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Houdini Lounge » 1 click install...
- hoknamahn
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Technical Discussion » Random start
- hoknamahn
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Your next step is pretty simple. You could pipe geometry to Point POP or which is much more efficient to custom VEX SOP. Point SOP or VEX SOP will assign v or N attribute which will be used by Source POP with Initial Velocity set to “Use inherited velocity” or “Add to inherited velocity”. Or for some reasons you can set Initial Velocity to “Set Initial Velocity” and then apply Velocity POP with some expression which will pick up v, N or any other attribute.
Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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Hi Paul,
hehehe… round number 2
Houdini should/does this automatically but result is a little bit confusing.
hehehe… round number 2
Houdini should/does this automatically but result is a little bit confusing.
Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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I understand that fact that force in current time step should be equal to magnitude divided by oversampling but don't understand why final look should be different. In that scene the magnitude is proportional to oversampling (I mean final effect) - more samples - bigger magnitude. But I expect to see result which is not dependent on samples (I mean overall magnitude of force should be the same or close enough). This is one weird thing. But if you turn on a visibility flag on… for example fan1 pop and play with oversampling effect will be completely different: more samples - smaller magnitude. Probably there is some logical explanation for these side effects? :?
Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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Guys check this out please. Try different oversampling and check how it affects different pops.
Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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Actually I'm not sure that I can reproduce this behaviour :? I've tried to setup the particle system from scratch several times and now I'm perplexed.
Edited by - Oct. 2, 2007 12:51:45
Technical Discussion » POPs, oversampling and forces... Bug or feature?
- hoknamahn
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Hey,
Seems that magnitude of the force in POPs is proportional to 1 / Oversampling (I mean not value at current sample but actual magnitude which user set). I'm not sure about all forces in POPs but this is correct at least for Fan POP. Try to put Fan POP and turn on Show acceleration guide flag and you will see. Could you clarify is it bug or feature. Looks weird… H9.0.734
I've tried H8.2 and it works as supposed - force magnitude isn't dependent on Oversampling.
Seems that magnitude of the force in POPs is proportional to 1 / Oversampling (I mean not value at current sample but actual magnitude which user set). I'm not sure about all forces in POPs but this is correct at least for Fan POP. Try to put Fan POP and turn on Show acceleration guide flag and you will see. Could you clarify is it bug or feature. Looks weird… H9.0.734
I've tried H8.2 and it works as supposed - force magnitude isn't dependent on Oversampling.
Technical Discussion » HDK 725/727 for WinXP - bug?
- hoknamahn
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Hi Joel!
Thanks for reply. But I'm not sure should it work or no because CFLAGS have -I blah-blah-path-to-includes… Anyway I can't check this out now because I've installed 730 now and again… Two things:
1. Houdini Console during the installation process told me that
ERROR: Couldn't open resource file “resources” (No such file or directory)
2. hdkinstall… lots of errors like
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/IFD/IFD_StreamEvent.h
ERROR: Could not create directory for PROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/IFD/IFD_Table.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Ambient.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_API.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Blend.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Bone.h
:?
Thanks for reply. But I'm not sure should it work or no because CFLAGS have -I blah-blah-path-to-includes… Anyway I can't check this out now because I've installed 730 now and again… Two things:
1. Houdini Console during the installation process told me that
ERROR: Couldn't open resource file “resources” (No such file or directory)
2. hdkinstall… lots of errors like
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/IFD/IFD_StreamEvent.h
ERROR: Could not create directory for PROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/IFD/IFD_Table.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Ambient.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_API.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Blend.h
ERROR: Could not create directory for CPROGRA~1/SIDEEF~1/HOUDIN~1.730//toolkit/include/OBJ/OBJ_Bone.h
:?
Technical Discussion » HDK 725/727 for WinXP - bug?
- hoknamahn
- 398 posts
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I've tried to compile Star SOP (and other much simpler operators too) and got this error:
c:\Program Files\Side Effects Software\Houdini 9.0.727\toolkit\include\SYS\fpreal16.h(93) : fatal error C1083: Cannot open include file: ‘iostream.h’: No such file or directory
712 was okay.
Another problem I found… Build 719 for Linux 32 bit. Houdini hide all parameters of HDKed operator. You can see them in the Edit Parameters Interface. But Houdini crashes when you trying to show those parameters. And this problem related not only to HDKed ops but (in some builds) to VEX custom operators.
c:\Program Files\Side Effects Software\Houdini 9.0.727\toolkit\include\SYS\fpreal16.h(93) : fatal error C1083: Cannot open include file: ‘iostream.h’: No such file or directory
712 was okay.
Another problem I found… Build 719 for Linux 32 bit. Houdini hide all parameters of HDKed operator. You can see them in the Edit Parameters Interface. But Houdini crashes when you trying to show those parameters. And this problem related not only to HDKed ops but (in some builds) to VEX custom operators.
Technical Discussion » how to do an Recursive Comb Filter
- hoknamahn
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Hey Andrew,
Make some fancy demos with sound please! There are lots of FX demos made in Houdini but almost nothing concerning sound. Would be great to see/hear
Make some fancy demos with sound please! There are lots of FX demos made in Houdini but almost nothing concerning sound. Would be great to see/hear
Houdini Lounge » list of houdini variables $
- hoknamahn
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Houdini Lounge » Mac OSX Port?
- hoknamahn
- 398 posts
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Technical Discussion » Creating my own Extrude
- hoknamahn
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E.g. how do I pass the current polygon selection to it instead of passing a group name? Do I use a string with the primitive indices? How do I tie that in with the selection when the node/asset is created?You can bind selectors to parameters of your asset which will allow you to work with your asset in the viewport as with any other Houdini operator. And of course you can mimic a behaviour of the Group parameters using Script Type Menu.
You can only deform existing geometry? What about if I used VEX code itself? Does that open up any possibilities?With VEX SOPs (and VOPs which are just visual representation of VEX code) you can only modify attributes. With HScript/Python you can create new operators (so you can create geometry). With Python probably… maybe in the nearest future… you can generate geometry. But I suppose that now you can only modify existing geometry.
Houdini Lounge » How to render nice looking fluids?
- hoknamahn
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Houdini Lounge » Python as scene description: when?
- hoknamahn
- 398 posts
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Seems that H9 still use HScript as the language for description of scene. Any plans to move to Python?
Technical Discussion » create an avi from an image sequence
- hoknamahn
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Technical Discussion » create an avi from an image sequence
- hoknamahn
- 398 posts
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icp from Houdini's bin directory as postrender script or as callback on the button. Look at the callback scripts in HDA properties.
Technical Discussion » BUG: PRMan subdivs
- hoknamahn
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Technical Discussion » BUG: PRMan subdivs
- hoknamahn
- 398 posts
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I suppose there is a bug in the rib exporter:
make a polygonal grid, leave all by default (10x10), then delete it's central primitive (40) and set geometry to “polygons as subdivision surfaces”.
then, render it twice - once in mantra and in prman. You'll find that in prman result looks like primitives near all the edges were removed.
make a polygonal grid, leave all by default (10x10), then delete it's central primitive (40) and set geometry to “polygons as subdivision surfaces”.
then, render it twice - once in mantra and in prman. You'll find that in prman result looks like primitives near all the edges were removed.
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