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Technical Discussion » Line between two points
- Pagefan
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Houdini Indie and Apprentice » Iterate pointGroup by groupCount or trough list of groupName
- Pagefan
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Not exactly sure what you want but you could use an expression like this:
argc(primgrouplist“../path_to_node”))
argc(primgrouplist“../path_to_node”))
Houdini Indie and Apprentice » Fedora 12_x64
- Pagefan
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Technical Discussion » Input fields suddenly get wider?
- Pagefan
- 519 posts
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Just click on the text pixel samples and it will change. Nothing to worry about…when you have a very long expression in any of the fields clicking on the text shows (part of) it.
Houdini Indie and Apprentice » Wire to collide with Cloth...
- Pagefan
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Have a look at the help from the merge DOP it is explained there. If there is a mutual relation you can set it on the merge DOP.
Have a look at this helpcard in houdini's helpsystem:
http://localhost:48626/dynamics/relationships [localhost]
Cheers,
Hans
Have a look at this helpcard in houdini's helpsystem:
http://localhost:48626/dynamics/relationships [localhost]
Cheers,
Hans
Houdini Indie and Apprentice » Wire to collide with Cloth...
- Pagefan
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The order in which data is merged in the merge DOP is important. The solution to your problem was just to swap the two objects. Have a look at the attached file.
Houdini Indie and Apprentice » Wire to collide with Cloth...
- Pagefan
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This is actually my first ever created dop network…(hurrah for the shelf!)
I made two cloth objects, changed some of the parameters on the wire object and then added some forces per object. Collisions are taken care of by the merge and clothsolver.
Is this what you are after? When you want an RBD object instead of two cloth object it is just a matter of adding a rbd object and a rbd solver.
Cheers,
Hans
edit:added the file
I made two cloth objects, changed some of the parameters on the wire object and then added some forces per object. Collisions are taken care of by the merge and clothsolver.
Is this what you are after? When you want an RBD object instead of two cloth object it is just a matter of adding a rbd object and a rbd solver.
Cheers,
Hans
edit:added the file
Technical Discussion » odd
- Pagefan
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There was some other guy here on the forums who had issues with mplays file assosciation…while not related to your problem, he solved his by cleaning houdini references in his registry. You could check if there is any information left of old houdini installs. In fact, would be best to completly remove houdini from your system, clean the registry of any references and then install again.
Letting a sys admin having a look at it is also a very very good idea
Letting a sys admin having a look at it is also a very very good idea
Technical Discussion » recursion in point clouds
- Pagefan
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not sure if it helps but can't you use a for loop in this case where the itterator is the point number? You start with point 0, calculate the value in the loop, export the value to the next loop and then calculate the value for the 2nd point etc.
Technical Discussion » odd
- Pagefan
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Try to start houdini from the console and see what error message you get. Also check if there are residue files in your temporary directories. Did you recently install a new graphics drivers? Rename your $HOME/houdini10.0 directory and then start houdini again, does this solve it? Is houdini allowed in the firewall settings?
Just a few things you could check.
Just a few things you could check.
Houdini Indie and Apprentice » Convert primitive in volume primitive
- Pagefan
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Technical Discussion » simple texture question/problem
- Pagefan
- 519 posts
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Yeah i see it…it's weird, toyed a bit with your file and tried some other materials and all of them looked okay except for the stucco. So something fishy is going inside that shop stuff…
I can think of no quick solution for the moment. Try to rework the stucco material. The surface shop imports the changed P and N from the displacement shop. Maybe changing these to uv's might solve the issue.
I can think of no quick solution for the moment. Try to rework the stucco material. The surface shop imports the changed P and N from the displacement shop. Maybe changing these to uv's might solve the issue.
Technical Discussion » simple texture question/problem
- Pagefan
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works here….have a look at the setup. If you still don't get it to work, post your file and I'll take a look.
Technical Discussion » simple texture question/problem
- Pagefan
- 519 posts
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If you add a UV texture SOP the UV texture material looks as it should.
It seems (after a quick test) that some materials need proper uv's. The UV texture map is of course one of them. Other materials like marble don't use UV's but the points and normals of the polygon, so they look good without adding uv attributes.
(But…I thought that you could use uv texture material in a proper way without adding uv's on polygons so maybe there is a 2nd way to do this).
It seems (after a quick test) that some materials need proper uv's. The UV texture map is of course one of them. Other materials like marble don't use UV's but the points and normals of the polygon, so they look good without adding uv attributes.
(But…I thought that you could use uv texture material in a proper way without adding uv's on polygons so maybe there is a 2nd way to do this).
Technical Discussion » two polygons into one polygon
- Pagefan
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Technical Discussion » Scattering at Object Level (copy stamping?)
- Pagefan
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I am probably going to state the obvious but since you asked for suggestions…
First, I would get rid of the boats without the sails, they look odd. Every boat is having full sails except a few (and these are all the same models).
As for the randomness…texturing is obviously one thing you could do to make more random ships. I suppose this is a flotilla, probably a few lords waging war over a damsel in distress (or just waging war for sports). So emblems on the sails per different lord, color of the boats etc.
Position of the oars.
Billowing and position of the sails.
Different flags in the masts.
When you add the sea there will probably some more randomness added to the position of the boats, pitch and direction on the wave etc.
Cheers,
Hans
First, I would get rid of the boats without the sails, they look odd. Every boat is having full sails except a few (and these are all the same models).
As for the randomness…texturing is obviously one thing you could do to make more random ships. I suppose this is a flotilla, probably a few lords waging war over a damsel in distress (or just waging war for sports). So emblems on the sails per different lord, color of the boats etc.
Position of the oars.
Billowing and position of the sails.
Different flags in the masts.
When you add the sea there will probably some more randomness added to the position of the boats, pitch and direction on the wave etc.
Cheers,
Hans
Houdini Indie and Apprentice » best online traning :)
- Pagefan
- 519 posts
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Have a look at the cmivfx rendering video, it does a pretty good job at creating a realistic setup. 90% of the materials are just off the shelf stuff. And yes Houdini is different than almost all the other 3d apps…it isn't point and click.
The Dark side is easier, faster, but no, not more powerful it is.
The Dark side is easier, faster, but no, not more powerful it is.
Technical Discussion » Scattering at Object Level (copy stamping?)
- Pagefan
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The way to go is to use point-instance and mantra delayed load. I am not experienced with this (yet) so all i can do is point you in the direction of the help files. There are several basic setups in the forums here when you search for “delayed” or “instance”.
Technical Discussion » Copying animated geo seq too particles.
- Pagefan
- 519 posts
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I am not exactly sure what you want but i think dropping the $F from the padzero expression does the trick. Have a look at your modified file.
Houdini Lounge » varying primitive scale according to point number?
- Pagefan
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