thanx,
but still don't know how to render the alpha channel only,
i tried to render Af variable to C, but does'nt work.
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Houdini Lounge » render alpha and deep raster only
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Houdini Lounge » render alpha and deep raster only
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in mantra , why there's no option to render just the alpha channel only or deep raster channel only.
Houdini Lounge » bluring an image using CHOP
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thanx guyz,
both using paint(smooth) and attrib transfer work fine, where the attrib. transfer can give more ‘blury’ effects compare to paint.
i tried this link, but in the part where it says : “Back in COPS: Use the Channel COP, reference the Lag Chop and …..”
in COPs there's nothing like ‘channel COP’ as mentioned. what's wrong? since it was version 4, is this node replaced ?
another thing is… just curious… is it possible to grab Cd attributes & bring them into COP network? so then i can manipulate and send it back to SOP.
thanx
both using paint(smooth) and attrib transfer work fine, where the attrib. transfer can give more ‘blury’ effects compare to paint.
digitallysane
Check this old and interesting post:
Mailing list archive
i tried this link, but in the part where it says : “Back in COPS: Use the Channel COP, reference the Lag Chop and …..”
in COPs there's nothing like ‘channel COP’ as mentioned. what's wrong? since it was version 4, is this node replaced ?
another thing is… just curious… is it possible to grab Cd attributes & bring them into COP network? so then i can manipulate and send it back to SOP.
thanx
Houdini Lounge » bluring an image using CHOP
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JColdrick
I suppose the first question is “why?”,
thanx,
actually i'm not doing anything important, just a curiousity maybe…
well, i'm just looking some alternative way in my learning proccess,
since i'm a beginner, i'm doing a lot of experiment
and i attached a hip file and an OTL that i created,
maybe this can explain what i ‘m trying to achieve.
i know again that this can be done with other easier way, something like using an animated images (that goes from sharp to blur) as texture to drive the shape, but this i’m just trying to explore some other possibilities.
so in the hip file , i'm trying to distort/modify the shape of an extruded faces based on Cd attribute.
the OTL i created has one parameter : blur scale , this for controling the displacement ….as u drag the value, shape is changed.
but the result is more like a directional blur, so it's only blur the image in one direction, that 's the problem.
maybe i need some hard coded expression to do the blur (if i insist w/ the CHOP)?
thanx.
Houdini Lounge » bluring an image using CHOP
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i created a grid sop,
append point sop to add point color (Cd) attribute, and set it to black,
append paint SOP & draw a simple image on the grid surface ,
then what i like to do is to blur the image i painted.
i want to achieve this effect specifically using CHOP.
so enter CHOP network, drop a geometry CHOP to grab the Cd attribute from paint SOP.
then append a filter CHOP, so hopefully this ‘filter’ node will blur the image.
but as the result, this ‘filter’ doesn't do a nice blur..
so how to achieve a nice blur effect using chop?
anyone can help me on this?
thanx
append point sop to add point color (Cd) attribute, and set it to black,
append paint SOP & draw a simple image on the grid surface ,
then what i like to do is to blur the image i painted.
i want to achieve this effect specifically using CHOP.
so enter CHOP network, drop a geometry CHOP to grab the Cd attribute from paint SOP.
then append a filter CHOP, so hopefully this ‘filter’ node will blur the image.
but as the result, this ‘filter’ doesn't do a nice blur..
so how to achieve a nice blur effect using chop?
anyone can help me on this?
thanx
Houdini Lounge » Moving the objects centre point/ transform axis
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circusmonkey
How do I move the axis/centre point of an object , for instance to one end of a tube.
In xsi I would select a bunch of verts and use “centre to selection”.
i assume you are working at SOP level,
maybe u can try one of these:
1. append a transfrom SOP, then in the pivot Y type : $YMAX or $YMIN depend on your case. these are the local variable, u can check all the local var available in the help , press “?” button/icon in parameter pane for the transform SOP.
2. append transform SOP, press ` to reselect geometry , press ‘1’ to go to ‘point selection’ mode, select points (example all the points at the tube edge), RMB to finish selection. now the transfrom handle will jump/snap to the center of current selection. But then because u want to transform the whole obj, the next step: u have to first RMB the handle , turn OFF ‘handle follows group’ then press ` to reselect geometry, press ‘a’ to select all object, RMB to end selection mode.
now u can transform the obj using new handle.
hope it help.
Houdini Lounge » tuning opengl to preview shader
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i created vop network, so it's just a simple shader and the color surface is controled by the distance between 2 spheres , so i'm using IF, COMPARE and DISTANCE nodes to track them, but i'm having problem to set the openGl part of a shader (in sop network), coz i can't bind the diffulse color (in the openGL tab) to any parameter so i can see in 3d viewer the color is updating while i'm changing the distance of the spheres.
as in the attached hip file, when moving closer to eachother within a certain distance, the shader change to blue, if move away it will be red.
i only can preview the changes in shop viewer or have to render first.
anyone can help?
anyway is it possible to set opengl preview to represent the shader automatically?
just a request : in vop, when connecting 2 nodes with different type of data , it will be nice if houdini can automatically insert a convert node.
thanx
as in the attached hip file, when moving closer to eachother within a certain distance, the shader change to blue, if move away it will be red.
i only can preview the changes in shop viewer or have to render first.
anyone can help?
anyway is it possible to set opengl preview to represent the shader automatically?
just a request : in vop, when connecting 2 nodes with different type of data , it will be nice if houdini can automatically insert a convert node.
thanx
Houdini Lounge » multiple shop network
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1. if i have multiple shop network, example one in the root and the other inside SOP. then i created a vop network, then RMB-> create new shop. then a shader will be created in the root SHOP network ( the one in the root : /shop) .is it possible to redirect it to another SHOP network.
2. in shop/vop viewer, everytime i set the background to other setting, example : black wall, then save file. After reloading the file, this setting back to gray again. is it anyway i can save this setting?
thanx
2. in shop/vop viewer, everytime i set the background to other setting, example : black wall, then save file. After reloading the file, this setting back to gray again. is it anyway i can save this setting?
thanx
Houdini Lounge » how to change the wireframe color?
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in houdini , is it possible to change the default wireframe color? also when there's no light obj, how to change the default setting of the lighting/shading.
if i load the render SOP then draw rectagle area, at first it just do nothing, so i have to thumble the view a bit (to force refreshing) so then the render process will actually start. is it an open gl issue?
thanx
if i load the render SOP then draw rectagle area, at first it just do nothing, so i have to thumble the view a bit (to force refreshing) so then the render process will actually start. is it an open gl issue?
thanx
Houdini Lounge » x-ray
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thanx,
like u said, to use this method i have to use 2 separate windows, this way to avoid selecting the subd accidentally while try to select the cage elements (coz footprint flag is on which means it still can be selected on viewer).
the other problem , while appending the polyextrude to extrude edge(just before shop2/subdivide node), the new faces didn't have the shader information, so each time i have to move the shop1 down after polyextrude node just to make it right.
anyway thanx a lot.
like u said, to use this method i have to use 2 separate windows, this way to avoid selecting the subd accidentally while try to select the cage elements (coz footprint flag is on which means it still can be selected on viewer).
the other problem , while appending the polyextrude to extrude edge(just before shop2/subdivide node), the new faces didn't have the shader information, so each time i have to move the shop1 down after polyextrude node just to make it right.
anyway thanx a lot.
Houdini Lounge » x-ray
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i just found out that it doesn't work with template flag .
in my case : i'm doing a sub-d modeling, where i left the display flag ON for the upper node to work on. And left the template flag ON for the subdivide node. In display options i set the non-selected to wireframe and set template to smooth shaded.
i cannot see the ref. image plan in background to match the shape and detail coz the subdivide node is not transparent.
should consider this feature.. it helps in modeling.
thanx
in my case : i'm doing a sub-d modeling, where i left the display flag ON for the upper node to work on. And left the template flag ON for the subdivide node. In display options i set the non-selected to wireframe and set template to smooth shaded.
i cannot see the ref. image plan in background to match the shape and detail coz the subdivide node is not transparent.
should consider this feature.. it helps in modeling.
thanx
Houdini Lounge » Quickstart tutorial question.
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when u open type property dialog box, did u RMB on the source node? i think u did on the wrong node. coz the property of any built in houdini node is locked by default, so u cannot modify.
i think u should RMB on the rocket_asset node (the digital asset u created for the rocket in prev tutorial step ), then choose ‘type properties’ :
this parameters tab can be modified, so drop any parameter u want to make interface here.
maybe it help.
i think u should RMB on the rocket_asset node (the digital asset u created for the rocket in prev tutorial step ), then choose ‘type properties’ :
this parameters tab can be modified, so drop any parameter u want to make interface here.
maybe it help.
Houdini Lounge » subdivision surface
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thanx,
'polygon to subdivision surface' mode output a smooth surface.
But how to see that final shape before it's rendered. so when sculpting the surfaace, i know exactly what my obj will be.
if i see the render result, it looks like applying subdivide node w/ level set to 3. am i right?
'polygon to subdivision surface' mode output a smooth surface.
But how to see that final shape before it's rendered. so when sculpting the surfaace, i know exactly what my obj will be.
if i see the render result, it looks like applying subdivide node w/ level set to 3. am i right?
Houdini Lounge » subdivision surface
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1. compared to maya , the subd is constructed as like nurbs .
but in houdini it's polygon (subdivide node).
is it different concept of subd?
subd in maya looks cleaner ( looks like nurbs with isoparm) compared to houdini in achieving the same smooth/detail (go to level 3 or above in subdivide node).
or it's just a matter of visual thing only?
any master can explain?
2. i think sidefx should make the brush picking mode (selection mode) more like maya paint selection or softimage x-ray selection. the current brush picking is not quite usefull.
thanx.
but in houdini it's polygon (subdivide node).
is it different concept of subd?
subd in maya looks cleaner ( looks like nurbs with isoparm) compared to houdini in achieving the same smooth/detail (go to level 3 or above in subdivide node).
or it's just a matter of visual thing only?
any master can explain?
2. i think sidefx should make the brush picking mode (selection mode) more like maya paint selection or softimage x-ray selection. the current brush picking is not quite usefull.
thanx.
Houdini Lounge » modifying standard operator
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i create a fuse SOP, then i make 3 duplicates (copy-paste the node).
i modify them so each of these new fuse nodes have its own different parameter setting.
later in other project, i want to keep this setting, so i can load these customized fuse nodes as for example : fuse1,fuse2 etc (each with different setting).
i know i can save this preset in parameter pane which mean i have to load the preset each time i use it, but i wanna go faster…
what i have in mind is creating toolbar macro for every modified fuse node. so i can access them directly and faster from tab menu.
everything is ok in the network pane…
but the big problem is : i cannot access this macro from within 3d viewer , the macro is not available here. is it possible to access the toolbar macro here?
anyone can help,
thanx
i modify them so each of these new fuse nodes have its own different parameter setting.
later in other project, i want to keep this setting, so i can load these customized fuse nodes as for example : fuse1,fuse2 etc (each with different setting).
i know i can save this preset in parameter pane which mean i have to load the preset each time i use it, but i wanna go faster…
what i have in mind is creating toolbar macro for every modified fuse node. so i can access them directly and faster from tab menu.
everything is ok in the network pane…
but the big problem is : i cannot access this macro from within 3d viewer , the macro is not available here. is it possible to access the toolbar macro here?
anyone can help,
thanx
Houdini Lounge » stoolbar and toolbar directory
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in SOP , i try to create new toolbar -> pane/edit toolbar.
if i create the toolbar from viewer pane,in the toolbar manager dialog box, the destination directory will be : ../stoolbar. But if i create in network pane, the path : ../toolbar.
so they're saved in two different places.
if i want to create my own toolbar i have to create it twice, and if i want to modify it , i have to do it twice, one saved in ../stoolbar and the other in ../toolbar.
is it possible to redirect them to point to same directory? so i just need to make it once.
and when add some operators to my new toolbar, it seems impossible for me to rearrange the order.
one more thing,example: in SOP network pane, if i want to ‘on’ the template/footprint flag for multiple nodes, i have to press shift+LMB. i think it would be nice if i can set middle click to replace it, so no need to press ‘shift’.
thanx.
if i create the toolbar from viewer pane,in the toolbar manager dialog box, the destination directory will be : ../stoolbar. But if i create in network pane, the path : ../toolbar.
so they're saved in two different places.
if i want to create my own toolbar i have to create it twice, and if i want to modify it , i have to do it twice, one saved in ../stoolbar and the other in ../toolbar.
is it possible to redirect them to point to same directory? so i just need to make it once.
and when add some operators to my new toolbar, it seems impossible for me to rearrange the order.
one more thing,example: in SOP network pane, if i want to ‘on’ the template/footprint flag for multiple nodes, i have to press shift+LMB. i think it would be nice if i can set middle click to replace it, so no need to press ‘shift’.
thanx.
Houdini Lounge » x-ray
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when viewing obj in viewport , is there any feature like x-ray shading mode (like in maya) so i can see through the object.
i need this when modeling using grid SOP as imageplan/reference sketch ( not using display option/background).
thanx.
i need this when modeling using grid SOP as imageplan/reference sketch ( not using display option/background).
thanx.
Houdini Lounge » IK problem -> twist forearm
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Houdini Lounge » IK problem -> twist forearm
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i created a simple bone structure -> 3 bones with IK.
so the structure is like this : chain_root -> A -> B -> C
(A,B,C are bones.)
and by default the ‘goal’ will be placed at the end of chain (which is the end of bone C).
when moving the goal, the bone A,B,C will be adjusted , the IK solver will calculated the angle that will be used to rotate each of the bones.
the problem : when moving the goal , i want the solver to rotate JUST bone A and B,
so bone B and C are rigid.
in my case , Bone B and C will be used to control forearm. so the forearm will have 2 bones ( B and C) instead of just 1 bone , then i will use the C to twist the forearm. And the goal is still located at the end of C.
anyone know how to solve this kind of problem?
thanx
so the structure is like this : chain_root -> A -> B -> C
(A,B,C are bones.)
and by default the ‘goal’ will be placed at the end of chain (which is the end of bone C).
when moving the goal, the bone A,B,C will be adjusted , the IK solver will calculated the angle that will be used to rotate each of the bones.
the problem : when moving the goal , i want the solver to rotate JUST bone A and B,
so bone B and C are rigid.
in my case , Bone B and C will be used to control forearm. so the forearm will have 2 bones ( B and C) instead of just 1 bone , then i will use the C to twist the forearm. And the goal is still located at the end of C.
anyone know how to solve this kind of problem?
thanx
Houdini Lounge » old character tutorial
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i try the houdini character animation tutorial, this using an old version of houdini. so when creating bones using IK, i can select the IK goal/null and modify it without affecting the bones by first turn off the export flag in the KIN CHOP.
in my version (8) something's different, when go to CHOP, the export flag is already ‘off’ and there's no difference when i turn it on/off. so how to temporarily ‘off’ the kinematic solver, so i can modify the goal/twist affector?
thanx
in my version (8) something's different, when go to CHOP, the export flag is already ‘off’ and there's no difference when i turn it on/off. so how to temporarily ‘off’ the kinematic solver, so i can modify the goal/twist affector?
thanx
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