Hi! I'm running a skinsolvervellum pass and using several skinproperties nodes along with an attributepaint node
If you have two overlapping masks in your attribute paint node, which property is used in the sim? Does it matter what order the skinproperty nodes are chained together? Does it matter the order of the attribute maps are listed in your attribute paint node?
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Rigging » Layering skin properties - does order matter?
- jmbrodsky
- 7 posts
- Offline
Houdini Indie and Apprentice » FLIP Flat Tank Surface Bumpy
- Enivob
- 2539 posts
- Offline
Technical Discussion » Deleting faces of typography
- benek
- 46 posts
- Offline
Whenever I try to remove the faces but keep the outlines from a piece of type I run into this problem with the O. Is there any way to fix this so that I can properly extrude the outlines later?
Thank you
Thank you
Solaris and Karma » possible randomize particle radius in solaris?
- goldleaf
- 4170 posts
- Offline
Yes you can set the Attribute Wrangle to Run on Elements of Array Attributes, and set or adjust attributes/primvars as needed. Python could also work, but you'd probably want to use Numpy to be performant.
Technical Discussion » Adding to Flipbook menu
- steve_zeelo
- 7 posts
- Offline
Hello,
Is there a way to add to the right click Flipbook menu? I can't find a relevant xml file.
Thanks
Steve
Is there a way to add to the right click Flipbook menu? I can't find a relevant xml file.
Thanks
Steve
Technical Discussion » Deleting faces of typography
- ajz3d
- 475 posts
- Offline
Technical Discussion » Deleting faces of typography
- tamte
- 8582 posts
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Technical Discussion » SOLARIS rendering (SOLARIS vs SOP level using Redshift)
- djdoogle123
- 4 posts
- Offline
jsmack
Your graph has a time dependency which will make it very slow since it has to regenerate every frame. If you have cached animation time samples the graph will no longer be time dependent and it should be able to start rendering any frame immediately.
jsmack
Your graph has a time dependency which will make it very slow since it has to regenerate every frame. If you have cached animation time samples the graph will no longer be time dependent and it should be able to start rendering any frame immediately.
jsmackPixelised
So I will go back and check this a little later to see if I can cache all elements before coming over to SOLARIS for rendering,
You want to cache them AFTER they come into solaris, there is a heavy price to pay for the sop to lop translation.
jsmackPixelised
So I will go back and check this a little later to see if I can cache all elements before coming over to SOLARIS for rendering,
You want to cache them AFTER they come into solaris, there is a heavy price to pay for the sop to lop translation.
jsmackWhat is the correct way to render redshift shadow passes in aov for use in comp with nukePixelised
So I will go back and check this a little later to see if I can cache all elements before coming over to SOLARIS for rendering,
You want to cache them AFTER they come into solaris, there is a heavy price to pay for the sop to lop translation.
Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- maitlandvt
- 7 posts
- Offline
yes try the new quadremesh node its greaet! also, try the instant meshes (labs) is a good one, if quadremesh doesn't get you there. (you also need to install instant meshes, but it is free and open source.)
Also, if you are trying to bake it to a substance, well you might want to start with some simpler geometry. Just try kitbashing a simple grid, then baking your grid out to a displacement map (for instance). then apply your kit bash displacement map, and finally apply your displacement map to your main geometry.
you can UV your main geometry (just the cylinder) using the "labs UV unwrap cylinder" node.
Make sure and install the SideFX labs tool set, that will help you a lot (click Labs->update labs at the top. if you are on steam, then get sidefx labs from the github)
also, take a look at this video, if you haven't seen it,
https://www.youtube.com/watch?v=gfS6ylg9vbA [www.youtube.com]
This "Simon Houdini" dude on youtube has some good techniques, you might also find something from this video:
https://www.youtube.com/watch?v=N7CDHwgWKVo [www.youtube.com]
I hope any of that helps! best way to learn houdini is to get in there and play around, ask some questions, and watch some videos!
Also, if you are trying to bake it to a substance, well you might want to start with some simpler geometry. Just try kitbashing a simple grid, then baking your grid out to a displacement map (for instance). then apply your kit bash displacement map, and finally apply your displacement map to your main geometry.
you can UV your main geometry (just the cylinder) using the "labs UV unwrap cylinder" node.
Make sure and install the SideFX labs tool set, that will help you a lot (click Labs->update labs at the top. if you are on steam, then get sidefx labs from the github)
also, take a look at this video, if you haven't seen it,
https://www.youtube.com/watch?v=gfS6ylg9vbA [www.youtube.com]
This "Simon Houdini" dude on youtube has some good techniques, you might also find something from this video:
https://www.youtube.com/watch?v=N7CDHwgWKVo [www.youtube.com]
I hope any of that helps! best way to learn houdini is to get in there and play around, ask some questions, and watch some videos!
Technical Discussion » Event handler specifically when an HDA is pasted?
- cruiserandmax
- 35 posts
- Offline
Is there any way to trigger a python script that is part of an HDA specifically when a copy of the HDA is pasted (only for the pasted copy)?
Neither On Created nor On Updated get triggered after the copy is pasted.
On Name Changed is triggered for both the copy and the source node after the paste.
On Loaded is triggered for just the pasted copy, but is also triggered for all node instances the next time the hip is loaded ...
Neither On Created nor On Updated get triggered after the copy is pasted.
On Name Changed is triggered for both the copy and the source node after the paste.
On Loaded is triggered for just the pasted copy, but is also triggered for all node instances the next time the hip is loaded ...
Edited by cruiserandmax - yesterday 22:48:09
Technical Discussion » Attribute Wrangle in LOPs
- daveborck
- 17 posts
- Offline
Hi
Switch node doesn't work with Primitive Pattern Expressions it doesn't read prims from the stage.
It is meant for Context Options and matching names of input nodes using those patterns: https://www.sidefx.com/docs/houdini/network/patterns.html [www.sidefx.com]
Cheers!
Switch node doesn't work with Primitive Pattern Expressions it doesn't read prims from the stage.
It is meant for Context Options and matching names of input nodes using those patterns: https://www.sidefx.com/docs/houdini/network/patterns.html [www.sidefx.com]
Cheers!
Technical Discussion » Ocean surface extended mesh broken with holes
- OneBigTree
- 379 posts
- Offline
jaspergar5da7395b446a467cI am struggling with this right now. Funnily enough it does not happen when you set extrusion mode to planar. But that cause massive problems during frustrum limited dicing.
I have had this issue every time I have used this tool and find it absolutely mind blowing that this has not been resolved in years.
I seem to have a clean version now by changing the pad bounds "expressione from ch("particlesep") * ch("voxelsize") * 40" to "* 80", doubling it. I also had an extrude division of 100 and changed to 20 (extrude distance 512) and that seemed to have helped as well.
But I'm not sure if it is clean by mere coincidence now, since I don't know the cause. And neither does anybody else it would seem.
This issue has cost me two whole days now. There is no point in using amazing tools if one ends up losing time instead of saving.
Pleas SideFX, look into it.
Technical Discussion » Deleting faces of typography
- benek
- 46 posts
- Offline
Houdini Indie and Apprentice » RFC
- yes_that_sam
- 5 posts
- Offline
Hello!
I mixed different techniques/tuts to create this project. I would like your opinions on the setup. Particularly on the tools and orders i used for the sim/collision.
Thanks for your time
I mixed different techniques/tuts to create this project. I would like your opinions on the setup. Particularly on the tools and orders i used for the sim/collision.
Thanks for your time
Technical Discussion » Render-updateTX in Hscript or python?
- JIn_
- 21 posts
- Offline
just like my topic!
such useful function but no document or any thing to show this
and same no python API no Hscript???
I tried chatgpt and no information!!!
anyone knows this??
thanks!!!
such useful function but no document or any thing to show this
and same no python API no Hscript???
I tried chatgpt and no information!!!
anyone knows this??
thanks!!!
Houdini Indie and Apprentice » RFC
- tamte
- 8582 posts
- Offline
it's unclear what you are asking and especially with just posting a screenshot without any description what you are trying to do
however seeing just the screenshot it looks like you can achieve it with a Ray SOP instead of doing any sims
not really clear what you are doing in the popnet and why you are using vellum grains instead of hair or springs, so you may need to explain more if you want relevant answer
however seeing just the screenshot it looks like you can achieve it with a Ray SOP instead of doing any sims
not really clear what you are doing in the popnet and why you are using vellum grains instead of hair or springs, so you may need to explain more if you want relevant answer
Houdini Indie and Apprentice » RFC
- yes_that_sam
- 5 posts
- Offline
Thanks for your answer @tamte
Here is some more informations :
It is an attempt to sim a spider web being thrown against an uneven wall.
The popnet is managing the outer points of the web and setting its velocity in direction of the wall.
I used grains to simulate the overall web dynamic following Entagma’s tutorial https://youtu.be/lej5uheoMdQ [youtu.be]
I know there is many ways to simulate this but as i’m learning more techniques i want to know if my choices are "right".
For example regarding the velocity of the outer ring, it is in a distinct popnet because i didn’t find a solution to do so in the grains setup.
So it seemed to me that the following process would be right :
1) create web 2) add velocity to outer points (all the other will follow trough the sim) 3) sim the overall web dynamic through grains
Here is some more informations :
It is an attempt to sim a spider web being thrown against an uneven wall.
The popnet is managing the outer points of the web and setting its velocity in direction of the wall.
I used grains to simulate the overall web dynamic following Entagma’s tutorial https://youtu.be/lej5uheoMdQ [youtu.be]
I know there is many ways to simulate this but as i’m learning more techniques i want to know if my choices are "right".
For example regarding the velocity of the outer ring, it is in a distinct popnet because i didn’t find a solution to do so in the grains setup.
So it seemed to me that the following process would be right :
1) create web 2) add velocity to outer points (all the other will follow trough the sim) 3) sim the overall web dynamic through grains
Houdini Indie and Apprentice » Simulate lable on rbd bottle
- D4uerrenner
- 15 posts
- Online
What approach would you take to simulate the thin lable layer around a bottle when the bottle is supposed to break? +
Cheers!
Cheers!
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