Yes, the uvpelt tool is definitely for organic shapes.
This first two videos in this series should help explain the uvpelt functionality;
http://www.sidefx.com/index.php?option=com_content&task=view&id=996&Itemid=132 [sidefx.com]
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Technical Discussion » Article on creating UV's
- probbins
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Technical Discussion » image or geo onto particle stream?
- probbins
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With this approach I would likely create a curve from a single particle stream, generate a “width” attribute and copy that to a grid.
The width attribute will allow you to treat the curve as a surface which you can then project a texture of your grass stalk onto.
In the copy sop you would want to use some stamp functions to vary the length, movement of each stalk,etc.
See attached file.
The width attribute will allow you to treat the curve as a surface which you can then project a texture of your grass stalk onto.
In the copy sop you would want to use some stamp functions to vary the length, movement of each stalk,etc.
See attached file.
Technical Discussion » problem with UV Texture sop node
- probbins
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Sorry, no I can't. I've downloaded the file back to my computer and it loads fine to Houdini. Try downloading again?
Technical Discussion » problem with UV Texture sop node
- probbins
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Okay, looked at your file and I've posted a version that incorporates what I was talking about.
I'm not sure why you were using both a UVproject and a UVtexture sop together.
On another note, you should clean up your files before sending them, so that it works. You deleted your bones and so the capture/deform sops were no longer valid.
I'm not sure why you were using both a UVproject and a UVtexture sop together.
On another note, you should clean up your files before sending them, so that it works. You deleted your bones and so the capture/deform sops were no longer valid.
Technical Discussion » problem with UV Texture sop node
- probbins
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I haven't looked at your files, but it sounds like you have the Material sop below the merge.
You could put a separate Material sop below each of the UVTexture sops and assign materials that way.
Better would be to create unique group names for each of your objects then use a single Material sop below the merge to assign materials to each group.
A material sop is going to assign a material to everything that is passed into it, unless you specifically declare that it shouldn't.
You could put a separate Material sop below each of the UVTexture sops and assign materials that way.
Better would be to create unique group names for each of your objects then use a single Material sop below the merge to assign materials to each group.
A material sop is going to assign a material to everything that is passed into it, unless you specifically declare that it shouldn't.
Technical Discussion » Article on creating UV's
- probbins
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Use the UVPelt tool and you'll be able to do the same thing but without mucking up the geometry. Using the various uv editing tools you have great control over how the uv's are managed.
Houdini Indie and Apprentice » particles sliding and collision
- probbins
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The first part is a simple bit of procedural magic and for the force use a Fan pop instead of Wind. See attached.
Houdini Lounge » Is there any architects here
- probbins
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A product like Catia isn't a design tool, in the sense that you are discussing. It is more a project management tool for manufacturing. Yes, it has modeling capabilities (it's a solid modeler as apposed to a surface modeler), but it is best used to coordinate with a full manufacturing process. So, it makes great sense to use it for manufacturing airplanes where you need to test and track thousands of parts from many sub-contractors; but is completely inappropriate for prototyping and single purpose designs.
Houdini Lounge » Paste question
- probbins
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Well, off the top of my head I would suggest two other means of accomplishing this;
1. use the method you've described but with a for-each sop to work on each primitive in succession.
2. or a copy/stamp function and an align sop
1. use the method you've described but with a for-each sop to work on each primitive in succession.
2. or a copy/stamp function and an align sop
Technical Discussion » material in asset,
- probbins
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Never mind, it was just me being slow witted.
I didn't account for the diffuse lighting in my shader and I forgot that I had turned off “OGL use lighting”.
sigh ops:
I didn't account for the diffuse lighting in my shader and I forgot that I had turned off “OGL use lighting”.
sigh ops:
Technical Discussion » material in asset,
- probbins
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I've embedded a material in a sop level digital asset. I've added a switch in my asset interface so I can switch the model from untextured to textured. All works fine until I put a light in.
As an example; I put a spot light in and move it real close to the object to make the lighting obvious, the untextured model displays and renders as expected. When I switch to the model with the embedded material, it doesn't react to the light, either in the viewport or render.
The switch sop is below the untextured model and the material sop, and it has the display/render flag set on it.
What have I missed?
As an example; I put a spot light in and move it real close to the object to make the lighting obvious, the untextured model displays and renders as expected. When I switch to the model with the embedded material, it doesn't react to the light, either in the viewport or render.
The switch sop is below the untextured model and the material sop, and it has the display/render flag set on it.
What have I missed?
Technical Discussion » How to make the point amount fix in a number
- probbins
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You'll have to post the hip file so we can take a look. If you are using a static model the point count shouldn't change.
Are you using blend shapes to animated the skull?
One thing you can try right away. Lock the File Sop node that you use to bring in the skull model on frame one.
Are you using blend shapes to animated the skull?
One thing you can try right away. Lock the File Sop node that you use to bring in the skull model on frame one.
Technical Discussion » particles to volumetrics - like fumefx and afterburn
- probbins
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parakyl
ohhh yes, that's what i was trying to get, seems so simple now, lol. thank you so much!!!!
i wish the fx tools wispy smoke worked too, it seems super interesting on viewport…
Well the Wispy smoke pyro effect works fine, it's a far more thorough solution, but since it is a fluid simulation, by its nature is less directable.
It's not something to use for a real simple job. Yet if you need a real interaction with objects and fine control over the behaviour of the smoke, it's all built in.
Houdini Lounge » [solved]animal fur - brushing/combing fur away from the nose
- probbins
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The fur around a muzzle are quite different than the rest of the body, so I might use an existence map to control them.
Technical Discussion » How do I rotate polygon face around its normal ?
- probbins
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I'm not quite clear on what the problem is. If you are using the polyextrude sop and the pgup and pgdn keys to go back through the sop network, then the polyextrude handle will align with the polygons that a given polyextrude has selected. If you have, on a given polyextrude, turned off local control then the handle will align globally with the polygons.
Technical Discussion » particles to volumetrics - like fumefx and afterburn
- probbins
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Technical Discussion » viewing UV Texture Image in Houdini imported from photoshop
- probbins
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When you assign the Basic Surface, with the texture in it, does the geometry turn a dark pink? If so, then the material is working, the colour usually means the path to the texture image is wrong.
Create a new pane tab and launch a Shader viewer and see if the texture image shows there.
Create a new pane tab and launch a Shader viewer and see if the texture image shows there.
Houdini Indie and Apprentice » copy to polygons? or normals?
- probbins
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The Copy sop should align your bolts to the template normals. You need to orient the bolts to the Z axis.
If you need more control then use the Align sop, but your bolt would then need to be a single mesh.
If you need more control then use the Align sop, but your bolt would then need to be a single mesh.
Houdini Indie and Apprentice » subframe fluid rendering
- probbins
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Allegro
you could try a set-up similar to this.
It's a little expensive, but if you gotta do it, you gotta do it.
PS: why is it that $F rounds? I would have expected 1.99 to still equal 1 when using $F.
$F rounds to the “next nearest”.
Technical Discussion » Rendering Mantra takes 35 sec to start
- probbins
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Run your system monitor and then trigger a mantra render. Watch to see if another app. is called before mantra shows up.
As well, see if the network spikes before mantra appears.
As well, see if the network spikes before mantra appears.
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