I am scattering objects for instancing with redshift (trees) and need random Y rotation. I am doing this without a copy node, by merging the grid object inside the instance node. I want to use a simple attribute wrangle after the scatter to do this.
If anyone can point me to the right tutorial/example or vex code I would greatly appreciate it.
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Houdini Learning Materials » How does one rotate scatter objects randomly within a range with VEX
- decksounds
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Technical Discussion » Closed Houdini and upon opening again the viewport is blank, reinstalled gpu drivers and different versions of Houdini but all viewports empty.
- decksounds
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Solved: I deleted the houdini folders in username/documents and after restarting all was well.
Technical Discussion » Closed Houdini and upon opening again the viewport is blank, reinstalled gpu drivers and different versions of Houdini but all viewports empty.
- decksounds
- 109 posts
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I don't know what to do at this point because I have reinstalled everything (deleted registry keys and all) and no luck. It obviously isn't the version because I have tried many H15 and H16 iterations.
Is there some setting I may have accidentally changed that would result in a blank viewport and blank Mantra renders? Everything looks like it is there in the Network view but nothing visible, not even handles for objects or the reference grid will show.
Many thanks.
edit: It seems like with certain .hips everything works fine, and in some nothing is showing as well as in new projects.
Is there some setting I may have accidentally changed that would result in a blank viewport and blank Mantra renders? Everything looks like it is there in the Network view but nothing visible, not even handles for objects or the reference grid will show.
Many thanks.
edit: It seems like with certain .hips everything works fine, and in some nothing is showing as well as in new projects.
Edited by decksounds - April 13, 2017 11:17:39
Technical Discussion » How do you select edge group to polyextrude the flattened mesh within flattank_fluidinterior (Houdini 16 Masterclass-Ocean Tools)
- decksounds
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Sure no problem. Here is the video and the time stamp for the relevant portion of the video where he is explaining the boundary group being polyextruded
It is at 1:48:52.
https://www.youtube.com/watch?v=n5jkDII4Sbc&t=6527s [youtube.com]
edit: I tried to upload images but it won't accept them. The part I want to know about is very clear in the video at the time I referenced. In the poly extrude node there is a “group” field. I need to know how to select the “boundary” group that is selected in the example.
It is at 1:48:52.
https://www.youtube.com/watch?v=n5jkDII4Sbc&t=6527s [youtube.com]
edit: I tried to upload images but it won't accept them. The part I want to know about is very clear in the video at the time I referenced. In the poly extrude node there is a “group” field. I need to know how to select the “boundary” group that is selected in the example.
Edited by decksounds - March 20, 2017 17:05:56
Technical Discussion » Mixamo autorigger not able to read rigged .fbx from Houdini, how do I link Mixamo animations to character manually?
- decksounds
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I am attempting to upload a character into the Mixamo autorigger (40mb, rigged .fbx exported from Houdini) but the site gives me the “unable to read file” error. I then tried just uploading the original character .fbx from Zbrush but that gets stuck at “generating assets” on the autorigger… what should the export settings look like for this?
After giving up on that, I then just downloaded the animation .fbx from the Mixamo site and merged that into the Houdini project that has my rigged character in it. My question is how do I link the .fbx animation to the Houdini rig? I watched the tutorial on the pose library but still don't understand how I would link the two.
Can someone please point me to a tutorial or documentation on the process or explain how to link them?
Thank you so much in advance.
After giving up on that, I then just downloaded the animation .fbx from the Mixamo site and merged that into the Houdini project that has my rigged character in it. My question is how do I link the .fbx animation to the Houdini rig? I watched the tutorial on the pose library but still don't understand how I would link the two.
Can someone please point me to a tutorial or documentation on the process or explain how to link them?
Thank you so much in advance.
Edited by decksounds - March 18, 2017 14:39:37
Technical Discussion » How do you select edge group to polyextrude the flattened mesh within flattank_fluidinterior (Houdini 16 Masterclass-Ocean Tools)
- decksounds
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This is driving me nuts.. in the polyextrude node I have been trying to select the boundary edge group that is being outputted by the particle fluid surface node for almost 9 hours now and I just can't find a way to select it. I have tried everything I can think of but I can't get it to select from the viewport or Tree view. Please help me.
Houdini Indie and Apprentice » How do you select edge group to polyextrude the flattened mesh within flattank_fluidinterior (Houdini 16 Masterclass-Ocean Tools)
- decksounds
- 109 posts
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Hey, I can not select the edge to add to the polyextrude group field to save my life. Please help. In the video he says to do it and it seems impossible. I have literally been at this for 8 hours and it is driving me insane.
If someone could take a few seconds to clear it up it would really be appreciated.
If someone could take a few seconds to clear it up it would really be appreciated.
Houdini Learning Materials » How do you select edge group to polyextrude the flattened mesh within flattank_fluidinterior (Houdini 16 Masterclass-Ocean Tools)
- decksounds
- 109 posts
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Hi! I am probably in over my head here but I am attempting to recreate the Ocean Flat Tank with a moving boat. I turned on the option to output the “boundary” edge group but now can't figure out how to select the group to extrude it. Should it be selectable in the viewport because right now with the convert or polyextrude node selected my mesh is completely closed on the sides and bottom with no boundary edge.
Thanks!
edit: For some reason my mesh is definitely flattened in the particlefluidsource and filecache nodes within flattank_fluid_extended but when I go into flattank_fluidinterior I get a rounded mesh the size of my flat tank. I am guessing that if I could get it to appear flattened within the flattank_fluidinterior I would be able to select the boundary within the viewport, am I correct in thinking this?
edit 2: I was able to get the flattened mesh to appear within the flattank fluidinterior node but still no ability to select the boundary group. I was able to toggle group select on which had be excited but still not able to select it. Is it possible to select it in the Tree view, and if so where is it because I can't find the group in there.
edit 3: So by searching the Tree view for “boundary” I found a few entries that matched and when checking/unchecking “output edge group” I see the the icon for groupdelete (__boundary,__allpts,__exterioredges) is changing so I am assuming this has something to do with it but in the parameters tab everything is greyed out. I basically tried dragging and dropping everything I could find in the Tree view into the group field in polyextrude but it says not a valid group.
Thanks!
edit: For some reason my mesh is definitely flattened in the particlefluidsource and filecache nodes within flattank_fluid_extended but when I go into flattank_fluidinterior I get a rounded mesh the size of my flat tank. I am guessing that if I could get it to appear flattened within the flattank_fluidinterior I would be able to select the boundary within the viewport, am I correct in thinking this?
edit 2: I was able to get the flattened mesh to appear within the flattank fluidinterior node but still no ability to select the boundary group. I was able to toggle group select on which had be excited but still not able to select it. Is it possible to select it in the Tree view, and if so where is it because I can't find the group in there.
edit 3: So by searching the Tree view for “boundary” I found a few entries that matched and when checking/unchecking “output edge group” I see the the icon for groupdelete (__boundary,__allpts,__exterioredges) is changing so I am assuming this has something to do with it but in the parameters tab everything is greyed out. I basically tried dragging and dropping everything I could find in the Tree view into the group field in polyextrude but it says not a valid group.
Edited by decksounds - March 17, 2017 19:35:09
Houdini Learning Materials » Is there a way to offset the center of the wavetank container in a guided sim so that there are less wasted particles in front of a moving boat?
- decksounds
- 109 posts
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I am trying to move my boat within the tank because I figure that I can get a more detailed sim and a longer wake trail if I can move the boat to the front of the tank… but when I break the connection to the “center” on the wavetank, the simulation and boat no longer move together. Is there a way around this? Sorry if I am missing something.
Edited by decksounds - March 17, 2017 18:29:05
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