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Technical Discussion » Rendering lots of polys problem
- probbins
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If you put verbose on 4 for the renderer, then see if you can identify the location of the bucket that is “stalling”. Then check to see if there is a specular highlight that is crossing two buckets. I've seen renderers stall in that condition.
Houdini Indie and Apprentice » Beginner's Questions
- probbins
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Fr3driktamteWhere can I find the channel parameters other than the ones accessible for copy/pasting? Is there a list of standard channels or such (the actual path obviously depend on the location of the node, but the parameter names)?
to access value of certain parameter you can use expressions like ch(), chs(), chsop()… e.g.
ch(“/obj/sphere_object1/sphere1/tx”) but this is usually done by copying the parameter and pasting as relative reference to the other one, or just drag'n'drop
For example, I think I saw somewhere that there are channel paths to the individual points in the geometry, but I can't find that information anywhere in the help files.
Thanks,
Fredrik
There are two ways you can view some of the information you are asking about.
If you RMB on any node and choose “Animatable Parameters” from the menu you will get a floating pane that lists all the parameters available for that node.
You can also see detailed information regarding attributes on geometry by creating a Details pane.
There is no direct channel reference to individual points, you would use a variable like $PT to gain access to specific points.
Work in Progress » Dragon
- probbins
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It seems reasonably straightforward. Use the Polyextrude to scale down and then inset an extrusion or two, then scale down and pull up the horn. I've attached a simple example.
Keep the Polyextrudes set to “local control” and you can do both main horns simultaneously.
Generally I would suggest you are adding too much detail too early with your head. You'll be adding in specific details later with polysplit and edgeloops, so keep the head much simpler at this stage.
Keep the Polyextrudes set to “local control” and you can do both main horns simultaneously.
Generally I would suggest you are adding too much detail too early with your head. You'll be adding in specific details later with polysplit and edgeloops, so keep the head much simpler at this stage.
Houdini Indie and Apprentice » moving UV vertexs
- probbins
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Houdini Indie and Apprentice » how to move points on shpere
- probbins
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Several straightforward ways I can think of.
It could just be a matter of merging a transform below your scatter, to rotate the scattered points, with the original sphere, then put the display flag on the Merge.
Or you could Ray the points onto another sphere, use “closest distance”.
Or use a nurbs sphere and Creep the points on that sphere.
It could just be a matter of merging a transform below your scatter, to rotate the scattered points, with the original sphere, then put the display flag on the Merge.
Or you could Ray the points onto another sphere, use “closest distance”.
Or use a nurbs sphere and Creep the points on that sphere.
Houdini Indie and Apprentice » moving UV vertexs
- probbins
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No there is no separate transform tool for geometry and uv's, you just need to be specific as to what type of geometry you are selecting. So, you specifically select, primitives, edges, points, vertices, etc., and then transform them.
A node like the Uvtransform is actually just a Softtransform node that is modified slightly to automatically recognize uv's.
A node like the Uvtransform is actually just a Softtransform node that is modified slightly to automatically recognize uv's.
Houdini Indie and Apprentice » exploding ball, please help
- probbins
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Use the RBD Fracture or RBD Glue object to create the groups you need for each shattered piece.
Technical Discussion » How to capture Normals Rotate Value ?
- probbins
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Where did you establish the normal rotation? Can't you do a channel reference? Here's a simple example.
Houdini Lounge » Houdini HD
- probbins
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Deadlettersilvina
Answering your last question. If you have a dual booth you will need two licenses.
Aww thats sucky I think Silo will run under wine with some changes…just a pitty about photoshop, and UT…maybe someday.
Perhaps, but you could put the free Apprentice on the windows side and the HD version on the linux side and the files will be interchangable.
Houdini Lounge » Question about rigging.
- probbins
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The one thing you are missing that would sort this out is the Path tool at Object level.
Rather than creating a curve, create a Path, which will generate a curve and the control points for you.
Then create the bones with “follow curve”.
Rather than creating a curve, create a Path, which will generate a curve and the control points for you.
Then create the bones with “follow curve”.
Work in Progress » Sword
- probbins
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Also the edgeloop and refine sops may help.
If you are polyextruding this keep in mind you can add divisions.
If you are polyextruding this keep in mind you can add divisions.
Houdini Lounge » future training videos
- probbins
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I'm hoping to generate some new material in October, since I won't be traveling that month.
Technical Discussion » odd probllem
- probbins
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Technical Discussion » particle fall off
- probbins
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Houdini Indie and Apprentice » attack of the noob
- probbins
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One of the ways I describe channel referencing to students is to describe the structure of a hip file.
If you think of the editing contexts, obj, sop, dops, etc. as directories with the nodes below as sub-directories, the channel referencing becomes a bit clearer.
You can see this structure if you hit “w” in the network viewer and you'll see a list view of the hip structure.
A straightforward channel reference; ie: ch(/obj/sphere_object1/transform1/ty), is simply a directory pathway to the specific parameter value “ty” that you've declared.
This means if you can build a valid directory pathway you can reference data from anywhere to anywhere else in Houdini.
It's difficult to create a recursive cycle because generally you are pulling the data out of the context where a recursive problem may arise.
I also find it helpful to remind myself that the data being referenced is simply a number.
If you think of the editing contexts, obj, sop, dops, etc. as directories with the nodes below as sub-directories, the channel referencing becomes a bit clearer.
You can see this structure if you hit “w” in the network viewer and you'll see a list view of the hip structure.
A straightforward channel reference; ie: ch(/obj/sphere_object1/transform1/ty), is simply a directory pathway to the specific parameter value “ty” that you've declared.
This means if you can build a valid directory pathway you can reference data from anywhere to anywhere else in Houdini.
It's difficult to create a recursive cycle because generally you are pulling the data out of the context where a recursive problem may arise.
I also find it helpful to remind myself that the data being referenced is simply a number.
Work in Progress » Sci-fi hi detail space ship
- probbins
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Houdini Indie and Apprentice » modeling
- probbins
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Houdini Indie and Apprentice » PyroFX question
- probbins
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Technical Discussion » animated vines/seaweed/grass
- probbins
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calix
Hey! It think you mean the SOP Animation videos…in the second one, there is some kind of seaweed animated with springs…
http://www.sidefx.com/index.php?option=com_content&task=view&id=944&Itemid=257 [sidefx.com]
Jeez! it's grass, can't you tell :roll:
If you can do it in dops that would be better. While the spring sop works fine, if you have lots of “grass” it can become quite heavy since the spring sop doesn't cache the solution. Although you can use a cache sop after the spring.
Houdini Indie and Apprentice » Importing
- probbins
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When you save the geometry out from whatever package you created it in, if the object is way off from world center, that's where it will be imported to. That has nothing to do with houdini.
If you MMB on the File sop you will see the Center coordinate values, which will tell you where the geometry has shown up. Put a Transform sop below the file sop and undo the imported transforms. Then save that geometry out.
If you MMB on the File sop you will see the Center coordinate values, which will tell you where the geometry has shown up. Put a Transform sop below the file sop and undo the imported transforms. Then save that geometry out.
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