Hey Zeng thanks, especially for providing also the python code.
Icons size is pretty small though. I guess there's no way to change the default size
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Houdini Lounge » HDAs with pictures in the parameters tab?
- Andr
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Houdini Lounge » HDAs with pictures in the parameters tab?
- Andr
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Hey thanks for the tips guys.
Zeng, could you share the hip file by any chance? or just the code to make this reference to icon.
cheers!
(ps. I'm wondering if it accepts .svg files too)
Zeng, could you share the hip file by any chance? or just the code to make this reference to icon.
cheers!
(ps. I'm wondering if it accepts .svg files too)
Houdini Indie and Apprentice » How to multiple falloff FOG masks in VDB?
- Andr
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Houdini Indie and Apprentice » How to multiple falloff FOG masks in VDB?
- Andr
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ps. I'm using the mask for a ‘VDB smooth’ node and I'm noticing that the whole Geo is getting a really small amount of blurriness outside the mask (even outside the bound of the FOG vdb used as mask, which don't cover the whole Geo, as shown in the picture).
This very little overall smoothing is not a big deal, but I'm curious to know why it's happening outside the mask.
Any idea? (-:
I attached a simple project file that shows this small issue.
This very little overall smoothing is not a big deal, but I'm curious to know why it's happening outside the mask.
Any idea? (-:
I attached a simple project file that shows this small issue.
Edited by Andr - Aug. 12, 2018 15:24:37
Houdini Lounge » HDAs with pictures in the parameters tab?
- Andr
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Let's say my digital asset lets me build different species of plants.
A menu in the parameters tab let me choose which species to start with, so that I can then play with the parameters to make some variation.
It would be very helpful for the end user to look at a preview thumbnail/image before selecting the starting species, to avoid wasting time to cook every species just to know how it looks like.
Is there any way to embed images in the parameters tab? With some python magic maybe? :p
Cheers
A menu in the parameters tab let me choose which species to start with, so that I can then play with the parameters to make some variation.
It would be very helpful for the end user to look at a preview thumbnail/image before selecting the starting species, to avoid wasting time to cook every species just to know how it looks like.
Is there any way to embed images in the parameters tab? With some python magic maybe? :p
Cheers
Houdini Indie and Apprentice » How to multiple falloff FOG masks in VDB?
- Andr
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Hey jsmack, thanks a lot for the effort you put into it!
Very very helpful and I got to learn few more nodes (-:
cheers
Very very helpful and I got to learn few more nodes (-:
cheers
Houdini Indie and Apprentice » Growing pts selection by using neighbours function
- Andr
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Technical Discussion » Heightfield scatter gives floating and sinked points
- Andr
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I rmb I had some similar problem but don't recall how I had fixed it.
Anyway, if you want more chances of being helped in the forum try to provide a project file with the issue reproduced in the simplest way possible. (= delete all the unnecessary nodes to reproduce the issue)
It takes a little bit of time I know, but it's helps a lot to debug the problems (-:
cheers
Anyway, if you want more chances of being helped in the forum try to provide a project file with the issue reproduced in the simplest way possible. (= delete all the unnecessary nodes to reproduce the issue)
It takes a little bit of time I know, but it's helps a lot to debug the problems (-:
cheers
Houdini Indie and Apprentice » How to multiple falloff FOG masks in VDB?
- Andr
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I want to scatter in space a bunch of spheres, each one being a different FOG volume with a falloff density.
I want then use them all together as single mask in a “VDB reshape” node.
I tried 3 different ways, from left to right:
1) It works but it's much inefficient: too many points.
2)It works but it's SUPER inefficient. Too many volumes are being created.
3) Another approach, it doesn't work but I can already see it would be SUPER inefficient. Again, too many volumes.
Please have a look at the project file!
I guess there's very simple way I'm completely missing :p
Thanks!
I want then use them all together as single mask in a “VDB reshape” node.
I tried 3 different ways, from left to right:
1) It works but it's much inefficient: too many points.
2)It works but it's SUPER inefficient. Too many volumes are being created.
3) Another approach, it doesn't work but I can already see it would be SUPER inefficient. Again, too many volumes.
Please have a look at the project file!
I guess there's very simple way I'm completely missing :p
Thanks!
Edited by Andr - Aug. 10, 2018 17:55:54
Houdini Engine for Unreal » Separating Multiple Geometry Inputs from Unreal
- Andr
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hey I might be very wrong because I've not much experience with UE4-Hou integration and don't fully understand your goals, but this should be the conventional setup when you want to have variation in your copies.
And then you refer to the foreach_begin1 node with a point() expression for geometry variation.
Relevant documentation: http://www.sidefx.com/docs/houdini/copy/copytopoints.html#foreach [www.sidefx.com]
Again, apologies if that's not what you want to do.
Cheers
And then you refer to the foreach_begin1 node with a point() expression for geometry variation.
Relevant documentation: http://www.sidefx.com/docs/houdini/copy/copytopoints.html#foreach [www.sidefx.com]
Again, apologies if that's not what you want to do.
Cheers
Houdini Learning Materials » [python] Color gradient sampling from images like in Substance Designer?
- Andr
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I post it here because it could be an interesting idea for a Python tutorial. And I'd love to see more python tutorials. (-:
SD has a very handy gradient node that lets you to mouse over an external image (being it open on the desktop or on a webpage) to sample its color over time while you drag the cursor over it. It then loads those colors in a gradient ramp.
My level of Python is pretty basic, and this project might be too difficult for me, but why not try anyway?
Could you point me in the right direction, please?
I don't really know how to start.
1) What should I study to implement it?
2) What would be the ideal roadmap/structure for this implementation?
thanks a lot for any input.
SD has a very handy gradient node that lets you to mouse over an external image (being it open on the desktop or on a webpage) to sample its color over time while you drag the cursor over it. It then loads those colors in a gradient ramp.
My level of Python is pretty basic, and this project might be too difficult for me, but why not try anyway?
Could you point me in the right direction, please?
I don't really know how to start.
1) What should I study to implement it?
2) What would be the ideal roadmap/structure for this implementation?
thanks a lot for any input.
Edited by Andr - Aug. 9, 2018 20:29:05
Houdini Lounge » GLTF 2.0 file format
- Andr
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garyo
+1 from me too – for three.js and/or game engine
true
+1 also from me
Edited by Andr - Aug. 9, 2018 19:54:36
Houdini Lounge » Payment Methods
- Andr
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Houdini Indie and Apprentice » Adjusting Normal Direction [Solved]
- Andr
- 900 posts
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Polyframe node is a little mystery to me too
You can use the facet node and toggle invert normal.
or in a wrangle @N = -@N;
If you want to stick to the wrangle, you can calculate the normals with the following code:
@N = normalize(@P - center); // center in your case is 0. The normalize function helps you to have a unit vector in case you circle has radius different than 1.
You can use the facet node and toggle invert normal.
or in a wrangle @N = -@N;
If you want to stick to the wrangle, you can calculate the normals with the following code:
@N = normalize(@P - center); // center in your case is 0. The normalize function helps you to have a unit vector in case you circle has radius different than 1.
Technical Discussion » 'but this may change at a future date' - multi-Gpus setups
- Andr
- 900 posts
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Yes would be definitely nice to know, as multi GPUs systems are getting very popular even among simple users.
Houdini Indie and Apprentice » Heightfield slopes UVs stretching
- Andr
- 900 posts
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I believe the problem is that the geometry itself, being that an heightfield, is already stretched in those areas.
Have you watched the far cry 5 talk at gdc2018?
They (kind of) address this problem when talking about their “cliff tool”.
https://youtu.be/NfizT369g60?t=1245 [youtu.be]
Have you watched the far cry 5 talk at gdc2018?
They (kind of) address this problem when talking about their “cliff tool”.
https://youtu.be/NfizT369g60?t=1245 [youtu.be]
Edited by Andr - Aug. 3, 2018 03:58:20
Houdini Indie and Apprentice » problem with boolean and add node (add by attribute)
- Andr
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Houdini Indie and Apprentice » problem with boolean and add node (add by attribute)
- Andr
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Ehy thanks Babaj, simple and effective!
So when you use add by attribute, the attribute must be integer, otherwise a float attribute would cause issues, like in my case.
But in the documentation that's not mentioned, mmhhhhh:
Attribute
If group by attribute is specified, this attribute will be used to determine how to connect the polygons within the group. Points with the same attribute value will be connected together. The connection order will respect the point order of the group.
ps. I found a way to use the boolean, so one can fill different shapes with parallel lines.
I attach the updated solution.
Cheers
So when you use add by attribute, the attribute must be integer, otherwise a float attribute would cause issues, like in my case.
But in the documentation that's not mentioned, mmhhhhh:
Attribute
If group by attribute is specified, this attribute will be used to determine how to connect the polygons within the group. Points with the same attribute value will be connected together. The connection order will respect the point order of the group.
ps. I found a way to use the boolean, so one can fill different shapes with parallel lines.
I attach the updated solution.
Cheers
Houdini Indie and Apprentice » problem with boolean and add node (add by attribute)
- Andr
- 900 posts
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this is my goal:
Is there any quick method to do it?
I tried two different ways (check the project file) and both don't work:
1) I created a circle, stored @P.z in attribute @Z, deleted geo but keep pts, ADD node set to “add by attribute Z”. It's able to connect only certain pairs of points. Like in the following pic:
2) I tried to use a boolean, intersecting a TUBE with a set of lines (every line is a prim). It doesn't work.
any idea?
Thanks!
Is there any quick method to do it?
I tried two different ways (check the project file) and both don't work:
1) I created a circle, stored @P.z in attribute @Z, deleted geo but keep pts, ADD node set to “add by attribute Z”. It's able to connect only certain pairs of points. Like in the following pic:
2) I tried to use a boolean, intersecting a TUBE with a set of lines (every line is a prim). It doesn't work.
any idea?
Thanks!
Edited by Andr - July 31, 2018 16:27:13
Houdini Engine for Unreal » Houdini engine HDA procedural texture bakeing in UE
- Andr
- 900 posts
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Thank you Olaf, very useful!
Just for the record, my understanding was that you couldn't use Rop inside Houdini engine. Is that a new feature?
cheers
Just for the record, my understanding was that you couldn't use Rop inside Houdini engine. Is that a new feature?
cheers
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