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Houdini Indie and Apprentice » 12.1 HD Apprentice to 12.5 update not HD?
- robonilla
- 84 posts
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Work in Progress » Pentagon ball
- robonilla
- 84 posts
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mmm ok.. as pusat said… …
i should refresh more often the threads I open at the begining of my day
i should refresh more often the threads I open at the begining of my day
Work in Progress » Pentagon ball
- robonilla
- 84 posts
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i'm not sure if you should be posting this questions here, it doesn't count as work in progress if you haven't started it yet !
i think you should post this in the apprentice forum. Keep it in mind for next time.
about the question.
that isn't too hard to do, specially with the platonic solids.. you just need to use a dodecahedron and apply the inset with a polyextrude on each primitive.
i attached a scene file, check it out.
i think you should post this in the apprentice forum. Keep it in mind for next time.
about the question.
that isn't too hard to do, specially with the platonic solids.. you just need to use a dodecahedron and apply the inset with a polyextrude on each primitive.
i attached a scene file, check it out.
Houdini Learning Materials » Toronto Technical Evening: Bullet Simulations
- robonilla
- 84 posts
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Houdini Indie and Apprentice » Jaggy fracture edges
- robonilla
- 84 posts
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I was playing around the Brian's setup and its really beautiful!
But since he extrudes the surface of the bowl after the voronoi cracking its easy to control the inner faces created, so i began wondering how to apply the same approach to already modeled objects (where we can't extrude the surface later) or closed objects. And this is the setup I came up with.
The principle behind it is the same: noise it/break it/de-noise it..
Without the extrusion and letting the voronoi node create the inner faces for us (where we can apply noise easily too) we have the problem that when running the de-noise VOP those new points are not moved. To deal with that I just applied an attribute transfer copying the deformed value from the nearest points to the new faces.
I works really wel with closed meshes!
As you can see in the pic when applying it to the teapot I had some inner surface coming out in some places, but the problem is that the teapot wasnt really completely closed but 3 diferent meshes so it should be easily fixed.
Really thanks for this setup… I learned something new
I'm attaching my setup in case anyone wants to see it.
By the way..
On Brian's setup for the voronoi points after the isooffset he is using a volume VOP to make some adjustments to the volume… but to be honest.. I have no idea what it is for…. I have not much experience with volumes so If anyone could give me a brief explanation what is it for I would appreciate it.
Thanks
But since he extrudes the surface of the bowl after the voronoi cracking its easy to control the inner faces created, so i began wondering how to apply the same approach to already modeled objects (where we can't extrude the surface later) or closed objects. And this is the setup I came up with.
The principle behind it is the same: noise it/break it/de-noise it..
Without the extrusion and letting the voronoi node create the inner faces for us (where we can apply noise easily too) we have the problem that when running the de-noise VOP those new points are not moved. To deal with that I just applied an attribute transfer copying the deformed value from the nearest points to the new faces.
I works really wel with closed meshes!
As you can see in the pic when applying it to the teapot I had some inner surface coming out in some places, but the problem is that the teapot wasnt really completely closed but 3 diferent meshes so it should be easily fixed.
Really thanks for this setup… I learned something new
I'm attaching my setup in case anyone wants to see it.
By the way..
On Brian's setup for the voronoi points after the isooffset he is using a volume VOP to make some adjustments to the volume… but to be honest.. I have no idea what it is for…. I have not much experience with volumes so If anyone could give me a brief explanation what is it for I would appreciate it.
Thanks
Houdini Indie and Apprentice » Jaggy fracture edges
- robonilla
- 84 posts
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easy and clever setup.. a few months ago I was wondering how to do this and never though to storing the noise value to revert it later!
thanks Brian really helped a lot
thanks Brian really helped a lot
Houdini Learning Materials » Halloween Corn Maze Tutorial
- robonilla
- 84 posts
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Technical Discussion » Hide objects from specific views, possible?
- robonilla
- 84 posts
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twod thanks for your reply
hmm too bad…
and I think there is no hope of it being implemented ever… since its a not-really-useful option except in rare cases like mine..
actually I can live without it.. just leave the parameters for my node pinned on a separate window and clic on-off the planes i don't need at that moment. I just thought it would be neat to have the option specially if someone comes used to a Maya environment and is used to use the Maya image planes for modeling (actually better.. because 1. its Houdini… and 2 you get the controls for every image in one place)
Thanks anyway!
hmm too bad…
and I think there is no hope of it being implemented ever… since its a not-really-useful option except in rare cases like mine..
actually I can live without it.. just leave the parameters for my node pinned on a separate window and clic on-off the planes i don't need at that moment. I just thought it would be neat to have the option specially if someone comes used to a Maya environment and is used to use the Maya image planes for modeling (actually better.. because 1. its Houdini… and 2 you get the controls for every image in one place)
Thanks anyway!
Technical Discussion » Hide objects from specific views, possible?
- robonilla
- 84 posts
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Hi! everyone
I was wondering, is there any way to hide objects from specific views?
For example that it shows on ortho top view but not on persp view and stuff like that… some script function or option?
The reason why I ask is because I was polishing a little tool I made for modeling to create reference modeling planes. I know that you can display background pictures on every viewport but I found annoying to have to go to each view to configure it so I made an otl to have all the controls on one window. Also this way I could add some other functionality like opacity, angular tilt and flips because I was too lazy to fix those details on the images on a image editing software..
Bur for the finishing touch I would like to be able to show the corresponding plane only depending on the selected view and also have the option to hide or show in persp view.
here's a foto of the tool:
I was wondering, is there any way to hide objects from specific views?
For example that it shows on ortho top view but not on persp view and stuff like that… some script function or option?
The reason why I ask is because I was polishing a little tool I made for modeling to create reference modeling planes. I know that you can display background pictures on every viewport but I found annoying to have to go to each view to configure it so I made an otl to have all the controls on one window. Also this way I could add some other functionality like opacity, angular tilt and flips because I was too lazy to fix those details on the images on a image editing software..
Bur for the finishing touch I would like to be able to show the corresponding plane only depending on the selected view and also have the option to hide or show in persp view.
here's a foto of the tool:
Houdini Indie and Apprentice » Web seminar: Light, Shade, Render. Will they be online
- robonilla
- 84 posts
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I'm taking them online every week and Ari Danesh told us that it takes around a week to put them online , last class he said the video of the first class was ready but the webmaster hadn't been able to upload it yet.. maybe too busy doing some other stuff.
Just be patient and check every week the tutorials page
http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
the first one should be up soon I guess.
Just be patient and check every week the tutorials page
http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
the first one should be up soon I guess.
Houdini Indie and Apprentice » Lesson One Tutorial Issue
- robonilla
- 84 posts
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Hi DorkmanScott,
It's been more than a week since you posted for help but I'm gonna answer just in case you haven't found the problem yet.
I downloaded your scene and I'm having the same weird behavior of the objects falling through the floor when using the Bullet solver for RBD simulations. I'm using Houdini 12.1.33, I guess it must be a bug on the Bullet solver on that build.
However, if you go to your AutoDopNetwork and on the rigidbodysolver change the Solver Engine to RBD, your simulation should run fine. Those first steps tutorials were designed with the RBD solver in mind I think, even before the bullet solver was implemented into houdini.
You'll notice also when you run your sim that the colums are split in half still, I guess you're not fusing them correctly after mirroring them.. though i didn't check… thought it would be fun for you to look for that on your own and learn
by the way… to the Houdini world.. hope you enjoy it
*****—EDIT—*****
I checked a bit more cause thought weird that the bullet solver wasn't working well and apparently more people had the same problem on that tutorial… you could check this threads for some hints
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25591&sid=890f3ecf762eefb113a7978dc8160032 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25540&highlight=Bullet [sidefx.com]
*****—EDIT—*****
Ok… I tested it some more and it was no bug
If you check your normals on the column they are facing inward, that is why its not detecting collisions with the floor.
I added a primitive SOP before the last merge of your column, on the Face/Hull tab I reversed the vertex and that did the job. Now it collides correctly. After doing that I had the same problem that you did when you upgraded Houdini. All columns explode at the third frame, that was solved by raising the substep number on the rigidbodysolver under the Bullets tab.
you can check the fixed scene.
It's been more than a week since you posted for help but I'm gonna answer just in case you haven't found the problem yet.
I downloaded your scene and I'm having the same weird behavior of the objects falling through the floor when using the Bullet solver for RBD simulations. I'm using Houdini 12.1.33, I guess it must be a bug on the Bullet solver on that build.
However, if you go to your AutoDopNetwork and on the rigidbodysolver change the Solver Engine to RBD, your simulation should run fine. Those first steps tutorials were designed with the RBD solver in mind I think, even before the bullet solver was implemented into houdini.
You'll notice also when you run your sim that the colums are split in half still, I guess you're not fusing them correctly after mirroring them.. though i didn't check… thought it would be fun for you to look for that on your own and learn
by the way… to the Houdini world.. hope you enjoy it
*****—EDIT—*****
I checked a bit more cause thought weird that the bullet solver wasn't working well and apparently more people had the same problem on that tutorial… you could check this threads for some hints
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25591&sid=890f3ecf762eefb113a7978dc8160032 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25540&highlight=Bullet [sidefx.com]
*****—EDIT—*****
Ok… I tested it some more and it was no bug
If you check your normals on the column they are facing inward, that is why its not detecting collisions with the floor.
I added a primitive SOP before the last merge of your column, on the Face/Hull tab I reversed the vertex and that did the job. Now it collides correctly. After doing that I had the same problem that you did when you upgraded Houdini. All columns explode at the third frame, that was solved by raising the substep number on the rigidbodysolver under the Bullets tab.
you can check the fixed scene.
Technical Discussion » Vertices from COP Image
- robonilla
- 84 posts
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You also can delete geometry keeping the points with a Delete Sop, it has a check box “Keep Points” at the bottom.
..just pointing out an alternative way
..just pointing out an alternative way
Technical Discussion » Fracturing geometry's topology question
- robonilla
- 84 posts
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hi sl0throp thanks for the reply
Yeah, I know its a good practice to keep the mesh clean and that there are relatively simple ways to clean polys in Houdini and I use them all the time.
But I was just wondering how much would it affect simulations and fracturing if I didn't clean them up..
Yeah, I know its a good practice to keep the mesh clean and that there are relatively simple ways to clean polys in Houdini and I use them all the time.
But I was just wondering how much would it affect simulations and fracturing if I didn't clean them up..
Technical Discussion » USABILITY: Dot node for network layout
- robonilla
- 84 posts
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I agree with Jean Claude on this one… I do this a lot in Houdini by just adding a null node.
Although it would be more aesthetically pleasing to have just a dot instead. Maybe we don't need a new node, but just a way to collapse into dots the nodes we don't need to see the name or icon..
Although it would be more aesthetically pleasing to have just a dot instead. Maybe we don't need a new node, but just a way to collapse into dots the nodes we don't need to see the name or icon..
Technical Discussion » USABILITY: Invoking last used OPs in TAB menu via hotkeys
- robonilla
- 84 posts
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Jeff,
That number-named idea for the favorite list is really good one I'm implementing it today when I go back home! thanks!
But I also understand when the history numbers would be useful, perhaps the Fkeys?.. they don't seem to be doing anything on TAB mode
pusat,
I'm not sure if I understood well what Jeff was saying about the gestures for frequently used operators, but I imagine it would be something like Maya does by moving the mouse in some direction while pressing the correct key gives you most of the frequent options. Am I right?
That number-named idea for the favorite list is really good one I'm implementing it today when I go back home! thanks!
But I also understand when the history numbers would be useful, perhaps the Fkeys?.. they don't seem to be doing anything on TAB mode
pusat,
I'm not sure if I understood well what Jeff was saying about the gestures for frequently used operators, but I imagine it would be something like Maya does by moving the mouse in some direction while pressing the correct key gives you most of the frequent options. Am I right?
Technical Discussion » Fracturing geometry's topology question
- robonilla
- 84 posts
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Hi guys (and girls),
I was modeling some objects to destroy and kept wondering the how does topology affects the fracturing process/efficiency?
Are N-gon free models better suited for fracturing/RB Simming than less carefully modeled ones? Do this affect in some way or should I not care too much about it?
Thanks in advance
I was modeling some objects to destroy and kept wondering the how does topology affects the fracturing process/efficiency?
Are N-gon free models better suited for fracturing/RB Simming than less carefully modeled ones? Do this affect in some way or should I not care too much about it?
Thanks in advance
Houdini Lounge » how can i connect two polygons/primitives?
- robonilla
- 84 posts
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So that's how its called!! polyLoft… I've been using for several days now the extrude/merge approach since the bridge SOP didn't work for me (since i wasn't using NURBS …) and I couldn't find a “polyBridge”
On the same subject is there any way to make it NOT triangulate the resulting mesh..? or should I keep to my extrude/merge approach for that?
Thanks zach!! (by the way beautiful reel on your website )
On the same subject is there any way to make it NOT triangulate the resulting mesh..? or should I keep to my extrude/merge approach for that?
Thanks zach!! (by the way beautiful reel on your website )
Technical Discussion » USABILITY: opengl view of material override texture maps
- robonilla
- 84 posts
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I second this one!
On my last two projects I had to override either textures or some parameters per instance on the shaders at fist I tried overriding the openGL ones as well to have the same changes on the viewport.. but wasn't able.. I thought I was doing something wrong .
I was lucky though cause in my case the scenes weren't too render heavy so I used the render preview at all times.. but it is nice to see that its on the ToDo list
Keep up the excellent work guys!!
On my last two projects I had to override either textures or some parameters per instance on the shaders at fist I tried overriding the openGL ones as well to have the same changes on the viewport.. but wasn't able.. I thought I was doing something wrong .
I was lucky though cause in my case the scenes weren't too render heavy so I used the render preview at all times.. but it is nice to see that its on the ToDo list
Keep up the excellent work guys!!
Houdini Indie and Apprentice » Pulverising Effect and Movies
- robonilla
- 84 posts
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You already asked for the same thing 1 day ago in another topic..
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26160 [sidefx.com]
and you got some useful answers of where to start trying for yourself.
You can't expect to get help if you haven't even tried.
You have two options:
Change your attitude and try for yourself… start with the free tutorials that some people offered, or buy some other if those doesn't fit you and then ask for some advice on the forums OR.. you could hire a Pro and ask him to do it..
happy learning..
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26160 [sidefx.com]
and you got some useful answers of where to start trying for yourself.
You can't expect to get help if you haven't even tried.
You have two options:
Change your attitude and try for yourself… start with the free tutorials that some people offered, or buy some other if those doesn't fit you and then ask for some advice on the forums OR.. you could hire a Pro and ask him to do it..
happy learning..
Houdini Lounge » Houdini Tutorial Database
- robonilla
- 84 posts
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WOW! how come I never saw this before! T_T!!
Thanks for the great effort and to all the people contributing with the tutorials. This has to be the best user community I've ever seen.
Thanks papi!
Thanks for the great effort and to all the people contributing with the tutorials. This has to be the best user community I've ever seen.
Thanks papi!
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