Hi.
This is my feature request for 15 version.
Modo 901 has Topology Copy/Paste UVs feature.
I have made the same feature for blender. It would be great if such a feature to be in Houdini too.
The Modo 901:
https://vimeo.com/127917390#t=125s [vimeo.com]
Here is 310 lines of code of the tool:
https://github.com/nutti/Copy-And-Paste-UV/blob/99e0534d23f94a903c26a228a9ea03b87043e7e1/uv_copy_and_paste_uv/cpuv_transfer_uv_operation.py [github.com]
Here is the entire code:
https://github.com/nutti/Copy-And-Paste-UV/releases/tag/v3.2 [github.com]
Here are test videos of topology copy/paste UVs:
https://www.youtube.com/watch?v=ddq1J_y1RMc [youtube.com]
https://www.youtube.com/watch?v=WPtzYej6n0Y [youtube.com]
https://www.youtube.com/watch?v=LicrCKTV5kM [youtube.com]
Here is my described algorithm:
https://github.com/nutti/Copy-And-Paste-UV/issues/11#issuecomment-112346475 [github.com]
Some limitations in my version:
An edge should share only 2 faces. If an edge shares more than 2 faces - the tool will not work and make error report.
Also, you can copy/paste any other data sure. It would be great to ad such a feature for Edit node, for example.
This feature is not for programmers. This is for artists.
I also made a bug report here:
http://www.sidefx.com/index.php?Itemid=239&id=768&option=com_content&task=view [sidefx.com]
report is #28126
Found 85 posts.
Search results Show results as topic list.
Houdini Lounge » Houdini 15 Wishlist
- Pavel Geraskin
- 93 posts
- Offline
Houdini Lounge » Houdini 15 Wishlist
- Pavel Geraskin
- 93 posts
- Offline
twodPaul Geraskin
Hipoly model baking to lowpoly model.
There's the PolyReduce and Remesh SOPs which do this, using different algorithms and interfaces.
I'm talking about characters baking. Normal maps, AO, cavity map. Like modo has good baking tools.
Also retopology tools would be great to make good topology for lowpoly models.
Houdini Lounge » Houdini 15 Wishlist
- Pavel Geraskin
- 93 posts
- Offline
Baking tool.
For better wokflow for gamedev.
Hipoly model baking to lowpoly model.
This will increase the interest for Unity/Unreal users.
For better wokflow for gamedev.
Hipoly model baking to lowpoly model.
This will increase the interest for Unity/Unreal users.
Houdini Learning Materials » Chain Armour in Houdini
- Pavel Geraskin
- 93 posts
- Offline
I found one example for VEX. I can make rings according to UV. And this is great.
But my rings become flat. Could you help to fix it?
Here is screenshot. And i attached the file(need to be logged in).
But my rings become flat. Could you help to fix it?
Here is screenshot. And i attached the file(need to be logged in).
Houdini Learning Materials » Chain Armour in Houdini
- Pavel Geraskin
- 93 posts
- Offline
Hi.
My buddy did a video tutorial how to make Chain Armour in 3dMax.
Here it is: http://www.youtube.com/watch?v=bh8TPfn620Y [youtube.com]
Sorry, not english language.
Is it possible to make the same chain armour in Houdini? Make flat polygons, add chains, move polygons back with the chains.
Thanks.
My buddy did a video tutorial how to make Chain Armour in 3dMax.
Here it is: http://www.youtube.com/watch?v=bh8TPfn620Y [youtube.com]
Sorry, not english language.
Is it possible to make the same chain armour in Houdini? Make flat polygons, add chains, move polygons back with the chains.
Thanks.
Houdini Learning Materials » make the same smoothing after VoronoiFracture
- Pavel Geraskin
- 93 posts
- Offline
Cusp normals did not help.
I fixed it with AttributeTransfer NOde! Super cool.
I attached the fixed file.
PS: It's only for H13. H14 has no issues with smoothing after Voronoi.
I fixed it with AttributeTransfer NOde! Super cool.
I attached the fixed file.
PS: It's only for H13. H14 has no issues with smoothing after Voronoi.
Houdini Learning Materials » make the same smoothing after VoronoiFracture
- Pavel Geraskin
- 93 posts
- Offline
Hi.
I did simple voronoi fracture to the model. But shading becomes not like original model. How to get original shading?
Here is the screen: http://i.imgur.com/lzKPEqY.png [i.imgur.com]
I attached my test file also (need to be logged in to see it).
Thanks.
I did simple voronoi fracture to the model. But shading becomes not like original model. How to get original shading?
Here is the screen: http://i.imgur.com/lzKPEqY.png [i.imgur.com]
I attached my test file also (need to be logged in to see it).
Thanks.
Houdini Learning Materials » how to learn VEX
- Pavel Geraskin
- 93 posts
- Offline
Houdini Learning Materials » Possibility to fracture ony upper part of models.
- Pavel Geraskin
- 93 posts
- Offline
Houdini Learning Materials » Possibility to fracture ony upper part of models.
- Pavel Geraskin
- 93 posts
- Offline
Hi.
I have some issues with breaking columns.
Here is my example:
When i break columns - entire column moves. Is it possible to break only Upper part of the column? But bottom part of the column should be stayed on its place.
I attached my project HIPNC file. You need to be logged in to see it.
I have some issues with breaking columns.
Here is my example:
When i break columns - entire column moves. Is it possible to break only Upper part of the column? But bottom part of the column should be stayed on its place.
I attached my project HIPNC file. You need to be logged in to see it.
Houdini Learning Materials » How to render Pyro Smoke?
- Pavel Geraskin
- 93 posts
- Offline
- Use Micropoligonal Rendering in Mantra renderer settings
- Use ShadowMaps for lights (Must Use for better quality)
- Decrease “Division Size” in Smoke Object. For better quality simulation.
- Set Volume Quality = 0.8 in renderer settings.
Also you can tweak your material shader. It has many cool improvements.
- Use ShadowMaps for lights (Must Use for better quality)
- Decrease “Division Size” in Smoke Object. For better quality simulation.
- Set Volume Quality = 0.8 in renderer settings.
Also you can tweak your material shader. It has many cool improvements.
Houdini Learning Materials » Different result with Rendered PNG and MPlay.
- Pavel Geraskin
- 93 posts
- Offline
Thanks you a lot.
It seems fire rendering is not so simple task. If i need to get things to png 8 bit…
- I should always render 32 bit exr then compose it to get right colors.
- This topic helped me to get correct alpha channel for Fire simulation. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29263 [sidefx.com]
It seems fire rendering is not so simple task. If i need to get things to png 8 bit…
- I should always render 32 bit exr then compose it to get right colors.
- This topic helped me to get correct alpha channel for Fire simulation. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29263 [sidefx.com]
Houdini Indie and Apprentice » Pyro Flame alpha matte problem
- Pavel Geraskin
- 93 posts
- Offline
Houdini Learning Materials » Different result with Rendered PNG and MPlay.
- Pavel Geraskin
- 93 posts
- Offline
Hi.
I'm still learning Houdini. I found that rendered result is different for Fire Simulation.
Here is an example
I guess this is because of GRBA channels which can have more than 1.0 values.
Is it possible to get the same result as MPlay has? Even for rendering of 8bit PNG file.
I attached my test scene. I rendered Frame 50.
Thanks.
I'm still learning Houdini. I found that rendered result is different for Fire Simulation.
Here is an example
I guess this is because of GRBA channels which can have more than 1.0 values.
Is it possible to get the same result as MPlay has? Even for rendering of 8bit PNG file.
I attached my test scene. I rendered Frame 50.
Thanks.
Houdini Learning Materials » Kill Fluid Particles on collision
- Pavel Geraskin
- 93 posts
- Offline
Houdini Learning Materials » Kill Fluid Particles on collision
- Pavel Geraskin
- 93 posts
- Offline
PradeepBarua
Since flip is also particles so you can also use POPDOPs to kill flip.
Thank you a lot for answiring! You helped a lot!
Sink Fluid works great!
Also, to kill particles with POPDOP or PopKill Node - i should switch these checkboxes on. A attached the screenshot.
Houdini Learning Materials » Kill Fluid Particles on collision
- Pavel Geraskin
- 93 posts
- Offline
Hello!
I've been learning super app Houdini!
Could you help me with killing Fluid particles on collision? When a particle collides with a wall.
I can collide particles and they bounce. But I cannot understand how to kill particles on the collision?
example:
I attached my houdini scene.
Thanks!
I've been learning super app Houdini!
Could you help me with killing Fluid particles on collision? When a particle collides with a wall.
I can collide particles and they bounce. But I cannot understand how to kill particles on the collision?
example:
I attached my houdini scene.
Thanks!
Houdini Learning Materials » tiled water animation
- Pavel Geraskin
- 93 posts
- Offline
PradeepBaruaPradeepBarua
make sure you fused points after copy.
If you will not fuse point then you will get hard edge in between.
Thanks for the replies.
But the point is to use one grid object and tile it in games.
For example like here:
http://tilesettutorial.files.wordpress.com/2009/09/wallandshadow.png [tilesettutorial.files.wordpress.com]
This is for games. Not for video production.
It seems it's not possible to make tiled noise. I have to make some post changes to rendered images.
Houdini Learning Materials » tiled water animation
- Pavel Geraskin
- 93 posts
- Offline
Hi.
I'm new in Houdini. I found this tool very powerful. And i've been learning it. I have a question about tiling for water effect. Is it possible to tile noise pattern and noise animation in Houdini without seams?
This is for games animated textures.
Here is what i did but i can't get seamless tiling:
A attached my project file.
Any help is appreciated.
Thanks.
I'm new in Houdini. I found this tool very powerful. And i've been learning it. I have a question about tiling for water effect. Is it possible to tile noise pattern and noise animation in Houdini without seams?
This is for games animated textures.
Here is what i did but i can't get seamless tiling:
A attached my project file.
Any help is appreciated.
Thanks.
Work in Progress » Procedural Tubes
- Pavel Geraskin
- 93 posts
- Offline
-
- Quick Links