Hi,
I'm blind, can't find in the docs where we can set the ticks units in rulers.
In the above screenshot you can see than the tick marks are set in the animation editor to 1,26,51,76 ?!?
And in the main Timeline 1,25,50,75
For animators, working with blocking frames and such it's very disturbing having to work with odd mark on one side then in even ticks on the other side…
What i've missed ?
Found 174 posts.
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Houdini Lounge » rulers units
- NNois
- 174 posts
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Houdini Lounge » Good ressources for crowd and peoples
- NNois
- 174 posts
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Hi,
I'm searching good animated library of people but honestly, beside mixamo where i do have to construct them i'm having a hard time finding this kind of libraries …
What's yours ?
I'm searching good animated library of people but honestly, beside mixamo where i do have to construct them i'm having a hard time finding this kind of libraries …
What's yours ?
Houdini Lounge » Metal for OSX
- NNois
- 174 posts
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SI Users » Skipping frames
- NNois
- 174 posts
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Hi,
Was trying some test render here but, the skip rendered frame is shamelessly missing, how do you solve that appart from installing a local render farm software ?
Was trying some test render here but, the skip rendered frame is shamelessly missing, how do you solve that appart from installing a local render farm software ?
Technical Discussion » CHOP - Using point Attributes with expressions
- NNois
- 174 posts
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hi,
How can i, using the VOP SOP deform technique from this thread, transform the normals too ?
For a small recap I use centered point for “mografing” letters with 2 supl attributes scale and N(for the rotations).
On the end i translate back the point transform to the geo transforming points.
This working great but one drawback is that the normal aren't transformed… and i can't get my head around the maths in the vopsop to rotate the normal.
does someone have a hint on this ;-) ?
How can i, using the VOP SOP deform technique from this thread, transform the normals too ?
For a small recap I use centered point for “mografing” letters with 2 supl attributes scale and N(for the rotations).
On the end i translate back the point transform to the geo transforming points.
This working great but one drawback is that the normal aren't transformed… and i can't get my head around the maths in the vopsop to rotate the normal.
does someone have a hint on this ;-) ?
Technical Discussion » vop: bind vs get/set attribute
- NNois
- 174 posts
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I don't find a correct explanation of what's the differences or what's the use cases between bind and get/set attribute in vop.
Do someone has some good references on this ?
Do someone has some good references on this ?
Technical Discussion » Cycle simulation
- NNois
- 174 posts
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McNistor
How would one approach this problem? The problem I'm talking about is a waving flag, a moving rope or hair, you name it - first frame needs to be the last.
I remember that quite a while ago I did this in Softimage by copying and renaming the first (or few first) cache frame to also be the last and made the sim read the files instead of resim with each play. I'm thinking that there's a more elegant solution than that in Houdini. Is there?
Hi,
Actually on soft the method is exactly the same, cache the sim then, use two cache on file with a delay on the second, then animate the “blend” on the second one, softimage is elegant too ;-)
Technical Discussion » variables and attributes
- NNois
- 174 posts
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ok=…
since i'm in the learning section what do you recommends about learning houdini, i'm totally lost between different formating of expression and variables…
since you write me expression code maybe i should learn that directly instead ?
since i'm in the learning section what do you recommends about learning houdini, i'm totally lost between different formating of expression and variables…
since you write me expression code maybe i should learn that directly instead ?
Technical Discussion » variables and attributes
- NNois
- 174 posts
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Hi, i'm triing to get my head around this…
I have a curve geo where i want to refine exactly by a factor of two.
but this don't work:
1. putting $NPT in division U of the refine SOP
-> won't work…
2. attribcreate -> primitive -> $NPT in Value (works now) then going to a local variable NUMTOTAL.
getting $NUMTOTAL on division U of the refine SOP don't works too…
first, why 1) don't works ??? and secondly how can i make it works ?
Thanks !
I have a curve geo where i want to refine exactly by a factor of two.
but this don't work:
1. putting $NPT in division U of the refine SOP
-> won't work…
2. attribcreate -> primitive -> $NPT in Value (works now) then going to a local variable NUMTOTAL.
getting $NUMTOTAL on division U of the refine SOP don't works too…
first, why 1) don't works ??? and secondly how can i make it works ?
Thanks !
SI Users » Animating and Keyframing in Houdini
- NNois
- 174 posts
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@sl0throp for the timeline start frame, are we Ok when you set it to start at 1 the timeline displays 1 25 50 75 100
although animation editor display 1 26 51 76 101
is it sort of a bug ?
although animation editor display 1 26 51 76 101
is it sort of a bug ?
SI Users » Animating and Keyframing in Houdini
- NNois
- 174 posts
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Huh ! “XRay” icon is the same icon on the tree view as the “expose flag” on the bundle list.
By the way Is there any “Viewport Display Flag” available as a direct comparaison to Softimage “display” and “render” flags.
(I'm aware of the geo/tab/render/Display As/none but it's not an easy switch)
How do you manage working on big scenes for example isolating some geo temporarly without affecting render states ? using only the force object flag in the renderer ?
By the way Is there any “Viewport Display Flag” available as a direct comparaison to Softimage “display” and “render” flags.
(I'm aware of the geo/tab/render/Display As/none but it's not an easy switch)
How do you manage working on big scenes for example isolating some geo temporarly without affecting render states ? using only the force object flag in the renderer ?
Technical Discussion » Installation on Ubuntu 15.04
- NNois
- 174 posts
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Josh Oram
OK So I worked around the problem by making the shared folder on the Linux box and mounting my windows shares into it with CIFS.
Everything was working fine until today but now the Windows box gives the error “The number of connections to this computer is limited and all connections are in use right now. Try connecting later or contact your system administrator.”
Sending jobs to the Linux box works fine.
Any suggestions?
Sounds like you're not using “pro” or “server” windows version… bummer no ?
SI Users » Animating and Keyframing in Houdini
- NNois
- 174 posts
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You give me good advices, sorry I'm alone in this Houdini learning curve… thank you !
For the thick marks i persist it's like any rulers… Having the grid aligned to 21 22 23 doesn't make any sens to me ;-)
For the thick marks i persist it's like any rulers… Having the grid aligned to 21 22 23 doesn't make any sens to me ;-)
SI Users » Animating and Keyframing in Houdini
- NNois
- 174 posts
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Hi,
I've digged a bit of this one so i have some questions regarding the workflow, i'll update this thread along my tests…
1. the ticks marks between the main timeline and the animation editor one, doesn't align, the main timeline is 0 based and the animation editor is 1 based. Of course it's unconvenient to animate like that.
I assume there is a setting somewhere, i can't find it ?
2. How to manipulate frames seriously, i mean, in softimage we have the transform tool + the numeric transform tool. With a tool like that i can:
- Inverse multiples keyframes at once in X or Y, i can't do that right now in houdini right ?
- Rescale in Y multiples keyframes at once
- A retime tool is missing too
3. Can we normalize independently curves i can't find this ? i mean, not maximizing all visible in one go but every ones independently so we can actually show each curve, each one maximised, on the same view
4. Am I missing something or you can't display a particulary mesh in wireframe on the Geometry/Render/Display As . Is it available somewhere, it's a grat addition when you whant to “ghost” things…
I've digged a bit of this one so i have some questions regarding the workflow, i'll update this thread along my tests…
1. the ticks marks between the main timeline and the animation editor one, doesn't align, the main timeline is 0 based and the animation editor is 1 based. Of course it's unconvenient to animate like that.
I assume there is a setting somewhere, i can't find it ?
2. How to manipulate frames seriously, i mean, in softimage we have the transform tool + the numeric transform tool. With a tool like that i can:
- Inverse multiples keyframes at once in X or Y, i can't do that right now in houdini right ?
- Rescale in Y multiples keyframes at once
- A retime tool is missing too
3. Can we normalize independently curves i can't find this ? i mean, not maximizing all visible in one go but every ones independently so we can actually show each curve, each one maximised, on the same view
4. Am I missing something or you can't display a particulary mesh in wireframe on the Geometry/Render/Display As . Is it available somewhere, it's a grat addition when you whant to “ghost” things…
Technical Discussion » Apple announce Metal on OS X how will that play with houdini
- NNois
- 174 posts
- Offline
Technical Discussion » Apple announce Metal on OS X how will that play with houdini
- NNois
- 174 posts
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So having Houdini on OpenGL for Linux and Windows does it make sense for SESI to port Houdini mac on metal ?
Technical Discussion » Apple announce Metal on OS X how will that play with houdini
- NNois
- 174 posts
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twodThat's a pitty, so what goes for the opengl driver ? will it be stucked on 4.1 forever ?
According to Apple, it is 50% faster than their current OpenGL implementation, which pretty much puts them on par with Nvidia and AMD's OpenGL implementations on Windows and Linux.
Technical Discussion » Lens Shader through a Camera
- NNois
- 174 posts
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Hi,
I need to render a “trompe l'œil” to be mapped on a giant screen.
To do so i need to render the scene from a point of view then invert de camera transformation to render a “texture image”…
no problem so far…
But my technic isn't producing great detail on the map far from the camera until i render gigantics frames.
So i was thinking about a lens shader or a render map thing.
Do you think it's possible ?
PS:I use PBR
I need to render a “trompe l'œil” to be mapped on a giant screen.
To do so i need to render the scene from a point of view then invert de camera transformation to render a “texture image”…
no problem so far…
But my technic isn't producing great detail on the map far from the camera until i render gigantics frames.
So i was thinking about a lens shader or a render map thing.
Do you think it's possible ?
PS:I use PBR
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
- Offline
Technical Discussion » generator rendering engine
- NNois
- 174 posts
- Offline
Hi,
This guy use a “hidden generator rendering engine”.
https://vimeo.com/126751701 [vimeo.com] at 2:59
I'm wondering if it's a PBR renderer… is there any documentation on how we can test this ?
This guy use a “hidden generator rendering engine”.
https://vimeo.com/126751701 [vimeo.com] at 2:59
I'm wondering if it's a PBR renderer… is there any documentation on how we can test this ?
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