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Technical Discussion » Blending materials
- jesta
- 311 posts
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if you're happy to play with VOPs then create a shader with two texture maps and use a point attribute or greyscale image to act as a blend using the mix VOP.
Houdini Lounge » Houdini vs Maya
- jesta
- 311 posts
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Houdini Lounge » Explosive force problems
- jesta
- 311 posts
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Houdini Lounge » Python as scene description: when?
- jesta
- 311 posts
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Houdini Lounge » Paint particles
- jesta
- 311 posts
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I'm not sure it is, but there are plenty of ways to lay down points to use as particles.
Or you can paint on a surface and have the particles emit from the painted areas only if you need a ton of particles.
Or you can paint on a surface and have the particles emit from the painted areas only if you need a ton of particles.
Technical Discussion » License manager
- jesta
- 311 posts
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You should be able to use the note book offline. but my understanding is the licence server is bound to the mac address of the network card, so if it's disabled or missing you will have problems
Technical Discussion » Particle Render Issue CopySop/POPnet
- jesta
- 311 posts
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Technical Discussion » incrementing copys parameters over time
- jesta
- 311 posts
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Hi Nick
You could also create an offset or using the point/primitive number or a custom attribute with some arbitrary value.
Jerry
You could also create an offset or using the point/primitive number or a custom attribute with some arbitrary value.
Jerry
Houdini Lounge » Spiderman 3
- jesta
- 311 posts
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Houdini Lounge » export geometry
- jesta
- 311 posts
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If you want to export NURBS to maya open the u and v. then convert to mesh then to poly. save as .obj and load into Maya. Convert to NURBS and close u and v.
easy!
easy!
Technical Discussion » MIDI In CHOP (Joystick to MIDI..)
- jesta
- 311 posts
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Craig
I fiddled round with this a few years ago and managed to get it working after a while.
I had the Joystick controlling some random object.
I seem to remember there was some issue with a loss of connection between the Joystick and Houdini, but I don't remember what caused it.
I don't remember what version of Houdini it was in either, and if that's an issue, but I'll hunt around at home to see if I saved the file and post it here if I find it.
I fiddled round with this a few years ago and managed to get it working after a while.
I had the Joystick controlling some random object.
I seem to remember there was some issue with a loss of connection between the Joystick and Houdini, but I don't remember what caused it.
I don't remember what version of Houdini it was in either, and if that's an issue, but I'll hunt around at home to see if I saved the file and post it here if I find it.
Technical Discussion » Hdk Help - Edit Sop
- jesta
- 311 posts
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Oh Dude!
Sounds like you need a couple of Shandys.
Now this will steal poor Jaideeps thread. Bad Monkey!
Sounds like you need a couple of Shandys.
Now this will steal poor Jaideeps thread. Bad Monkey!
Houdini Lounge » shading layer parameter vop?
- jesta
- 311 posts
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use a global variables VOP and use s and t. make sure you use an attribute SOP and on the renderman tab check “add default mappings”
Technical Discussion » 3delight and Houdini
- jesta
- 311 posts
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benco
ops:
thanks for the reply.
I should have said I'm on linux so an exe is not so good.
Technical Discussion » 3delight and Houdini
- jesta
- 311 posts
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benco
Ok i made some modification on rmanshader.c and using the HOUDINI_VIEW_RMAN
if HOUDINI_VIEW_RMAN =renderdl then COMPILER = “shaderdl”
and the extension EXT = “sdl”;
if HOUDINI_VIEW_RMAN = air COMPILER “shaded”;
EXT = “sli”;
else COMPILER = “shader”;
EXT = “slo”;
Hey benco
can you post your hrmanshader.C file so we can see the exact modifications please.
Thanks
Technical Discussion » The same shader works with maya but not houdini
- jesta
- 311 posts
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Technical Discussion » Stuck Merge Sop (Yellow for Wire/DOPs)
- jesta
- 311 posts
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Technical Discussion » primitive groups > point groups
- jesta
- 311 posts
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it being the most amazing 3D software on the planet, you'd think…
RFE Sesi?
and while you're about it, how about being able to return primitives bound by point groups for completeness?
much obliged
RFE Sesi?
and while you're about it, how about being able to return primitives bound by point groups for completeness?
much obliged
Technical Discussion » CHOPS question (game controller input?)
- jesta
- 311 posts
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Hey Craig
I tried something along this line a while back.
Houdini will handle midi input. i have a usb joystick and was looking for something that might interpret usb inputs to midi format.
i found a little program called midijoy…
http://www.hermannseib.com/english/midijoy.htm [hermannseib.com]
I used it for a few prof of concept tests and it seemed to work ok.
that said it wasn't the most reliable and i would occasionally loose input. but i think it was an early version so it's still worth a go.
i don't think it was too complicated to set up but it did require a little fiddling before it started to work.
best of all though it's free and you don't need to code
cheers
jerry
I tried something along this line a while back.
Houdini will handle midi input. i have a usb joystick and was looking for something that might interpret usb inputs to midi format.
i found a little program called midijoy…
http://www.hermannseib.com/english/midijoy.htm [hermannseib.com]
I used it for a few prof of concept tests and it seemed to work ok.
that said it wasn't the most reliable and i would occasionally loose input. but i think it was an early version so it's still worth a go.
i don't think it was too complicated to set up but it did require a little fiddling before it started to work.
best of all though it's free and you don't need to code
cheers
jerry
Technical Discussion » primitive groups > point groups
- jesta
- 311 posts
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cheers mike. doesn't help much unfortunately
My problem is I have 123 primitive groups and i need to be able to identify the points in each group. Also I want the option of changing the number of points in general.
It's part of a script I'm running that loops through each group, finds the point numbers and loops through those to give me some arbitrary data.
The problem is the pointlist or pointgrouplist function only accepts point groups as a definition of the points to list. grrr
I was hoping a solution similar to yours would be able to stick my group names into and attribute that i might then use to recreate my groups using a partition SOP but so far it's all proving a little elusive.
could be due to too much egg nog, or i hit a wall in hscript.
I'm almost looking at adding a section to the script which adds a group SOP and switches the groups from prim to point to do it that way. I just thought it would be easier.
My problem is I have 123 primitive groups and i need to be able to identify the points in each group. Also I want the option of changing the number of points in general.
It's part of a script I'm running that loops through each group, finds the point numbers and loops through those to give me some arbitrary data.
The problem is the pointlist or pointgrouplist function only accepts point groups as a definition of the points to list. grrr
I was hoping a solution similar to yours would be able to stick my group names into and attribute that i might then use to recreate my groups using a partition SOP but so far it's all proving a little elusive.
could be due to too much egg nog, or i hit a wall in hscript.
I'm almost looking at adding a section to the script which adds a group SOP and switches the groups from prim to point to do it that way. I just thought it would be easier.
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