https://www.sidefx.com/forum/topic/45287/ [www.sidefx.com]
:-?
But be aware that there is used the “old” boolean in this dummy tool.
It was only a dummy ;-)
Hopefully it gives you some ideas.
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Houdini Indie and Apprentice » window tool: automatic boolean and placement?
- matthias_k
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Work in Progress » Build wall with lerp expression or not a destruction tool ;-)
- matthias_k
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While working on a build from pieces project…
initial idea here:
“easy to animate moving points + direction”,
simple lerp expressions.
While working on it:
lerp gives sometimes strange results whn working with
positive vs negative vector values.
Working on offset curve from external splines now :-)
Maybe this is initial setup is helpy if you need to build something.
Simply play the animation to see what it is doing.
initial idea here:
“easy to animate moving points + direction”,
simple lerp expressions.
While working on it:
lerp gives sometimes strange results whn working with
positive vs negative vector values.
Working on offset curve from external splines now :-)
Maybe this is initial setup is helpy if you need to build something.
Simply play the animation to see what it is doing.
Edited by matthias_k - March 3, 2018 15:30:45
Technical Discussion » Calculate Tangent Point
- matthias_k
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or like this
Aizatulins solutions are much more elegant.
Aizatulins solutions are much more elegant.
Edited by matthias_k - Feb. 18, 2018 17:59:00
Technical Discussion » Calculate Tangent Point
- matthias_k
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Technical Discussion » Collada import not possible
- matthias_k
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Is the collada import in houdini broken?
In Houdini I get only light and camera, no geometry.
Attaches picture is a rendered blender import.
Collada export comes from:
https://studio.bricklink.com/v2/build/studio.page [studio.bricklink.com]
In Houdini I get only light and camera, no geometry.
Attaches picture is a rendered blender import.
Collada export comes from:
https://studio.bricklink.com/v2/build/studio.page [studio.bricklink.com]
Technical Discussion » Render view to texture, then reproject on new scene
- matthias_k
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I don't think uvtexture is viable, because it only evaluates the projection per-point,
Many thanks for the hint, did not know that :-)
Technical Discussion » Render view to texture, then reproject on new scene
- matthias_k
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Because of the performance I would do it like:
Start Houdini twice, render a flipbook from scene 1, save it to disk.
In scene 2 use uvtexture with “Perspective from Camera”
then assign maybe a uv quickshade and use saved flipbook from scene 1.
If you really want to have this in one file, while updating when changing
the timeline… use a cop, and there a render node and feed this in as
projection image via op:……/img/render
but you'll see, that this is… hmmm, it slows down the workflow a liiitttle bit.
or:
http://tmdag.com/vopraytracer-pt3/ [tmdag.com]
Start Houdini twice, render a flipbook from scene 1, save it to disk.
In scene 2 use uvtexture with “Perspective from Camera”
then assign maybe a uv quickshade and use saved flipbook from scene 1.
If you really want to have this in one file, while updating when changing
the timeline… use a cop, and there a render node and feed this in as
projection image via op:……/img/render
but you'll see, that this is… hmmm, it slows down the workflow a liiitttle bit.
or:
http://tmdag.com/vopraytracer-pt3/ [tmdag.com]
Technical Discussion » Setting material ID?
- matthias_k
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export from houdini or to houdini?
should do it for export
export is working with modo and maya here…
sorry only old versions on this machine, but should work in newer versions, too
should do it for export
export is working with modo and maya here…
sorry only old versions on this machine, but should work in newer versions, too
Edited by matthias_k - Feb. 15, 2018 14:09:07
Technical Discussion » Procedurally copy noise wave with different seed
- matthias_k
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compare the speed, if you do not really need chops.
yes, I know, the noise is different, but it's noise ;-)
yes, I know, the noise is different, but it's noise ;-)
Technical Discussion » Making a speedometer
- matthias_k
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Something like this.
If you like to have rotation from free movement in space it would be a little bit more complex ;-)
https://www.orbolt.com/asset/SideFX::vehiclerig
have a look here, too. But notice: Houdini 12.1 to Houdini 15.5
and:
https://cmivfx.com/houdini-craft-automobile-system-volume-1 [cmivfx.com]
uups: forgotten:
https://vimeo.com/98753987 [vimeo.com]
If you like to have rotation from free movement in space it would be a little bit more complex ;-)
https://www.orbolt.com/asset/SideFX::vehiclerig
have a look here, too. But notice: Houdini 12.1 to Houdini 15.5
and:
https://cmivfx.com/houdini-craft-automobile-system-volume-1 [cmivfx.com]
uups: forgotten:
https://vimeo.com/98753987 [vimeo.com]
Edited by matthias_k - Feb. 15, 2018 03:17:58
Technical Discussion » Making a speedometer
- matthias_k
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easiest way: create a path…
or better two, like a rail
animate the car along this path
then use arclen to get path length
of “driven path”
and then multiply it with wheel radius
to get rotation
can setup a simple example later ;-)
or better two, like a rail
animate the car along this path
then use arclen to get path length
of “driven path”
and then multiply it with wheel radius
to get rotation
can setup a simple example later ;-)
Edited by matthias_k - Feb. 14, 2018 13:27:44
Technical Discussion » Metal Cutting
- matthias_k
- 483 posts
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Technical Discussion » Metal Cutting
- matthias_k
- 483 posts
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render booleans:
https://www.sidefx.com/forum/topic/31575/ [www.sidefx.com]
combined with a ramp displacement like here:
https://www.sidefx.com/forum/topic/51508/ [www.sidefx.com]
:-?
https://www.sidefx.com/forum/topic/31575/ [www.sidefx.com]
combined with a ramp displacement like here:
https://www.sidefx.com/forum/topic/51508/ [www.sidefx.com]
:-?
Technical Discussion » Making a speedometer
- matthias_k
- 483 posts
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Technical Discussion » selection and snapping defaults
- matthias_k
- 483 posts
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Technical Discussion » selection and snapping defaults
- matthias_k
- 483 posts
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Maybe try: Save current Desktop as…
then set the desired properties, then save current desktop?
then set the desired properties, then save current desktop?
Technical Discussion » Making a speedometer
- matthias_k
- 483 posts
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Maybe, if you don't use it now, switch to “technical” workspace
and have the spreadsheet expanded, to see what's going on.
Or right click on the desired node and choose from the menue “Spreadsheet”,
to have always the attributes visible.
and have the spreadsheet expanded, to see what's going on.
Or right click on the desired node and choose from the menue “Spreadsheet”,
to have always the attributes visible.
Technical Discussion » Procedurally copy noise wave with different seed
- matthias_k
- 483 posts
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https://vimeo.com/75498797 [vimeo.com]
hopefully helpy at min 35++
forgotten to say:
you can replace the chan{0-xxx]
with something like:
hope the comments in the file are helpy.
but if you need noise on a line, better use a vopsop or a wrangle.
hopefully helpy at min 35++
forgotten to say:
you can replace the chan{0-xxx]
with something like:
chan[0-`point("../../yourGeo/",0,"yourattr",0)`] or chan[0-`$NC`]
hope the comments in the file are helpy.
but if you need noise on a line, better use a vopsop or a wrangle.
Edited by matthias_k - Feb. 13, 2018 20:05:36
Technical Discussion » shadow matte for specific group/material
- matthias_k
- 483 posts
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Maybe use Phantom
you can add the parameter to your geo, too.
see http://www.sidefx.com/docs/houdini/network/patterns.html [www.sidefx.com]
if you like to match objects by given names
you can add the parameter to your geo, too.
see http://www.sidefx.com/docs/houdini/network/patterns.html [www.sidefx.com]
if you like to match objects by given names
Edited by matthias_k - Feb. 13, 2018 18:31:58
Technical Discussion » Multiple Textures on an obj
- matthias_k
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While talking with a friend…
this came up
use groupnames to assign texture names.
unfortunatly not visible in ogl preview,
maybe needs ogl texture path, too.
can be used for “shop_materialpath”, too.
Thanks to symek
“…better” uses material overrides, then the texture is visible in preview :-)
this came up
use groupnames to assign texture names.
unfortunatly not visible in ogl preview,
maybe needs ogl texture path, too.
can be used for “shop_materialpath”, too.
Thanks to symek
“…better” uses material overrides, then the texture is visible in preview :-)
Edited by matthias_k - Feb. 13, 2018 18:11:41
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