Hey edward,
A little more investigation seems to bear out an interesting relationship between the number of SOPs in the network and the position offset of the new edit SOP - the more nodes there are in the network, the further the displacement, ie. the problem is magnified by the complexity of the network.
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Houdini Lounge » Node Placement
- stu
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Houdini Lounge » Update for Houdini 13
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FYI a workaround to the snapping problems that I've experienced is to copy and paste the SOP that I want to snap to - snapping tends to work okay with the new SOP. After I'm finished whatever snapping operation it was that I was doing, I delete the duplicate SOP.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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I'd have to go back and double check (hoping that I still have installs of 12.0 and 12.5 and that I can reproduce the issue ).
Houdini Lounge » Node Placement
- stu
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edward
I have trouble seeing why the node should go so far down, smells like an unintentional bug to me. Please log it with steps to reproduce. Thanks!
Are there intentional bugs?
I'll see if I can reproduce, thanks edward!
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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No, the selection isn't registered - when I drag select the geometry (and the selection isn't displayed) and hit “t” for example (which would normally invoke an edit SOP), nothing happens.
It's difficult to reproduce unfortunately, but if I run into a case where it's repeatable I'll send it along. The same geometry will work one minute, and won't the next. The workaround is to drag-select all but one or two faces, and then to shift-click select those remaining faces.
Again, new since H12.
It's difficult to reproduce unfortunately, but if I run into a case where it's repeatable I'll send it along. The same geometry will work one minute, and won't the next. The workaround is to drag-select all but one or two faces, and then to shift-click select those remaining faces.
Again, new since H12.
SI Users » project "Houdini, a great modeler"
- stu
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+1, to everything that DaJuice said about the bevel SOP, especially with regards to a proper radius (non-pointy, see his first image) and the ability to make the first set of polys co-planar with the original surface.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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It was a primitive selection at the time, in a fairly large SOP network. When it happens, it affects all selection types (prims, points, etc.). I haven't tried to write the geometry out to see if it works but I'll try when it happens again. That said, I'd hope that writing the geometry out isn't a proposed solution to the problem and that it's simply an academic fact finding exercise.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Node Placement
- stu
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This is brutal (see below, edit SOP). Every time I put a new edit SOP down I have to zoom out, hunt it down, zoom in, select it, zoom out, drag it somewhere closer to where I was working before, pan the network, drag it some more (it takes more than one “drag” because it's position is so far away that it's too small to select if I want to see the entire network) and zoom in again.
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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I just encountered this issue again (drag-selection marquee over entire geometry not registered, but partial selections work fine), H 13.0.376, GL 3.3 viewport, so no, not fixed.
stutwod
This fix only affects incorrect selection & picking for very large meshes. Which selection problem are you referring to? The selections appearing black?
The issue was that occasionally the selection (points, polygons, etc.) wouldn't register in any way if I attempted to select all of the geometry using the marquee selection. If I selected only part of the geometry, the selection always worked - the primary difference there I'm guessing was that the selection marquee contacts the underlying geometry with a partial selection, but not in the case of a total selection.
I'm using 13.0.357 now and haven't run into the issue yet, crossing my fingers. I'm going to be into it tonight, we'll see.
Now, if only we could get the new snapping…
Houdini Lounge » Would be simple if I wasn't a noob
- stu
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Houdini Lounge » Spline modelling in Houdini
- stu
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I often start with a nurbs curve with an eye towards a polygonal result, but I find that more and more I go curve SOP (set to polygons, with the fewest points possible that give me the result that I need) > fit SOP > resample SOP. I find that this allows me to create nice smooth curves with maximum control and flexibility over shape and parametrization.
Houdini Lounge » What's the best way to lag an object on a path?
- stu
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Hey Jeff!
that's terrific, thank you! Very elegant and simple, and I like the independent translation/rotation control.
that's terrific, thank you! Very elegant and simple, and I like the independent translation/rotation control.
Houdini Lounge » What's the best way to lag an object on a path?
- stu
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Houdini Lounge » What's the best way to lag an object on a path?
- stu
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Hey all,
Like the title says, I'm looking into the best way to add lag/spring/overshoot to an object whose world transformations (translation and rotation) are based on a path. I'd like to be able to control things like overshoot, etc. (ie. lag CHOP/spring CHOP) but I'm not sure what the most efficient way to do it is. I've come up with a few poorly conceived solutions but there has to be a better, more efficient way using CHOPs that's probably staring me right in the face.
Thoughts?
Like the title says, I'm looking into the best way to add lag/spring/overshoot to an object whose world transformations (translation and rotation) are based on a path. I'd like to be able to control things like overshoot, etc. (ie. lag CHOP/spring CHOP) but I'm not sure what the most efficient way to do it is. I've come up with a few poorly conceived solutions but there has to be a better, more efficient way using CHOPs that's probably staring me right in the face.
Thoughts?
Houdini Lounge » Any plans for Houdini Engine expansion into UE4 territory?
- stu
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Like the title says, I was wondering if there was any consideration put towards supporting UDK/UE4 with the new Houdini Engine tools. Unity and UDK have always been two sides of a coin (for me at least), but what with UE4's new licensing structure, “Blueprint” visual scripting language, and recent source code exposure (amongst other things), I'd think that there are inroads to be made on SESI's behalf.
https://www.unrealengine.com/blog/welcome-to-unreal-engine-4 [unrealengine.com]
https://www.unrealengine.com/blog/welcome-to-unreal-engine-4 [unrealengine.com]
Houdini Indie and Apprentice » HELP!: Importing sketchup model into houdini
- stu
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I don't have 2014 in front of me but in 2013 it's under File/Export/3D Model, and look for “OBJ File” under the “Export Type” options.
Houdini Lounge » Update for Houdini 13
- stu
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I'm sure that he's referring to the same snapping issues that I was complaining about earlier. Snapping is apparently being reworked and we won't see an implementation until the next major release, according to my most recent correspondence with SESI on the issue. Bug ID=60698
Houdini Indie and Apprentice » HELP!: Importing sketchup model into houdini
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
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