Hello,
I think the best way is to do the math in a VOPSOP just like you would in ICE
an attribute vop can have 2 input so
In the first input you take the transformed points and in the second the non transformed one.
Then you can get your delta that you can bind to the UV…
Sound good no ?
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Houdini Learning Materials » Inverse point position values from geo to UV
- NNois
- 174 posts
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Houdini Lounge » First commercial done in Houdini
- NNois
- 174 posts
- Offline
Christophe Leyder
I'm in love with this software now! Softimage seems strangely archaic now…
+1
About the noise, i personaly found that the noise pattern produced by Mantra isn't really pretty compared to the Arnold one and is a good starting point for fireflies… Setting more than the default min 1 max 9 helps a lot (like min 3 max 9) but still..
Technical Discussion » Intrinsic transform & Motion Blur
- NNois
- 174 posts
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Ok,
Maybe i'm not clear enough
Manipulating transform (scale translation rotation) of packed geometries at SOP level requires an Unpack SOP + Trail SOP + Use Geometry Velocity Blur, to generate proper motion blur.
That kill the purpose of packed geometries…
Do i miss somethings ?
Maybe i'm not clear enough
Manipulating transform (scale translation rotation) of packed geometries at SOP level requires an Unpack SOP + Trail SOP + Use Geometry Velocity Blur, to generate proper motion blur.
That kill the purpose of packed geometries…
Do i miss somethings ?
Technical Discussion » Intrinsic transform & Motion Blur
- NNois
- 174 posts
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Hi,
I'm trying manipulating Intrinsic transform of simple polymesh packed geometries with an attribute vop but i don't get any motion blur.
Do I need some extra steps to do that ? Look like I only get motion blur by unpacking then calculate velocity. Step i don't need at all if i use classical transform with unpacked geo…
I'm trying manipulating Intrinsic transform of simple polymesh packed geometries with an attribute vop but i don't get any motion blur.
Do I need some extra steps to do that ? Look like I only get motion blur by unpacking then calculate velocity. Step i don't need at all if i use classical transform with unpacked geo…
Edited by NNois - June 12, 2016 16:16:17
SI Users » Select Tree
- NNois
- 174 posts
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sakeatingHi,
Okay, so in both cases described above you're specifically talking about object level hierarchies? ( rigs, objects parented to other objects, etc )
Yes , exactly
SI Users » Select Tree
- NNois
- 174 posts
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sakeating
I was wondering what is behind the desire to select parented object nodes? To move them together? Delete them?
@sakeating Hi, I was making subnets from big hierarchies, hard to box select, coming from a big fbx import. (but you're right this could be usefull too for deletion)
@McNistor 0 or 9 doesn't work, i'm sorry but i use an international keyboard and each numerical shortcuts are dead because on my keyboard the numbers are accessible with the shift key modifier and because of that this just don't work…
I've already discussed this here but the main problem is houdini use keys literally, while others simply stick with the english key location, hard to remember but every key just works when you know the location, while on the houdini model the keys are just dead.
SI Users » Select Tree
- NNois
- 174 posts
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Technical Discussion » changing display colors in Houdini?
- NNois
- 174 posts
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Hi,
In the theme file, what's the color name for multi-selected parameter with different value.
Actually thoses values are greyed out by houdini, highlighting those field whould be a better choice IMO.
Thanks
In the theme file, what's the color name for multi-selected parameter with different value.
Actually thoses values are greyed out by houdini, highlighting those field whould be a better choice IMO.
Thanks
SI Users » getting serious: viewport display / wireframe / points
- NNois
- 174 posts
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Hi, am I alone founding a problem about displaying points as sprites in the same z space that the actual geometry ?
This makes selected points invisible if masked by unelected points !! Same goes for edges and polys.
That's a serious problem IMO !
This makes selected points invisible if masked by unelected points !! Same goes for edges and polys.
That's a serious problem IMO !
SI Users » Bevel Suggestion
- NNois
- 174 posts
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@julca you're right, the new bevel tool IMO would be in a better state with at least #2 & #3, that's two mandatory features to work correctly…
Houdini Learning Materials » shadow_matte problem
- NNois
- 174 posts
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Hi,
Are you Aware of the Direct Shadow image plane and Indirect Shadow Image planes ???
In you're ROP you add an image plane and choose them in the list.
So you can keep you're original materials in place…
but… that's not totally complete because for example in Softimage i was capable of doing all that in a single pass!
Used to set manually the A component to the RGB output to 0 in the material so i can get a transparent ground while getting the SHADOW planes FILLED.
In Houdini seems we can't touch the resulting BSDF (yellow port) and so we can't alter the A component….
How can we do that ?
Are you Aware of the Direct Shadow image plane and Indirect Shadow Image planes ???
In you're ROP you add an image plane and choose them in the list.
So you can keep you're original materials in place…
but… that's not totally complete because for example in Softimage i was capable of doing all that in a single pass!
Used to set manually the A component to the RGB output to 0 in the material so i can get a transparent ground while getting the SHADOW planes FILLED.
In Houdini seems we can't touch the resulting BSDF (yellow port) and so we can't alter the A component….
How can we do that ?
Technical Discussion » changing display colors in Houdini?
- NNois
- 174 posts
- Offline
@RobW When you're done please post you Softimage scheme here !!
I'm already using the pleasant qLib Pro Flat Theme and anly miss clean viewport colors now ;-)
I'm already using the pleasant qLib Pro Flat Theme and anly miss clean viewport colors now ;-)
SI Users » Animate on Houdini
- NNois
- 174 posts
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Constantin XNOT agree at all, i'm pretty aware of and experienced with shops and trust me it's not for traditional animation or characters but more for motion design stuff.
All work in an non destructive way. If you update your CHOPS skills you will never go back to Animation editor, trust me. It's like XSI on steroids
SI Users » Animate on Houdini
- NNois
- 174 posts
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Constantin XI'm not speaking of the same thing here, more about the need for Houdini to be a WAR Machine.
have you tried CHOP? Most of the operations you request can be done in CHOPS.
Beeing able to just… work and produce fast, like the ability to animate a common scene, multiples cameras, characters and animated rigged objects in the very same scene. The Animation editor need to be tailored for that, just like the Softimage one.
SI Users » Animate on Houdini
- NNois
- 174 posts
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Guillaume
Did you try doing it? The animation editor value edit boxes aren't the same as the parameter edtior numerical boxes.
They do support inplace math operations.
Try selecting keys, and replacing the Frame value ‘—’ by ‘+10’
For negative offset do: ‘+-10’ as the minus character is a valid one.
…
You can invert values by inputing ‘*-1’ in the Value Edit box. Same goes for the ‘Frame’ edit box.
Thanks Guillaume,
My bad, i confess i've stopped after trying a simple “10+5” which doesn't works …
Where can i find that kind of infos on the docs ?
SI Users » Animate on Houdini
- NNois
- 174 posts
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McNistorHey McNistor you miss the transform tools on you screenshot.(right clic on an empty zone on the UI to add them)
Here's an image with XSI's animation editor….
Thoses are VERY important.
Generally speaking, peoples have to understand than animators doesn't just add simply keyframes, and adjust from time to time the tangents or values numerically. No, they use theses particular tools nearly every time a key, and, when you have a thousand of key well you need some robust tools to manage them without having fear to destroy everything and more importantly we need a clear view of that.
Somes could suggest us to remove the “time marks” and the names to make the viewport cleaner but without them you can't more more than one key at a time…
The perfect conditions is tool where at the end of the day you don't want to punch in the face of your computer.
I tried Modo for a month for that and it fails badly, animation editor isn't ready at all.
At least the one on houdini only miss things, they just have to improve it
I don't have so many times now to makes RFE's so I will first update my first post here (like now the 3b point and more). Then i'll makes RFE's later
Hoping SideFX could understand the need for production in mind tools.
SI Users » Animate on Houdini
- NNois
- 174 posts
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well, it's obviously a problem…
Houdini needs badly on part of his UI some love for people who are actually producing not lookdeving.
Houdini needs badly on part of his UI some love for people who are actually producing not lookdeving.
SI Users » Animate on Houdini
- NNois
- 174 posts
- Offline
Hey guys, so i'm animating and using effectively the Animation graph editor.
I'm struggling on some things maybe someone know how to sort out things…
1. Scopping
I can't have two graph window open with different scopes, pretty basic is that possible ???
On XSI we have a “pin icon” and also a refresh one (this one is missing through the whole Houdini UI)
2. Display / Selection
In Softimage we can clic on a particular curve, and edit only this one while the others remains VISIBLES. Here i can highlight a curve but this doesn't change the scope. Or i can scope a particular one by clicking on the list (if i know which one is it) but others are removed from the view…
3a. Curve control and Tangent adjustments…
I found very hard to adjust tangents NUMERICALY because we have to clic first on the tangent handle. Impossible operation with more than 5 overlapping curves.
In SI we select only the point and can do it all in the numerical fields.
There is two numerical field for the tangent lenght and angle for the left tangent and angle for the right one. So by selecting one point you can do it all without reselecting
3b. more adjustments
In the numerical fields we can't type as usual math op
like 2+3…
like *3 or +2 to obtain MULTIPLE keys offset
don't forget that one for the time too !
4. odd/missing things…
- the “Accel” is not very predictable. Accel values in Houdini are dependant of the lenght of the curve i think… strange and unpredictable no ? why not the percentage of the curve ??
- in Soft we can normalize multiple curves, pretty cool tool for working with different height ranges, missing here !
- in Soft I have a numeric transform tool, missing badly here, try invert an animation, or scale it by 0.5 ;-)
- rulers are definitely wrongs and not consistant on the same view (diff values between top/bottom) plus they should divide properly for animators, actually i have a ruler like 57-62-67-72-77 how these numbers could be usefull ???
With all of this animating in houdini is possible but a pain compared to softimage…
I'm struggling on some things maybe someone know how to sort out things…
1. Scopping
I can't have two graph window open with different scopes, pretty basic is that possible ???
On XSI we have a “pin icon” and also a refresh one (this one is missing through the whole Houdini UI)
2. Display / Selection
In Softimage we can clic on a particular curve, and edit only this one while the others remains VISIBLES. Here i can highlight a curve but this doesn't change the scope. Or i can scope a particular one by clicking on the list (if i know which one is it) but others are removed from the view…
3a. Curve control and Tangent adjustments…
I found very hard to adjust tangents NUMERICALY because we have to clic first on the tangent handle. Impossible operation with more than 5 overlapping curves.
In SI we select only the point and can do it all in the numerical fields.
There is two numerical field for the tangent lenght and angle for the left tangent and angle for the right one. So by selecting one point you can do it all without reselecting
3b. more adjustments
In the numerical fields we can't type as usual math op
like 2+3…
like *3 or +2 to obtain MULTIPLE keys offset
don't forget that one for the time too !
4. odd/missing things…
- the “Accel” is not very predictable. Accel values in Houdini are dependant of the lenght of the curve i think… strange and unpredictable no ? why not the percentage of the curve ??
- in Soft we can normalize multiple curves, pretty cool tool for working with different height ranges, missing here !
- in Soft I have a numeric transform tool, missing badly here, try invert an animation, or scale it by 0.5 ;-)
- rulers are definitely wrongs and not consistant on the same view (diff values between top/bottom) plus they should divide properly for animators, actually i have a ruler like 57-62-67-72-77 how these numbers could be usefull ???
With all of this animating in houdini is possible but a pain compared to softimage…
Edited by - May 12, 2016 08:40:39
Houdini Lounge » Houdini Engine For Clarisse
- NNois
- 174 posts
- Offline
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- NNois
- 174 posts
- Offline
We read so much of this kind of messages these days …
I really wonder what's Apple developers answer about theses multiples concerns about drivers, they must have an answer I guess right?
I really wonder what's Apple developers answer about theses multiples concerns about drivers, they must have an answer I guess right?
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