I'm trying to get the point numbers for primitive groups. This doesn't seem to work as Houdini's definition for pointlists is too narrow and it will only list by point groups.
Converting all my primitive groups to point groups isn't possible either because the group
SOP doesn't support wildcards and I have a shitload of primitive groups.
Trying to create an attribute string that I can use in a partition SOP doesn't seem to lead anywhere as I can't seem to create an attribute by group because it doesn't look like houdini can tell be which group my geometry is a member of.
Anyone have any ideas how i can get around this?
Cheers
Jerry
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Technical Discussion » primitive groups > point groups
- jesta
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Houdini Lounge » Drawing Tablets
- jesta
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I use a tablet all the time with Houdini. But it's important to have the duo click to emulate a 3 button mouse.
As Juice says selecting points or carve handles canbe a little jittery and bounce out of active mode foe that SOP. Keep your mouse handy for that.
I prefer to use an A4 sized tablet to the smaller A5.
As an interesting side note, I've got a dual monitor setup, with an SGI widescreen and some Dell monitor. When the tablet gets too close to the Dell the cursor on the screen bounces around like popcorn. Better put the foil hat on. But seriuosly if your desk real estate is tight, beware.
As Juice says selecting points or carve handles canbe a little jittery and bounce out of active mode foe that SOP. Keep your mouse handy for that.
I prefer to use an A4 sized tablet to the smaller A5.
As an interesting side note, I've got a dual monitor setup, with an SGI widescreen and some Dell monitor. When the tablet gets too close to the Dell the cursor on the screen bounces around like popcorn. Better put the foil hat on. But seriuosly if your desk real estate is tight, beware.
Technical Discussion » How to edit $PT attribute manually
- jesta
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Simon
Or try just snapping a curve to the mesh with the snap conslidate option turned on. You will find your curve permanently referenced to the source mesh as it deforms, very handy….
Great tip Si
Thanks
Technical Discussion » Water
- jesta
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I think that's because there was a custon otl in there and it's not embedded in to the hipfile.
Technical Discussion » Water
- jesta
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it worked no problem for me. using winrar 3.61
maybe you need to set you rpreferences to deal with gzip
maybe you need to set you rpreferences to deal with gzip
Technical Discussion » RFE: locking netboxes
- jesta
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i meant wiring out, where for a quick and dirty it would just assume you want the last connected node leading out the netbox.
Technical Discussion » Water
- jesta
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Houdini Lounge » Is it difficult to create Afterburn like shader?
- jesta
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also look into Houdini's own i3d.
you can do lit volumetrics with it.
documentation is a little thin on the ground but it's a good starting point.
you can do lit volumetrics with it.
documentation is a little thin on the ground but it's a good starting point.
Technical Discussion » CROP COP: cannot be animated!
- jesta
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yeah, COPs is annoying. I don't know anyone who has a good thing to say about it.
If you just dive in to do a simple composite, nothing tooo fancy, it's like pulling teeth. And I'm doing stuff at NTSC res which should be a doddle.
I tried playing with the preferences but never managed to find something that made much of a difference.
It's a shame, because having it all in the same package would be perfect and I'm not a huge aftereffects fan. But at least with that you can get results without too much of a headache.
I mean if you use a transform COP to scale your image, does it scale. Does it heck? Apart from it's seeming bugginess, it's just counter intuitive in a lot of places. Of course that does bring into question my intuition, but that's for another time and place.
If you just dive in to do a simple composite, nothing tooo fancy, it's like pulling teeth. And I'm doing stuff at NTSC res which should be a doddle.
I tried playing with the preferences but never managed to find something that made much of a difference.
It's a shame, because having it all in the same package would be perfect and I'm not a huge aftereffects fan. But at least with that you can get results without too much of a headache.
I mean if you use a transform COP to scale your image, does it scale. Does it heck? Apart from it's seeming bugginess, it's just counter intuitive in a lot of places. Of course that does bring into question my intuition, but that's for another time and place.
Technical Discussion » CROP COP: cannot be animated!
- jesta
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I thought i had a crappy workaround, but it seems you can't animate any of the scales or sizes to try and fool it. Eh??
There doesn't seem to be any easy way to do this. In fact when you try, COPs doesn't seem to make any sense at all. hmmm
sequnce COP it is then!
There doesn't seem to be any easy way to do this. In fact when you try, COPs doesn't seem to make any sense at all. hmmm
sequnce COP it is then!
Technical Discussion » Roof creation with copy sop
- jesta
- 311 posts
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try this.
It's not the most elegant way to do it but it's a reasonble example.
try playing with the anglw on the twist to see what happens.
Also try replacing the template geometry.
hope this helps.
jerry
It's not the most elegant way to do it but it's a reasonble example.
try playing with the anglw on the twist to see what happens.
Also try replacing the template geometry.
hope this helps.
jerry
Technical Discussion » Roof creation with copy sop
- jesta
- 311 posts
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regget
If I upload a test file could u help me?
Sure.
the key to keeping the creep method easy is to build your seed geometry between 0 and 1 unit.
that way when you creep and fill surface it's easier to control what's going on, and you can keep the creep parameters at their defaults.
Cheers
Edited by - Oct. 12, 2006 15:26:29
Technical Discussion » RFE: locking netboxes
- jesta
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yeah, good idea.
And while we're on netbox RFE's how about having a parameters pane where we can store comments and maybe promote attributes.
And also it would be nice if copy/pasting didn't drop stuff outside it, and then you have to drag it out and dump it back in again.
And one last one. how about being able to wire a netbox to something else without having to open it up. matbe that exists already. never tried it to be honest.
And while we're on netbox RFE's how about having a parameters pane where we can store comments and maybe promote attributes.
And also it would be nice if copy/pasting didn't drop stuff outside it, and then you have to drag it out and dump it back in again.
And one last one. how about being able to wire a netbox to something else without having to open it up. matbe that exists already. never tried it to be honest.
Technical Discussion » Roof creation with copy sop
- jesta
- 311 posts
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you could use seed geometry which you creep on a nurbs surface and then use that to procedurally build tiles.
Technical Discussion » Tiff Rage
- jesta
- 311 posts
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edward
Modify your $HH/FBoptions file and change the TIFF compression line to
TIFF compression LZW
But surely as soon as you upgrade Houdini you have to re-edit FBoptions, or can you place a copy in $HOME?
Technical Discussion » How do you check to see if a curve intersects itself?
- jesta
- 311 posts
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sure. here you go.
as you can see there's one point which represents your intersection P.
as you can see there's one point which represents your intersection P.
Technical Discussion » RFE: Follow Curve Object > SOP
- jesta
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Technical Discussion » How do you check to see if a curve intersects itself?
- jesta
- 311 posts
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ok.
pipe your curve into both inputs of the curvesect SOP.
turn off “find all intersections”, and check “Extract”.
leave everything else unchanged.
that should be it!
pipe your curve into both inputs of the curvesect SOP.
turn off “find all intersections”, and check “Extract”.
leave everything else unchanged.
that should be it!
Technical Discussion » How do you check to see if a curve intersects itself?
- jesta
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ok, i have a solution for you, but it's a dirty lttle hack.
it presumes your curve is on one plane.
I didn't check for a non-plananr curve, but this might work with some tweaking.
duplicate and offset the curve, then skin it.
feed it into both inputs of surfsect and set that to intersect. It'll give you a bunch of mess, but somewhere in there is an intersection curve. use a profile SOP to extract the profiles. you'll have 4, so select one of them which you can either carve down to the intersection point or use a point expression to get the value you want.
as I said, it's a little dirty, but it worked for the example you iluustrated.
hope that helps
jerry
it presumes your curve is on one plane.
I didn't check for a non-plananr curve, but this might work with some tweaking.
duplicate and offset the curve, then skin it.
feed it into both inputs of surfsect and set that to intersect. It'll give you a bunch of mess, but somewhere in there is an intersection curve. use a profile SOP to extract the profiles. you'll have 4, so select one of them which you can either carve down to the intersection point or use a point expression to get the value you want.
as I said, it's a little dirty, but it worked for the example you iluustrated.
hope that helps
jerry
Technical Discussion » how to stop textures projecting onto back of model
- jesta
- 311 posts
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s'ok. did it in the shader. quick sip of the champagne of ginger ales brought me up to speed.
didn't want to use parametric projection beacuse it would distort my texture.
didn't want to use parametric projection beacuse it would distort my texture.
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