoding with a room response to colorize your audio.
While there's some pretty deep math behind vocoding, in Houdini you can basically take two sounds, feed them into 2 different spectrum CHOPs and then multiply the magnitude channels together. If you want to get creative you can run other filters over magnitude channels. (Filter ChOP - despike, gaussian etc)
To save you having to record romo responses yourself, you can download some off the web. It's a big (but wonderful) area, and here's some things that you might find useful:
http://www.mts.net/~mathers/q1_fft.html [mts.net]
http://emusician.com/convolution_number_nine/ [emusician.com]
http://emusician.com/tutorials/emusic_acting_impulse/ [emusician.com]
http://cnx.org/content/m13192/latest/ [cnx.org]
http://en.wikipedia.org/wiki/Impulse_response [en.wikipedia.org]
http://en.wikipedia.org/wiki/Convolution_reverb [en.wikipedia.org]
http://www.ludd.luth.se/~torger/brutefir.html#whatis [ludd.luth.se]
http://alumni.media.mit.edu/~westner/papers/ica99/node2.html [alumni.media.mit.edu]
http://ccrma.stanford.edu/~jos/mdft/ [ccrma.stanford.edu]
http://2pi.us/fconv.html [2pi.us]
Enjoy!
Technical Discussion » how to do an Recursive Comb Filter
- tstex
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Wow - reverb design in CHOPs! Good luck getting nice reverbs out of comb filters!! There's a bit of work there…
Have you tried any convolution techniques? If you can record an impulse response from a room, by firing off a white noise source in the room, record the response, trim off the impulse, and then convolve that sound with your audio you'll get some really nice reverb results. You can't animate the length of the reverb (which is why I never used it for “Pan”) but it gives you really sweet reverbs straight off the bat. You're better off doing convolution in the fourier domain of course. The Spectrum CHOP will do that conversion for you.
Good Luck!
Cheers
Have you tried any convolution techniques? If you can record an impulse response from a room, by firing off a white noise source in the room, record the response, trim off the impulse, and then convolve that sound with your audio you'll get some really nice reverb results. You can't animate the length of the reverb (which is why I never used it for “Pan”) but it gives you really sweet reverbs straight off the bat. You're better off doing convolution in the fourier domain of course. The Spectrum CHOP will do that conversion for you.
Good Luck!
Cheers
Technical Discussion » How to use Particle CHOP?
- tstex
- 454 posts
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From memory, the best way to use the particle CHOP is not to. It was part of an old dynamics system that is deprecated now.
Use the Geometry CHOP where ever you want to do this kind of thing.
Cheers
Use the Geometry CHOP where ever you want to do this kind of thing.
Cheers
Houdini Lounge » Latest, best houdini training
- tstex
- 454 posts
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On the spot was written by Craig Zerouni - the guy who made the Gnomon Houdini Rigid Body Dynamics DVD - so there is a lot of good information on DOPs (Dynamics OPerators) in that book.
The simulation environment has changed in v9 with the addition of fluids, and some cosmetic UI changes mainly. The DOPs basics and RBD specific stuff described in the Gnomon DVD hasn't changed at all I don't think - and is still the best training you'll get on the main concepts in that area. I'd highly recommend the DVD in particular if you're looking to do sim work mainly, and that's assuming you've done all the basic Houdini training already. See H9 training area for the newest movies on H9.
Cheers
The simulation environment has changed in v9 with the addition of fluids, and some cosmetic UI changes mainly. The DOPs basics and RBD specific stuff described in the Gnomon DVD hasn't changed at all I don't think - and is still the best training you'll get on the main concepts in that area. I'd highly recommend the DVD in particular if you're looking to do sim work mainly, and that's assuming you've done all the basic Houdini training already. See H9 training area for the newest movies on H9.
Cheers
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