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Technical Discussion » Guide Geometry input when editing Operator Type Properties
- grayOlorin
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Technical Discussion » Guide Geometry input when editing Operator Type Properties
- grayOlorin
- 1799 posts
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Hi, I noticed that the edit operator type properties window (basic tab) has an input for Guide Geometry. However, this is not documented. What does this input do?
thanks!
thanks!
Technical Discussion » set point color attributes from a texture map
- grayOlorin
- 1799 posts
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Technical Discussion » set point color attributes from a texture map
- grayOlorin
- 1799 posts
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Is there a way in Houdini to set point color attributes in a mesh from a texture map? I have some point colors I exported from Maya as a map, and I would like to bring them to Houdini
any help is greatly appreciated
any help is greatly appreciated
Technical Discussion » point snap SOP?
- grayOlorin
- 1799 posts
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Technical Discussion » point snap SOP?
- grayOlorin
- 1799 posts
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Hi guys, i am wondering if in houdini 11 there is a SOP that snaps points to other points based on their distance. What I have in mind is similar to the ray SOP, but instead of snapping to a primitive surface, it would snap to the closest point of the source mesh.
If there is an option for this on the ray SOP, that would work too… I just did not seem to find one that would do so.
Wanted to check if there was something before I tried to wire something together
Thanks!
If there is an option for this on the ray SOP, that would work too… I just did not seem to find one that would do so.
Wanted to check if there was something before I tried to wire something together
Thanks!
Houdini Indie and Apprentice » attribute (uv) transfer bug?
- grayOlorin
- 1799 posts
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Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- grayOlorin
- 1799 posts
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I saw this post looking for something else, and being a modeler, I just could not resist to chime in…
I originally started my character modeling career in Maya, and eventually got introduced to XSI (which mind you… since this was before Maya 2009, it was quite an eye opening experience…. especially loved the mod tool… great workflow overall!)
very recently I have started using Houdini and, coming from having used both maya and softimage for a while, I gotta say Houdini is got some really cool stuff going for it….! I mean, my first impulse of course was to find a lot of the same workflows that I had used previously in Houdini, but once I got more used toward using SOPs the way they are meant to be used, I feel that much of what I could do on the other programs I can do in houdini just as easily…!
Latest versions of Maya and XSI may have the mod tool for organic modelng? I was able to reproduce that workflow with an edit and a ray SOP. Edge looping selecion feels just as intuitive in Houdini (maybe a little easier in XSI) and the polysplit can behave either like the maya one, or it can also just slice edge loops right through the middle
I have not had a chance to test it for resirfacing of hi res models, but can already think of some creative ways to setup that workflow looking forward to try it out
For Uvs though, I gotta say I am still in love with Headus UVs…
Anywho, just wanted to throw my opinion on the pool
I originally started my character modeling career in Maya, and eventually got introduced to XSI (which mind you… since this was before Maya 2009, it was quite an eye opening experience…. especially loved the mod tool… great workflow overall!)
very recently I have started using Houdini and, coming from having used both maya and softimage for a while, I gotta say Houdini is got some really cool stuff going for it….! I mean, my first impulse of course was to find a lot of the same workflows that I had used previously in Houdini, but once I got more used toward using SOPs the way they are meant to be used, I feel that much of what I could do on the other programs I can do in houdini just as easily…!
Latest versions of Maya and XSI may have the mod tool for organic modelng? I was able to reproduce that workflow with an edit and a ray SOP. Edge looping selecion feels just as intuitive in Houdini (maybe a little easier in XSI) and the polysplit can behave either like the maya one, or it can also just slice edge loops right through the middle
I have not had a chance to test it for resirfacing of hi res models, but can already think of some creative ways to setup that workflow looking forward to try it out
For Uvs though, I gotta say I am still in love with Headus UVs…
Anywho, just wanted to throw my opinion on the pool
Technical Discussion » UV relaxing based on 3D space
- grayOlorin
- 1799 posts
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Hiya Houdini community! working on some Uvs in Houdini for the first time and ran into an issue.
I noticed that in the UV brush, one can smooth UVs. This appears to be the equivalent of spacial relaxation of UVs based on their U and V coordinates.
What I am looking for is a smooth or relax option on which UVs are relaxed based on the primitive area in 3D space. This is basically to ensure minimal stretching of a grid (such as the quickUVShade one) within a shell
Thank you in advance!
I noticed that in the UV brush, one can smooth UVs. This appears to be the equivalent of spacial relaxation of UVs based on their U and V coordinates.
What I am looking for is a smooth or relax option on which UVs are relaxed based on the primitive area in 3D space. This is basically to ensure minimal stretching of a grid (such as the quickUVShade one) within a shell
Thank you in advance!
Technical Discussion » add bones to skeleton after a mesh has been skinned
- grayOlorin
- 1799 posts
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Technical Discussion » add bones to skeleton after a mesh has been skinned
- grayOlorin
- 1799 posts
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Technical Discussion » add bones to skeleton after a mesh has been skinned
- grayOlorin
- 1799 posts
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Hey guys, what is the proper way in Houdini to add new joints to a skeleton after a mesh has been captured? i realized I needed to add an extra joint to the skeleton and I had already skinned and posed my skeleton.
When adding a joint to the posed skeleton, it makes the mesh deform weird (almost as if the joint was pre-transformed). When I try to use the capture pose, I cannot see my bones anymore, only my capture regions
Thanks in advance!
-G
When adding a joint to the posed skeleton, it makes the mesh deform weird (almost as if the joint was pre-transformed). When I try to use the capture pose, I cannot see my bones anymore, only my capture regions
Thanks in advance!
-G
Houdini Indie and Apprentice » printing the contents of a grouptransfer
- grayOlorin
- 1799 posts
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Hi guys, new to houdini here! I transfer a point group in between two meshes using a groupTransfer node. The results look as expected. However, i need a way to extract the point IDs resulting from the group transfer in the same order as the source IDs (so that I can compare what the equivalents are).
Simply selecting the group members and creating a new group gives me the IDs in the new group node parameters. However, these are in the wrong order.
Is there maybe a way to extract these elements in the order they were entered? perhaps via scripting?
thank you in advance!
Simply selecting the group members and creating a new group gives me the IDs in the new group node parameters. However, these are in the wrong order.
Is there maybe a way to extract these elements in the order they were entered? perhaps via scripting?
thank you in advance!
Houdini Lounge » Bone length
- grayOlorin
- 1799 posts
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Well, this may be super late, but I ran into the same issue and I think I was able to find the solution.. Indeed, this has to do to how the capture regions are affected when changing the bone lenght. If you turn on the capture region display, you will notice that as you change your bone lenght, the cylinder inside the capture region “pill” changes, however the caps do not
To resolve this issue, simply adjust the Deform top Cap and Deform bottom cap channels under the Capture–> Deform region tab. You can eyeball it, but you could also drive it with an expression once you find the magic number
See the attachements so that you can see the parameters you need to adjust in addition to the bone length
Hope it helps!
To resolve this issue, simply adjust the Deform top Cap and Deform bottom cap channels under the Capture–> Deform region tab. You can eyeball it, but you could also drive it with an expression once you find the magic number
See the attachements so that you can see the parameters you need to adjust in addition to the bone length
Hope it helps!
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