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Found 123 posts.

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Technical Discussion » Making more complex curves

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Andi Farhall
123 posts
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 Feb. 26, 2020 10:59:52
I seem to have stumbled onto what I can only assume is a Houdini weak spot. Curves. I have to draw a path for an object which starts and ends with some straight bits and has 2 spirals in the middle, so i made the two spiral parts using the curve tool and a twist sop, and made the straight bits using the curve tool and the odd transform. Now I need them to be one curve so i plug them all into a merge sop and then a fuse. The point order is screwed and the sort sop is of no use so I'm wondering if i really need to go back to softimage just to generate this curve, or am i missing something fundamental? Attached is the simple i've been using so you can see what I've been up to.


cheers,

A.
Edited by Andi Farhall - Feb. 26, 2020 11:00:18
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Technical Discussion » VIEWPORT DISPLAY BEHAVIOUR

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Andi Farhall
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 Nov. 25, 2019 10:47:02
Aha, that's done the trick thank you. Embarrassingly simple….



cheers,

A>
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Technical Discussion » VIEWPORT DISPLAY BEHAVIOUR

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Andi Farhall
123 posts
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 Nov. 19, 2019 13:08:38
The only display>guides that made a difference was the Node guides which just hides the terrain object itself.
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Technical Discussion » VIEWPORT DISPLAY BEHAVIOUR

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Andi Farhall
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 Nov. 19, 2019 12:18:47
One on the left is the geo where i can see where i want the curve, the right is with the drawcurve tool selected.


cheers,

A>
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Technical Discussion » VIEWPORT DISPLAY BEHAVIOUR

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Andi Farhall
123 posts
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 Nov. 15, 2019 07:47:47
Is driving me nuts….. I want to DrawCurve on to a piece of geometry terrain converted from a heightfield and I need to see the geometry properly to do so. When i select the drawcurve node the terrain basically turns almost completely blue obscuring things. How do I stop it doing that? (yes I have the display node selected on the node above the drawcurve).

The other one is the edit node, It does a similar sort of thing. I'm trying to edit the curve I've drawn, and the terrain displays all the points when i select the edit node in point select mode.

Have I missed a whole section in the manual about vieport behaviour or is this really how people work?

cheers,

Andi.
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Technical Discussion » Path constraint and sop level raycast

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Andi Farhall
123 posts
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 Sept. 26, 2019 13:49:07
Hola, newbie question…..

Simple task, drive a vehicle over a piece of terrain.

For ease of use the vehicle needs to follow a curve then stick itself to the terrain surface. Either of these things appear simple but together appears (to my beginner eyes) impossible.

My rig to stick something to a simple piece of terrain was a simple grid with 4 points, into a transform node then raycast down onto the terrain…. Use the transform node to drive around. Simple…. Now I want to use a curve to drive the position of the 4 point grid… but unsurprising to you all it's not working because of the old object level / sop level thing.

So how would you go about it?

Somehow extract the position and rotation of something constrained to the path and feed that in to grids position?

Any ideas or suggestions?


Cheers,

Andi.
Edited by Andi Farhall - Sept. 26, 2019 13:51:07
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Technical Discussion » creep sop and polysplit in the same network

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Andi Farhall
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 Aug. 29, 2019 04:21:40
cheers for that, might take a while to work my way through a massive piece of geo but at least there's a fix. Could this behavior be considered a bug do you think? It's certainly not first choice behavior so I might put a feature request or bug report in.
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Technical Discussion » creep sop and polysplit in the same network

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Andi Farhall
123 posts
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 Aug. 28, 2019 12:04:00
Hi all,

i know my noob brain is to blame here…. I'm using the creep sop to flow some points over a surface which works well, until i want to edit the base mesh with polysplit. Without polysplit the convert node to turn polymesh into nurbs surface says I have 1 nurbs surface as I would expect, but adding an edgeloop i now get 90 individual nurbs surfaces and my flowing points are understandably only flowing in the first one. I don't fully understand geometry in houdini as it's so different to other software and I imagine this is part of the problem. I've tried a shed load of convert options, nurbs nodes, remesh, sort… the list goes on but no dice.

Any clues?


Using 17.0.059 Win7


cheers,
Andi.

Uploaded a simple hip just in case…
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Technical Discussion » File browser default behaviour

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Andi Farhall
123 posts
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 Aug. 19, 2019 10:41:02
Hi all,
just wondering if it's possible at all to set the default size, position and list order of the file browser? Every time i load a hip i have to drag the window to make it much larger and then click the date modified to list in a helpful fashion. I'm betting it's possible - like everything in H, probably with an environment variable but as more or less complete noob (in the context of H) i'm unlikely to find my way to it.


cheers,

A>
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SI Users » Camera pan with a "look at" constraint

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Andi Farhall
123 posts
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 Aug. 2, 2019 12:19:13
Hi RamaKrishna,

interesting set of tools.. but sadly it's the “while in the camera view” that's the crucial bit.



cheers,

Andi.
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Houdini Indie and Apprentice » Render different ROPs successively

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Andi Farhall
123 posts
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 Aug. 1, 2019 05:08:55
Jumping in here a bit late to the party…. I notice it will render a frame of each rop then the next frame and so on… Is this inefficient? I know if if it were softimage doing that it would definitely have an overhead.

Cheers,
A>
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SI Users » Camera pan with a "look at" constraint

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Andi Farhall
123 posts
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 July 10, 2019 07:47:05
Any news of this RFE #92554 ?… Now i'm using houdini for real the camera is a real pain for sweeping moves. I either use the stock camera and put up with not being able to keep the camera pointed at an object, or i use a look at null and then can't use the view tools which is utterly cack handed….. I know you can control the universe with houdini but I just want a nice smooth camera move…
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Houdini Indie and Apprentice » Motion Path display toggle.

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Andi Farhall
123 posts
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 July 10, 2019 05:26:38
I don't suppose you found the answer to this? I've done exactly the same thing

cheers,
A>
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Technical Discussion » Scattering redshift proxies

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Andi Farhall
123 posts
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 April 30, 2019 03:23:39
UPDATE:

So, fresh from Juanjo at Redshift…

“Are you trying to instance proxies from the RS Proxy SOP using the copy SOP? This is not going to work at all. The Proxy SOP is there only to preview the proxy in the viewports, but it can’t be used at the SOP level to copy the proxy or things like that. The best workflow to copy/instance proxies is to use the “instancefile” point attribute.”


cheers,

A>
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Technical Discussion » Scattering redshift proxies

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Andi Farhall
123 posts
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 April 27, 2019 02:52:19
I can't find that option anywhere on the object!

cheers,

Andi.
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Technical Discussion » Scattering redshift proxies

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Andi Farhall
123 posts
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 April 26, 2019 11:07:35
Hi Gang,

I'm wondering if it's possible to use copy to points with redshift proxies? For scattering trees over a piece of geometry. The proxy itself renders fine but when i object_merge it into another network with copy to points all i get is the bounding box. I've no idea what the workflow should be…


cheers,

Andi.

Image Not Found


HOUDINI 17.5.173
REDSHIFT 2.6.38
WINDOWS 7
Edited by Andi Farhall - April 26, 2019 11:09:09
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Houdini Learning Materials » Houdini Fluids Volume 1: Particle Fluids

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Andi Farhall
123 posts
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 Nov. 28, 2018 12:29:39
Hi there,

does it cover viscosity by attribute?


cheers,

Andi.
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Houdini Indie and Apprentice » All those nodes with GAS at the start..... are actually nothing to do with gas right?

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Andi Farhall
123 posts
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 Nov. 10, 2018 08:06:13
cheers Kevin… I've so much to learn

A>
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Houdini Indie and Apprentice » All those nodes with GAS at the start..... are actually nothing to do with gas right?

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Andi Farhall
123 posts
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 Nov. 8, 2018 05:22:35
Not entirely surprising but i assumed that all those nodes that start with “GAS” might have something to do with gas in a fluid sense which informs what i think they might be used for…. Am i right? or does it stand for something entirely different? General attribute solver? something like that?

A>
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SI Users » Camera pan with a "look at" constraint

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Andi Farhall
123 posts
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 Oct. 29, 2018 12:37:45
Sadly this isn't what I (we) were hoping for.

The request is for a camera rig with a physical interest null that works with the view tools

The behaviour would be:

That the camera always orbits around the interest null.
When using the view track/pan tool the interest null gets translated the same as the camera so the camera rotation remains the same.
When using spacebar+f to frame an object the interest null gets moved to the centre of the object you are framing up.

cheers,

Andi.
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