High,
I can't find a way to copy paste the 3 at the same time, is there an easy way ? And by the way I miss the same for the Match Transform icons.
Am I missing something ?
Found 174 posts.
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SI Users » Copy Paste fullSRT (at the same time) (and the same for Match Transform)
- NNois
- 174 posts
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Houdini Lounge » Crowd Database for houdini
- NNois
- 174 posts
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Hi,
Is there a crowd database available ready for houdini ?
Is there a crowd database available ready for houdini ?
Edited by NNois - June 5, 2017 08:36:19
SI Users » Topobuild to create polys Fail
- NNois
- 174 posts
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I think the perfect tool would be just keeping the new topobuild
but simply with 2 varients
1. Using under the hood the new polyfill to help building the polys INSIDE the actual mesh
2. extending polys to help building polys OUTSIDE the actual mesh
Then, a simple HOTKEY modifier (not an option on the parameters pane please) to switch between the “auto guess” and using the construction plane (or the screenplane)
but simply with 2 varients
1. Using under the hood the new polyfill to help building the polys INSIDE the actual mesh
2. extending polys to help building polys OUTSIDE the actual mesh
Then, a simple HOTKEY modifier (not an option on the parameters pane please) to switch between the “auto guess” and using the construction plane (or the screenplane)
SI Users » Arrays in Houdini. Wondering...
- NNois
- 174 posts
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SI Users » Topobuild to create polys Fail
- NNois
- 174 posts
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SI Users » Topobuild to create polys Fail
- NNois
- 174 posts
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patar
which other software that allows you to do this directly? how can it know where to place the vertex in 3 dimensional space?i think u can extrude an edge or create a new polygon by connecting 2 edge and then subdividing that edge and move the new point….
Hi,
No, my post is not about knowing exactly how to place it, it's about I just can't place one point OUTSIDE anywhere…
patar
or else the software it self need a geo to be base mesh then u can do that thing creating point and poly with topobuild..
Well, you should be able at least to place a point or a poly, like… where you actually click ?
patar
basicly topo build needs another 3d geo as the base mesh for projecting the points…
yup that's the point of a topo build tool, that's why I need to access I think the polyknit tool but I can't find it !
Edited by NNois - May 19, 2017 06:33:51
SI Users » Topobuild to create polys Fail
- NNois
- 174 posts
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Hi,
I'm trying to grasp modeling in H16, using Topobuild to simply create a polygon Outside of the actual geometry and this is a fail case for me…
What tool am I supposed to use for that kind of job ? ;-)
I'm trying to grasp modeling in H16, using Topobuild to simply create a polygon Outside of the actual geometry and this is a fail case for me…
What tool am I supposed to use for that kind of job ? ;-)
Houdini Lounge » Houdini 16, booleans and polybevel
- NNois
- 174 posts
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Yeah, the new polybevel isn't really powerfull at all when he hit an intersection that's a bummer…
Houdini Lounge » Fur to PolyStrips?
- NNois
- 174 posts
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Hi
Actually an orient attribute exist but it's deleted after the simulation.
You just need to remove the deletion of the attribute “orient” just after the fur simulation, this is the node “remove_simulation_attribs” in the “deform_sim”, done !
Actually an orient attribute exist but it's deleted after the simulation.
You just need to remove the deletion of the attribute “orient” just after the fur simulation, this is the node “remove_simulation_attribs” in the “deform_sim”, done !
Houdini Lounge » Definitive guide to Render Pass Setup??
- NNois
- 174 posts
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Hi,
My founding are than you can't make use of Houdini like Softimage.
Using multiples ROPs in conjunction with Bundles used in the Object list of the ROPs are a good start and cover 90% of cases
But you definitely can't override materials as easily.
You can ObjMerge to override materials but this takes times.
And about the takes “way” my advice is to don't waste too much time with it, it's usefull for lookdev but not enough visual and you'll end up with sort of a mess.
PS:If you use mantra I think you can definitely use the material spreadsheet, but again that's not really linked to the ROP as far as i know.
My founding are than you can't make use of Houdini like Softimage.
Using multiples ROPs in conjunction with Bundles used in the Object list of the ROPs are a good start and cover 90% of cases
But you definitely can't override materials as easily.
You can ObjMerge to override materials but this takes times.
And about the takes “way” my advice is to don't waste too much time with it, it's usefull for lookdev but not enough visual and you'll end up with sort of a mess.
PS:If you use mantra I think you can definitely use the material spreadsheet, but again that's not really linked to the ROP as far as i know.
SI Users » Node Export/Import
- NNois
- 174 posts
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Hi,
You're right the method you both describe are bloated BUT …
… there's just the One click solution your after, the “Gallerie” just click drag your subnet or single node to the galerie and voila ;-)
In the network view that's the first icon from the left.
You can right click and change the path of your item if you want for example to share a same gallerie between users. you can also install a gallerie in the houdini.env file
You're right the method you both describe are bloated BUT …
… there's just the One click solution your after, the “Gallerie” just click drag your subnet or single node to the galerie and voila ;-)
In the network view that's the first icon from the left.
You can right click and change the path of your item if you want for example to share a same gallerie between users. you can also install a gallerie in the houdini.env file
Edited by NNois - Nov. 15, 2016 10:52:14
Houdini Learning Materials » Handle disapears when manipulating
- NNois
- 174 posts
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Hi,
When i grab an handle, the other handles are disappearing this prevent viewing the origin of the actual deplacement.
I've searched in the prefs and in the manual, where exactly can i disable that, Is that possible ?
When i grab an handle, the other handles are disappearing this prevent viewing the origin of the actual deplacement.
I've searched in the prefs and in the manual, where exactly can i disable that, Is that possible ?
Houdini Learning Materials » Geometry Spreadsheet & Edges
- NNois
- 174 posts
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Hi,
How to display edges group membership in the Geometry Spreadsheet ?
Seems Edges attributes are in vertices but where's the groups one ?
How to display edges group membership in the Geometry Spreadsheet ?
Seems Edges attributes are in vertices but where's the groups one ?
Houdini Engine for Unreal » Character to BFX -> Unreal
- NNois
- 174 posts
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Technical Discussion » CHOPs variable limiting
- NNois
- 174 posts
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Hi,
I fall in the case where I have a simple animated object, where i apply a classic spring effect, where i need to limit/clip the effect of the spring…
As the source is animated by hand and keyframed I would like to limit the spring result by a min/max of the original curve OVER TIME.
How can i do that ?
Thanks
I fall in the case where I have a simple animated object, where i apply a classic spring effect, where i need to limit/clip the effect of the spring…
As the source is animated by hand and keyframed I would like to limit the spring result by a min/max of the original curve OVER TIME.
How can i do that ?
Thanks
Houdini Engine for Unreal » Character to BFX -> Unreal
- NNois
- 174 posts
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Hi,
Is an Imported FBX Character modified in Houdini and re-Exported as FBX is known as “Working” correctly in Unreal ?
Is an Imported FBX Character modified in Houdini and re-Exported as FBX is known as “Working” correctly in Unreal ?
Technical Discussion » "Correct" way to control Transform nodes or Points at SOP level
- NNois
- 174 posts
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That's what i figured out.
How can we get world scale of a null ?? (think of a complex null hierarchy where i need the exact world scale of one)
Sorry about those maybe obvious things but the docs aren't very informative…
How can we get world scale of a null ?? (think of a complex null hierarchy where i need the exact world scale of one)
Sorry about those maybe obvious things but the docs aren't very informative…
Technical Discussion » "Correct" way to control Transform nodes or Points at SOP level
- NNois
- 174 posts
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Thanks for your example, I'm sorry this not what i'm after, and not clear at all.
I'm after the 3d viewport manipulators available on transform node outside of his own SOP
Yeah i have numerical control with sliders on parameters but we can't have any 3d manipulators without nulls right ???
I'm after the 3d viewport manipulators available on transform node outside of his own SOP
Yeah i have numerical control with sliders on parameters but we can't have any 3d manipulators without nulls right ???
Edited by NNois - July 4, 2016 17:09:39
Technical Discussion » "Correct" way to control Transform nodes or Points at SOP level
- NNois
- 174 posts
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Thanks, but how this “controler”(transform SOP) could be selectable, outside of the sop level ?
Sure i can build an interface for controling the rig but how without scene nulls can i select each transforms without selecting manually each transform nodes diving in the network ?
Sure i can build an interface for controling the rig but how without scene nulls can i select each transforms without selecting manually each transform nodes diving in the network ?
Edited by NNois - July 1, 2016 10:20:46
Technical Discussion » "Correct" way to control Transform nodes or Points at SOP level
- NNois
- 174 posts
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Hi,
I'm building a custom rig on a mesh and i need to control it at scene level via Nulls for example.
What is the most common way to link deformation at SOP level with some controllers easily animatable.
Example I would like to control / select and animate easily TWO Transform node at SOP level placed in the middle of the network.
Thanks.
I'm building a custom rig on a mesh and i need to control it at scene level via Nulls for example.
What is the most common way to link deformation at SOP level with some controllers easily animatable.
Example I would like to control / select and animate easily TWO Transform node at SOP level placed in the middle of the network.
Thanks.
Edited by NNois - July 1, 2016 09:28:58
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