Maybe try the hair tools from houdini 16
If you want to build some system from scratch take a look at the khan academy pixar workshop where they show how they have done gras in brave. this technique can easily be applied in Houdini.
The main problem with your gras is that all of them look the same. try adding some randomness in heights and minor variations in the directions. in general having a more gras like shape can help too it just looks like a line atm. Take a look at these for example:
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Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- Doudini
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Houdini Learning Materials » Color Ramp in Houdini 16
- Doudini
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seems like you are taking the X value of Cd while you want to do a ramp on Y axis. take the second float input instead which is the Y bouding box mapped to Green channel.
Houdini Learning Materials » Color Ramp in Houdini 16
- Doudini
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for a curve.
resample with curveu attribute. then just use color sop with ramp from attribute: curveu.
for 3d object you can use a color sop and do bounding box color and then in a vopsop take one of float value of the Cd with a vector to float and remap it with another ramp.
for radial ramp you will need to calculate a distance from a start point to your geo points and normalize it between 0-1. you can do that with a fit01 and take the min and max distance as range inputs.
resample with curveu attribute. then just use color sop with ramp from attribute: curveu.
for 3d object you can use a color sop and do bounding box color and then in a vopsop take one of float value of the Cd with a vector to float and remap it with another ramp.
for radial ramp you will need to calculate a distance from a start point to your geo points and normalize it between 0-1. you can do that with a fit01 and take the min and max distance as range inputs.
Houdini Learning Materials » Where did the Group by Numbers and the Pattern options go?
- Doudini
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instead of using $N i think you could use
`npoints(opinputpath(“.”, 0))-1`
also there is this vex snippet for selecting end points by checking how many neighbours the point has:
just add group_ends to the attributes to create and it will create a group.
hope it helps.
edit: you can also usein the groupexpression SOP.
or:to simulate the 0 $N
`npoints(opinputpath(“.”, 0))-1`
also there is this vex snippet for selecting end points by checking how many neighbours the point has:
@group_ends = (neighbourcount(0,@ptnum) == 1);
just add group_ends to the attributes to create and it will create a group.
hope it helps.
edit: you can also use
neighbourcount(0,@ptnum) == 1
or:
@ptnum == 0 || @ptnum == @numpt-1
Edited by Doudini - Feb. 25, 2017 22:07:18
Houdini Lounge » Polygon modelling in Houdini 16 (first thoughts).
- Doudini
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- Allow templated geometry to have full shading.
If I dont misunderstand you, You can do this in the viewport Settings (shortcut D) and chose under Markers - Set Display Options for: Template Model Geometry.
Change it to hidden line ghost or any mode you prefer over wireframe
If I dont misunderstand you, You can do this in the viewport Settings (shortcut D) and chose under Markers - Set Display Options for: Template Model Geometry.
Change it to hidden line ghost or any mode you prefer over wireframe
Technical Discussion » H16 performance broken for me (fixed, was video driver)
- Doudini
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Houdini Lounge » Houdini 16
- Doudini
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Technical Discussion » PolyExtrude node inconsistency w/ docs in 15.5.717
- Doudini
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at the moment you cant extrude in global or local space with zscale. it only works extruding without transform extruded front.
I am not sure why the documentation mentions the zscale in Local frames because it does not exist. Maybe it was planed to add but got forgotten. ?
It would be cool to have this option.
You should send a mail to support so it can be logged.
I am not sure why the documentation mentions the zscale in Local frames because it does not exist. Maybe it was planed to add but got forgotten. ?
It would be cool to have this option.
You should send a mail to support so it can be logged.
Houdini Indie and Apprentice » Material Tiling Issue - I want it to NOT tile, but it's tiling
- Doudini
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Technical Discussion » UV Brush Operation snaps back to Drag
- Doudini
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hi,
Please submit a bug.
However for the meantime you can just right click in the viewport and select the brush there. After that it should work.
I tested it on 673 and it works.
Anyway you should still submit a bug.
Please submit a bug.
However for the meantime you can just right click in the viewport and select the brush there. After that it should work.
I tested it on 673 and it works.
Anyway you should still submit a bug.
Technical Discussion » Reverse normal but keeping vertex order?
- Doudini
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Hi Ruudygh,
Could you explain what it is you are trying to solve?
I think A-OC is right here. The vertex winding also controls the normal direction of the polygon. You can simply test this with an add sop closing a polygon. it will be dependent on the order. Thats why it matters which direction you draw a closed curve.
So to my knowledge this is simply not possible as it would break how a polygon is constructed in 3d.
I am just a noob dont take my word on this. :3
Maybe you just have non matching vertex orders which you want to match?
ps: did you try clean sop with reverse winding?
Could you explain what it is you are trying to solve?
I think A-OC is right here. The vertex winding also controls the normal direction of the polygon. You can simply test this with an add sop closing a polygon. it will be dependent on the order. Thats why it matters which direction you draw a closed curve.
So to my knowledge this is simply not possible as it would break how a polygon is constructed in 3d.
I am just a noob dont take my word on this. :3
Maybe you just have non matching vertex orders which you want to match?
ps: did you try clean sop with reverse winding?
Edited by Doudini - Feb. 11, 2017 08:40:15
Houdini Indie and Apprentice » Can't see texture in viewport
- Doudini
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Unaided
I found this [sidefx.com], but still I have not tried.
It seems is that I will need.
This should help you: https://www.sidefx.com/tutorials/procedural-uv-node/ [sidefx.com]
Houdini Indie and Apprentice » Can't see texture in viewport
- Doudini
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The boxSOP does not have UVs by default.
In your shader you have plugged in your Texture without any S and T coordinate. Therefor it will use point position coordinates for the texture when rendering. (each primitive will get a value mapped 0-1). You should drop down a UV Coords in your Shader VOP and take the u and v plug them into s and t.(Or look at the diffColor part in the shader and how its setup.)
Then if you put down a uvunwrap or uvtexture SOP it will work.
I remember seeing some Video explaining all this and also explains Object, World, Camera and NDC space. If i find it i will link it here.
As mentioned all the preset materials have the diffuse map linked already with opengl. but if you make your own or customize it you will have to set this stuff up yourself.
In your shader you have plugged in your Texture without any S and T coordinate. Therefor it will use point position coordinates for the texture when rendering. (each primitive will get a value mapped 0-1). You should drop down a UV Coords in your Shader VOP and take the u and v plug them into s and t.(Or look at the diffColor part in the shader and how its setup.)
Then if you put down a uvunwrap or uvtexture SOP it will work.
I remember seeing some Video explaining all this and also explains Object, World, Camera and NDC space. If i find it i will link it here.
As mentioned all the preset materials have the diffuse map linked already with opengl. but if you make your own or customize it you will have to set this stuff up yourself.
Technical Discussion » Random Extrude Values...
- Doudini
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- Generate random attribute for scale: use attribute randomize sop, class: primitive, name: zscale (set to dimensions: 1 (float))
- extrude sop: Distance: 1 under Local Control enable Distance Scale: zscale
(enable Divide into Individual Elements on the polyextrude sop)
- extrude sop: Distance: 1 under Local Control enable Distance Scale: zscale
(enable Divide into Individual Elements on the polyextrude sop)
Technical Discussion » Is rigging in Houdini supposed to be this difficult and time consuming?
- Doudini
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Houdini Indie and Apprentice » Can't see texture in viewport
- Doudini
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There is a difference how shaders get shown in opengl display and the mantra rendering. They are not linked.
To make your texture visible in your viewport (opengl) you will need to have the opengl texture Parameters. You can edit the parameter interface and add them. (Add Render Properties -> SHOP Options -> OGL -> Texture Layers)
It seems you are using the mantra surface shader which should already have a OpenGL parameters in its properties. There you can change the texture. As Standard it will be linked up to you diffuse channel texture.
This might be a bit confusing first but remember that OpenGL rendering and mantra rendering are 2 very different things.
Attached a screenshot.
Hope it helps.
To make your texture visible in your viewport (opengl) you will need to have the opengl texture Parameters. You can edit the parameter interface and add them. (Add Render Properties -> SHOP Options -> OGL -> Texture Layers)
It seems you are using the mantra surface shader which should already have a OpenGL parameters in its properties. There you can change the texture. As Standard it will be linked up to you diffuse channel texture.
This might be a bit confusing first but remember that OpenGL rendering and mantra rendering are 2 very different things.
Attached a screenshot.
Hope it helps.
Houdini Learning Materials » Having problems with VEX Syntax
- Doudini
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I think the wrangle is run over a curve and scatters 10 points on it. The Code works. Tested with 15.5.673. Must be some weird error in your file.
can you upload a file?
cheers
ps: you could just use a scatter sop which can scatter points on lines. in combination with a carve you can get the same results. just merge the result back with the line.
can you upload a file?
cheers
ps: you could just use a scatter sop which can scatter points on lines. in combination with a carve you can get the same results. just merge the result back with the line.
Houdini Learning Materials » Animating Unified Noise Values
- Doudini
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You can pick Time or Frame from the Geometry vop Globals (geometryvopglobal).
Never do keyframes inside of VOP! this will recook the VOP on every frame and also have no access to global variables as you are already at the level where they come from.
Never do keyframes inside of VOP! this will recook the VOP on every frame and also have no access to global variables as you are already at the level where they come from.
Technical Discussion » Write(Modify) Extra File in HDAs
- Doudini
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Not sure why you would want to do that?
Any Reason to not just load and save the data in a invisible parameter on your HDA?
Any Reason to not just load and save the data in a invisible parameter on your HDA?
Technical Discussion » Reloading the image on UVQuickShade
- Doudini
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try
type this in a textport tab. Or under the shelf Texture you find Clear Textures. Edit this tools Script and add the 2 lines in there.
hope it helps
texcache -c glcache -c
type this in a textport tab. Or under the shelf Texture you find Clear Textures. Edit this tools Script and add the 2 lines in there.
hope it helps
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