Hi!
I've got a line (on the X axis) and I'm using the stamp function in a transform on its Y rotation:
stamp(“../copyMainBranches”, randTopRot, 0)
When I view the transform, I can see that the line has a rotation of about 30 degrees. It's like it's not getting my default “0” value.
When I change the stamping's default to another value and set it back to 0 again, the line is perfectly on the X axis again. But when I click and view other nodes in the graph, the line gets back to that odd 30 degrees orientation.
Is this a bug or am I doing something wrong?!
Thanks.
-Olivier
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Houdini Indie and Apprentice » STAMPING not using default value
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » Digital asset: Lots of warnings
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » Digital asset: Lots of warnings
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » Digital asset: Lots of warnings
- olivierth
- 1010 posts
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Hi!
I was following Hugo Beyer's tutorial on making a leaf generator but when place my asset (Tab -> Digital Asset -> MyleafGenerator) I can see warings on that node. When I dive inside this node, there's a warning at each node that is controlled by a parameter.
Can anybody have a look? I'm stuck!
Thanks!
I was following Hugo Beyer's tutorial on making a leaf generator but when place my asset (Tab -> Digital Asset -> MyleafGenerator) I can see warings on that node. When I dive inside this node, there's a warning at each node that is controlled by a parameter.
Can anybody have a look? I'm stuck!
Thanks!
Houdini Indie and Apprentice » point vop ramp doesn't output colors
- olivierth
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Thanks sepu, I just found out.
…Now I'm still confused. Why is there a ramp you can play with in the “ramp parameter” inside the vop if it does nothing?!
-Olivier
…Now I'm still confused. Why is there a ramp you can play with in the “ramp parameter” inside the vop if it does nothing?!
-Olivier
Houdini Indie and Apprentice » point vop ramp doesn't output colors
- olivierth
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Hi! Me again…
I've create the most basic setup to test the ramp parameter in a point vop and it's not working. Any chance somebody would take the time to open it and tell me what I'm doing wrong?
Thanks!
-Olivier
I've create the most basic setup to test the ramp parameter in a point vop and it's not working. Any chance somebody would take the time to open it and tell me what I'm doing wrong?
Thanks!
-Olivier
Houdini Indie and Apprentice » point vop ramp doesn't output colors
- olivierth
- 1010 posts
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Hi mestela!
Thanks for the detailed example! As a noob, I really appreciate it!
I'm a little confused. On the example where you tried my approach, your ramp contains a gradient from black to white and the viewport result is green to red….?! I also copied your ramp into my scene to replace mine and it's still black…
The multiple curve thing is good to keep in mind!
Thanks!
Thanks for the detailed example! As a noob, I really appreciate it!
I'm a little confused. On the example where you tried my approach, your ramp contains a gradient from black to white and the viewport result is green to red….?! I also copied your ramp into my scene to replace mine and it's still black…
The multiple curve thing is good to keep in mind!
Thanks!
Houdini Indie and Apprentice » point vop ramp doesn't output colors
- olivierth
- 1010 posts
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Hi!
I've got a line that I connected to a point vop. In the point vop, I'm connecting the “ptnum” to a fit range so I get a gradient from black to white. I wanted the colors from green to red instead by using a “ramp parameter” but when I connect it to Cd, it's all black.
Any help?
Thanks.
-Olivier
I've got a line that I connected to a point vop. In the point vop, I'm connecting the “ptnum” to a fit range so I get a gradient from black to white. I wanted the colors from green to red instead by using a “ramp parameter” but when I connect it to Cd, it's all black.
Any help?
Thanks.
-Olivier
Houdini Indie and Apprentice » boolean: separate polys by operations
- olivierth
- 1010 posts
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Thanks for helping vusta!
Saddly, this adds a lot of steps. In Zbrush, I can simply export the result with a “grp” setting turned on and the .obj has all the tings separated.
I'll just stick with zbrush.
Thanks.
-Olivier
Saddly, this adds a lot of steps. In Zbrush, I can simply export the result with a “grp” setting turned on and the .obj has all the tings separated.
I'll just stick with zbrush.
Thanks.
-Olivier
Houdini Indie and Apprentice » replace each polygon by arbitrary geo (fiting the poly shape)
- olivierth
- 1010 posts
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I'm thinking of making a wood floor where I start from a grid and I would like to replace each polygon by a plank (or select from multiple planks) that I've manually modeled. I'd want the replacement to have the same width and lenght as the polygon.
I'm a houdini beginner so, I'm not too comfortable with VEX stuff..
Thanks!
-Olivier
I'm a houdini beginner so, I'm not too comfortable with VEX stuff..
Thanks!
-Olivier
Houdini Indie and Apprentice » boolean: separate polys by operations
- olivierth
- 1010 posts
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Hi!
I would like to export the result of a boolean and have it split where the boolean hapened.
For example, if I subtract a box from a sphere, I'd like to export the box part and the sphere part individually. (like Zbrush allows)
Is that easily possible?
Thanks!
-Olivier
I would like to export the result of a boolean and have it split where the boolean hapened.
For example, if I subtract a box from a sphere, I'd like to export the box part and the sphere part individually. (like Zbrush allows)
Is that easily possible?
Thanks!
-Olivier
Houdini Indie and Apprentice » Using vop bind to affect another node
- olivierth
- 1010 posts
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I completely understand that the most efficient way is VEX (when you know what you're doing) but I've never been good at coding since I get zero enjoyment out of it. Someday, I'll gradually get comfortable with VEX but I'll stick to baby steps using vops for now.
No matter, thanks for helping!
-Olivier
No matter, thanks for helping!
-Olivier
Houdini Indie and Apprentice » Using vop bind to affect another node
- olivierth
- 1010 posts
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wow… I'm lost!
So, I'm supposed to write zscale in the bind of the point vop?
Did I forget to say I'm a noob? Also, I'm not touching VEX even with a ten foot pole. I'd like to stick to vops since I'm comfortable with nodes stuff.
Thanks.
-Olivier
So, I'm supposed to write zscale in the bind of the point vop?
Did I forget to say I'm a noob? Also, I'm not touching VEX even with a ten foot pole. I'd like to stick to vops since I'm comfortable with nodes stuff.
Thanks.
-Olivier
Houdini Indie and Apprentice » Using vop bind to affect another node
- olivierth
- 1010 posts
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hmmm…
Still doesn't work. When I check the info at my polyextrude, I can see:
2 Point Attrs
myNoise flt ⁝ P 3flt (Pos)
but, the @myNoise does nothing in the “distance” section.
Am I supposed to use bind or bind export?
Thanks for helping.
-Olivier
Still doesn't work. When I check the info at my polyextrude, I can see:
2 Point Attrs
myNoise flt ⁝ P 3flt (Pos)
but, the @myNoise does nothing in the “distance” section.
Am I supposed to use bind or bind export?
Thanks for helping.
-Olivier
Houdini Indie and Apprentice » Using vop bind to affect another node
- olivierth
- 1010 posts
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Hi!
I would like to know how I can use a noise in a point vop to affect the distance in a polyextrude (or any node really…).
Right now, I've got a noise that I connected to a “bind” that I named “myNoise”. How to I get the “distance” of a “polyextrude” to be affected by that bind?
I'm new to houdini so be gentle!
Thanks!
I would like to know how I can use a noise in a point vop to affect the distance in a polyextrude (or any node really…).
Right now, I've got a noise that I connected to a “bind” that I named “myNoise”. How to I get the “distance” of a “polyextrude” to be affected by that bind?
I'm new to houdini so be gentle!
Thanks!
Houdini Indie and Apprentice » random rotate: not so random...
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » random rotate: not so random...
- olivierth
- 1010 posts
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Hi Enivob,
I was trying to go along what's on the help page:
“Copy stamping is no longer the recommended way to create variations when copying to points. Using a For-each loop and attributes instead is more efficient, easier to set up, and easier and understand.”
http://www.sidefx.com/docs/houdini/copy/stamping [www.sidefx.com]
Here's the tutorial I followed:
http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html [www.sidefx.com]
-Olivier
I was trying to go along what's on the help page:
“Copy stamping is no longer the recommended way to create variations when copying to points. Using a For-each loop and attributes instead is more efficient, easier to set up, and easier and understand.”
http://www.sidefx.com/docs/houdini/copy/stamping [www.sidefx.com]
Here's the tutorial I followed:
http://www.sidefx.com/docs/houdini/copy/tutorial_stamping.html [www.sidefx.com]
-Olivier
Houdini Indie and Apprentice » random rotate: not so random...
- olivierth
- 1010 posts
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Hi,
I'm scattering rocks using the for-each-loop. I've made an expression for the random rotation: rand($PT)*360
I can see that the rocks have some difference in rotation but not so much…
What am I doing wrong?
-Olivier
I'm scattering rocks using the for-each-loop. I've made an expression for the random rotation: rand($PT)*360
I can see that the rocks have some difference in rotation but not so much…
What am I doing wrong?
-Olivier
Houdini Indie and Apprentice » vop: connect single channel to R, G or B?!
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » point vop requires polygon density: other option?
- olivierth
- 1010 posts
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Thanks howiem and Aizatulin!
For me, using vex is not an option since I know nothing about coding. I've tried it while following tutorial and there was always something breaking and it took me forever to figure what was wrong. But I do appreciate your example.
Cop seams interesting since I would like my material placement (mud, grass, etc) to fit with the scattering of the vegetation and rocks. Two birds, one stone!
For the HFs, I could but I think at some point I'll tweak the terrain so it has caves, etc. …and scatter on that. I think I'll pass on that option.
Thanks for the help. I slightly less of a noob everyday!
-Olivier
For me, using vex is not an option since I know nothing about coding. I've tried it while following tutorial and there was always something breaking and it took me forever to figure what was wrong. But I do appreciate your example.
Cop seams interesting since I would like my material placement (mud, grass, etc) to fit with the scattering of the vegetation and rocks. Two birds, one stone!
For the HFs, I could but I think at some point I'll tweak the terrain so it has caves, etc. …and scatter on that. I think I'll pass on that option.
Thanks for the help. I slightly less of a noob everyday!
-Olivier
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