That is the worst thing on Houdini so far, we just need international keyboard compatibility, the font tools are so amazing for motion design stuff that it is a huge pity not to be able to use it nicely with a french (or any other beautiful language) Keyboard.
MartybNz Some conclusions after reading quite a few ‘whoa, a developer actually wrote’ and the ‘I never use Support’ on this SI forums
1. The experience with support before was probably was next to useless, therefore seriously a waste of time to try to use it.
2. Corporate communications PR policy stop developers writing on the forums. i.e. 'we do not discuss on forums as it would admit some problem, that we then do not have if we do not write’
Bizarrely this turned developers into some sort of god-like acolyte that people weep for joy upon hearing them speak Overall this could be classed as a ‘disease’ of using a large public corporation’s software. It sounds nothing but frustration!
A great side benefit of doing it better here, is that as dialog increases from users, software bugs can get ironed out very quickly - in a few days sometimes. As one example take a look at a question below on the the hair and fur node; Issued posted March 3rd, fixed March 6th
Thank you for the kind comment. And even though R&D cannot respond to every post on the Houdini forums, we all comb through the forums on a daily basis. You should never worry that you might not have been heard.
As to the SI Forum, we are reading it with keen interest. If you have read twod and halfdan's posts here earlier, you know now that the timing could not have been better.
grayOlorin - Polyreduce: Would LOVE to see the Houdini polyreduce SOP being able to yield the same quality as the SI polyreducer (which has been stolen by maya 2014). This is a best in class clean topology polyreducer. Even a remesh method which uses this same algorithm would be great..! I can provide more info on this if needed. You could repro this in houdini to some extent but it would not be trivial..
Please take a look at the Remesh SOP in H13 if you haven't already. It might not be exactly what you want, but it does a great job imho.
keyframe Just for the record, there is another way…
Using an attribcreate sop, create a float point attribute, and set the following as the expression:
fit($PT, 0, $NPT-1, 0, 1)
This assumes uniform parameterization and a 0-1 domain, which is not always the case with NURBS and Bezier curves. Also, I am not sure it handles closed curves well. The safest way to access the U coordinate is to use the primuv() expression, as Jeff suggested earlier.
Either that or a slightly higher-level tool on the same shelf:
Burn from Object
This tool creates two containers for the object from which you want to emit fire and smoke: an animated/resizable one for fire and a larger, static one for smoke. Dive into the auto-created DOP network to find out how it works.
Can you please post the cloth hip files that are giving you trouble? We are making a lot of progress, often under hood, these days, and you may find that something that did not work the day before is fine today. There is light at the end of the tunnel.
I have a feeling that your purchase didn't go through because you tried to upgrade from 9.0 to 9.5 by skipping 9.1 entirely.
Anyway, I don't remember exactly how we defined the upgrade policy, and I don't want to make the wrong guess here – it would only confuse you and the others on this forum. I will let the right people at SESI reply to you with a concrete answer.
Apologies for the delay in answering your question. With the weekend just behind us and Canada Day coming up tomorrow, our usually fast handling of licensing questions may require an extra cycle or two. Please bear with us as we try to solve your problem.
Please disregard this message if someone from SESI has already contacted you by email.
If you don't mind giving Houdini 9.5 (which is still in beta) a try, you can simulate soft bodies with DOP cloth by using the “Cloth Object” tool on the “Cloth” shelf to turn a piece of geometry into cloth. If the geometry is closed, it will behave like a soft body. Any collisions with rigid bodies and with other soft bodies will be dealt with by the cloth solver. You can adjust the amount of stretch, bend, etc from the “Physical” tab on the Cloth Object DOP's parameter dialog, or you can paint those physical properties as geo attributes on the surface for finer control.
Because Houdini 9.5 is still in beta, we cannot encourage you to use it in production just yet. However, if you want to explore this alternative for future use, do know that it exists.
The dop import node reads back into the same object the result of the RBD simulation. That result could be the same geometry merely transformed (translated or rotated), or deformed by a sop solver (or by a custom solver), or broken into pieces, or instantiated as many RBD objects, or…
Arguably, if all RBD sim did was to translate and rotate an object, you could expect those transforms to overwrite the t's and r's of the geometry at the object level. Then you would not need the dop import sop at all. But RBD does a lot more than that, and more often than not you end up with different geometry as a result of fracturing and deformation. That kind of result can only be expressed in a SOP. Hence the dop import sop.
I have a feeling I am not explaining this too well. Let me know if I need to give it a second try.