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Technical Discussion » reference plate/ image plane in imported camera
- sepu
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Technical Discussion » MASH for Maya World node equivalent in Houdini.
- sepu
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You can connect the Mash network to the Bifrost graph and export that to Houdini using alembic or USD. With properties, so Houdini can read them, you can go back and forth.
Solaris and Karma » USD workflow Maya anim to Houdini
- sepu
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Bifrost indeed facility this workflow btw. It gives you much more than Maya USd UI without going into Python. Besides is procedural as well. So is def worth having a look.
Technical Discussion » H18 Rbd Hero & Flip volume Loss
Houdini Indie and Apprentice » How to reduce the spinning of particles in a flip sim
- sepu
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Houdini Indie and Apprentice » How to "Solidify" an object?
- sepu
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merge point is a Fuse in H
But I think what you want is a polyfill to close at the bottom. Tomas beat me to it
But I think what you want is a polyfill to close at the bottom. Tomas beat me to it
Edited by sepu - April 27, 2022 23:52:42
Houdini Indie and Apprentice » How to change point normal (handle alignment) for extrusion?
- sepu
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Technical Discussion » Export large alembic data crash, not write block by block
- sepu
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Houdini Indie and Apprentice » Using attribute to drive parameters
- sepu
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Technical Discussion » Point rendering problem
- sepu
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you probably have some weird geo somewhere there you can try to throw a clean after your tree or in the geo > render > no point rendering
Houdini Indie and Apprentice » Rendering instances Redshift
- sepu
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if you are using a .png, I'm guessing is because of the alpha, then use a sprite node instead to get it render correctly.
Edited by sepu - April 11, 2022 19:13:51
Technical Discussion » How to merge co-planar primitives?
- sepu
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Technical Discussion » houdini scatter to maya MASH
- sepu
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No, Mash doesn't allow to load pts. The easiest way is loading them in Bifrost. Either export your pts with as an ABC or USD then you can render directly in Arnold inside the graph. Then you can scatter your models using the instance node or using USD now with 2.4 Plus it brings all the attributes and you can use them for shading or whatever.
Another way is going through H-engine.
Another way is going through H-engine.
Houdini Indie and Apprentice » Scattered lines same point order
- sepu
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If I understand you correctly you need to use a vertexprimindex function.
so it would be
so it would be
i@index = vertexprimindex(0, @vtxnum);
Technical Discussion » Generate curve from geometry
- sepu
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Solaris and Karma » Importing MaterialX files
- sepu
- 420 posts
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Houdini Lounge » A most reliable on premise rendering solution?
- sepu
- 420 posts
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Houdini Indie and Apprentice » Get point at position...
- sepu
- 420 posts
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Depending on what you are looking for exactly, you can use either
https://www.sidefx.com/docs/houdini/vex/functions/nearpoint.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/vex/functions/nearpoints.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/vex/functions/nearpoint.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/vex/functions/nearpoints.html [www.sidefx.com]
Houdini Indie and Apprentice » RBD Bound object
- sepu
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Houdini Indie and Apprentice » Join Primitives
- sepu
- 420 posts
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if you want one node which is an OTL anyway try the lab "extract silhouette" trace axis Y
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