Found 296 posts.
Search results Show results as topic list.
Technical Discussion » Expand POP network group
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Indie and Apprentice » How do I use perentheses in a sop
- Olaf Finkbeiner
- 323 posts
- Offline
please post an example .hip file with what you want to do
i dont think i understand 100% what you are asking
i dont think i understand 100% what you are asking
Houdini Indie and Apprentice » houdini indie after 1 year
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Engine API » How to get Python output fron Houdini Engine
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Boolean Fracture Seams
- Olaf Finkbeiner
- 323 posts
- Offline
Up to the point of shattering show an unshattered object. you can use a switch node for that…
Technical Discussion » Where is "Attribute Blender" in Houdini 16.5?
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Picking random texture map for video wall effect
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Building proceedural road assets for Unreal with Houdini
- Olaf Finkbeiner
- 323 posts
- Offline
I just had a quick browse here: https://www.sidefx.com/tutorials/ [www.sidefx.com] (modeling as a categorie)
This looks promissing (i have not seen it):
https://www.sidefx.com/tutorials/guard-tower-introduction/ [www.sidefx.com]
you might like this:
https://www.sidefx.com/tutorials/osm-importer/ [www.sidefx.com]
This looks promissing (i have not seen it):
https://www.sidefx.com/tutorials/guard-tower-introduction/ [www.sidefx.com]
you might like this:
https://www.sidefx.com/tutorials/osm-importer/ [www.sidefx.com]
Technical Discussion » Building proceedural road assets for Unreal with Houdini
- Olaf Finkbeiner
- 323 posts
- Offline
Hmm
i sometimes like to watch old tutorials (but i use Houdini for 5 yeras now) the principles mostly still apply.
You will most likely even be able to open the old scenes that are provided.
So if it is the concept that you want to learn it might actualy be ok. If you dont know Houdini that well yet i would only look at new tutorials. Once you know your way around in general it is even sometimes fun to watch old ones.
I think you will get stuck, if you dont know the current houdini quite well.
The cool thing about houdini is that you can also watch a new tutorial about modeling in general and it will help you with your street project. I tell you it feels great once you have learned something to great extend and learning new stuff will be much easier. It is always the same concepts: mostly: attributes on points …
regards
Olaf
i sometimes like to watch old tutorials (but i use Houdini for 5 yeras now) the principles mostly still apply.
You will most likely even be able to open the old scenes that are provided.
So if it is the concept that you want to learn it might actualy be ok. If you dont know Houdini that well yet i would only look at new tutorials. Once you know your way around in general it is even sometimes fun to watch old ones.
I think you will get stuck, if you dont know the current houdini quite well.
The cool thing about houdini is that you can also watch a new tutorial about modeling in general and it will help you with your street project. I tell you it feels great once you have learned something to great extend and learning new stuff will be much easier. It is always the same concepts: mostly: attributes on points …
regards
Olaf
Edited by Olaf Finkbeiner - July 19, 2018 08:15:59
Houdini Lounge » Houdini Pscale
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Manan,
Houdini is all about “attributes” (on points, verts, prims etc.) one of them is Pscale. Shaders can read attributes and yes in case of particles this is the size of the particle. But you can also use Pscale when copying objects to points (thats the P) or when converting a point cloud to a volume.
You can create any attribute you like and make your own assets that would use those attributes. Pscale is one of the build in attributes and some of the nodes will read it and use it copytopoints is one of them.
@P is another attribute it is the position of that point. Another one would be @N for the normal or @orient for an orientation.
I recommend : my you tube videos (Olaf Finkbeiner) the first one in my series “why i like houdini” is about that.
kind regards
Olaf
Houdini is all about “attributes” (on points, verts, prims etc.) one of them is Pscale. Shaders can read attributes and yes in case of particles this is the size of the particle. But you can also use Pscale when copying objects to points (thats the P) or when converting a point cloud to a volume.
You can create any attribute you like and make your own assets that would use those attributes. Pscale is one of the build in attributes and some of the nodes will read it and use it copytopoints is one of them.
@P is another attribute it is the position of that point. Another one would be @N for the normal or @orient for an orientation.
I recommend : my you tube videos (Olaf Finkbeiner) the first one in my series “why i like houdini” is about that.
kind regards
Olaf
Technical Discussion » no presets found.
- Olaf Finkbeiner
- 323 posts
- Offline
You had transform presents in H15 in H16 they are not implemented anymore.
In this video i explain an alternative sollution: https://www.youtube.com/watch?v=xd9n-pzkDTs&t=9s [www.youtube.com]
In this video i explain an alternative sollution: https://www.youtube.com/watch?v=xd9n-pzkDTs&t=9s [www.youtube.com]
Technical Discussion » Faster launch times?
- Olaf Finkbeiner
- 323 posts
- Offline
Hey Brian,
i looked at my files and dont see any crazy anomalies. Like a 19mb file loading this slow.
Maybe you can create a dummy file that does in general do what the slow file is doing.
So you dont need to share confidential stuff.
What is heavy about it? Loads of nodes?
greetings
Olaf
i looked at my files and dont see any crazy anomalies. Like a 19mb file loading this slow.
Maybe you can create a dummy file that does in general do what the slow file is doing.
So you dont need to share confidential stuff.
What is heavy about it? Loads of nodes?
greetings
Olaf
Technical Discussion » Faster launch times?
- Olaf Finkbeiner
- 323 posts
- Offline
so you are not just loading a scene but also starting a new instance of houdini.
If you start houdini first and then onlöy load the scene does it still load this slow? Maybe turn of auto update for this test.
Can you post a slow loading scene example?
If you start houdini first and then onlöy load the scene does it still load this slow? Maybe turn of auto update for this test.
Can you post a slow loading scene example?
Technical Discussion » Faster launch times?
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Faster launch times?
- Olaf Finkbeiner
- 323 posts
- Offline
are you talking pure file load times or time for file to cook after load?
Edited by Olaf Finkbeiner - July 6, 2018 08:08:35
Technical Discussion » auto uv sop
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Indie and Apprentice » Ocean_rendering
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » What's the different between vector 4 and quaternion
- Olaf Finkbeiner
- 323 posts
- Offline
P{x,y,z,w},RGBA,@orient @rot etc. are all “vector 4” meaning they are made up of 4 floats (nothing more)
and: @orient is also a quaternion (and a vector 4)
see https://en.wikipedia.org/wiki/Quaternion [en.wikipedia.org]
The cool thing about a quaternion is that it needs only a vector 4 to define a orientation in 3d space.
Compare a quaternion to a rotation matrix and as far as i understand that would need a 4x4 matrix so 16 float values…(not 100% sure here)
and: @orient is also a quaternion (and a vector 4)
see https://en.wikipedia.org/wiki/Quaternion [en.wikipedia.org]
The cool thing about a quaternion is that it needs only a vector 4 to define a orientation in 3d space.
Compare a quaternion to a rotation matrix and as far as i understand that would need a 4x4 matrix so 16 float values…(not 100% sure here)
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- Olaf Finkbeiner
- 323 posts
- Offline
BabaJ
That aside, personally I would like to see less development on ready made tools and more on development that assists and improves the capacity for the tool making process itself.
look at the last releases there is so much with regards to this: compile blocks, node layout tools (scissors etc. ) background images in the node tree, …
Do i need to continue the list? I can if needed…
And i think H17 will again not disappoint us.
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- Olaf Finkbeiner
- 323 posts
- Offline
I “know” that SideFXs 1st priority is the core of houdini, they said this in many occasions. Just look at the last releases. Just one example: the compile blocks and there is much more like this. So dont worry.
But the high level tools make sense too. Best example is the Ocean Tools or the new terrain tools.
Currently i count exactly one tool for Houdini that is comparable and that is “plumeage” http://www.numerion-software.com/index.php/carbon-plugins/carbon-plumage [www.numerion-software.com]
Its for creating bird feathers…
But the high level tools make sense too. Best example is the Ocean Tools or the new terrain tools.
GoetzingerCyes all those would make no sense at all as “plugins” for Houdini as Houdini already can do all this stuff out of the box…
Railclone, Ray Fire, Fume FX, Thinking Particles, Forest Pack
Currently i count exactly one tool for Houdini that is comparable and that is “plumeage” http://www.numerion-software.com/index.php/carbon-plugins/carbon-plumage [www.numerion-software.com]
Its for creating bird feathers…
-
- Quick Links