I'm experimenting with booleans in Houdini 16, I am trying with the simple scene I show in the image. I set the boolean to “solid” and “union”, output A-B seams edge group, everything fine. Now I'm trying to create a fillet between the two meshes using polybevel, but it seems that offset parameter doesn't work, it just extends the fillet a bit and then stops, the maximum extension is the one in the image.
What am I doing wrong ?
Thank you
Ray
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Houdini Lounge » Houdini 16, booleans and polybevel
- madrenderman
- 129 posts
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Houdini Lounge » Poly reduce and uv's
- madrenderman
- 129 posts
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thank you so much for your help Magnus I tried but the result is almost the same
Attached image: the first one is with poly reduce only, and the second one is with your network
Attached image: the first one is with poly reduce only, and the second one is with your network
Houdini Lounge » Poly reduce and uv's
- madrenderman
- 129 posts
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Magnus I really appreciate your help but it's a bit complicated for me, I have to study the graph to understand how to apply your setup to the model
Houdini Lounge » Poly reduce and uv's
- madrenderman
- 129 posts
- Offline
Houdini Lounge » Poly reduce and uv's
- madrenderman
- 129 posts
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Houdini Lounge » Poly reduce and uv's
- madrenderman
- 129 posts
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I'm experimenting with Houdini poly reduce, it does a good job on the mesh but the resulting uv's are terrible. I'm also trying to transfer uv's after poly reduction using an attribute transfer but results are not good at all. Anyone knows what is the best workflow to achieve a good poly reduction keeping good uv's too ?
Thank you
Ray
Thank you
Ray
Edited by madrenderman - March 15, 2017 12:35:22
Houdini Indie and Apprentice » Maya soft body equivalent in Houdini
- madrenderman
- 129 posts
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Houdini Indie and Apprentice » Maya soft body equivalent in Houdini
- madrenderman
- 129 posts
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Thank you for your reply, great post, thank you, I will try all the solutions listed, it seems there are many ways to achieve the effect.
Just one more question, do you think that wire solver could be used too for this kind of effect or it's more suitable for ropes, trees etc. ?
Thank you
Ray
Just one more question, do you think that wire solver could be used too for this kind of effect or it's more suitable for ropes, trees etc. ?
Thank you
Ray
Edited by madrenderman - Nov. 18, 2016 11:14:50
Houdini Indie and Apprentice » Maya soft body equivalent in Houdini
- madrenderman
- 129 posts
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Hello guys,
I'm trying to figure out a good workflow to recreate the Maya “soft body” function. What I would like to do is the same animation I posted here and that I did with Maya LINK [giphy.com]
(hypnotic uh ?).
I tried with the wire solver but it's difficult to obtain a good result, many many parameters and I don't know if it's the best way. I know there is also the FEM option but I wasn't able to use it with the animated geometry.
Anyone can help or give me some advice ?
Thank you
Ray
I'm trying to figure out a good workflow to recreate the Maya “soft body” function. What I would like to do is the same animation I posted here and that I did with Maya LINK [giphy.com]
(hypnotic uh ?).
I tried with the wire solver but it's difficult to obtain a good result, many many parameters and I don't know if it's the best way. I know there is also the FEM option but I wasn't able to use it with the animated geometry.
Anyone can help or give me some advice ?
Thank you
Ray
Edited by madrenderman - Nov. 18, 2016 09:59:43
Houdini Indie and Apprentice » "scene views" list in Render View
- madrenderman
- 129 posts
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I did some tests and I have to say I still don't get it. I mean, I often have two or three scene views in the render view list, but I don't have the corresponding tabs open in the interface. There is only one scene view tab open, I can't find any other, they must be hidden somewhere but I can't find them
Houdini Indie and Apprentice » "scene views" list in Render View
- madrenderman
- 129 posts
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Houdini Indie and Apprentice » "scene views" list in Render View
- madrenderman
- 129 posts
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Hello, sorry for the newbie question, when I use the Render View I notice in the list of the renderable cameras I have more than one “scene view”, sometimes they become three or four, depending on the scene. For example now by default I have two of them. Probably Houdini automatically creates another view when I activate my saved desktop, but I don't understand where I can see the list of those views and how I can delete/create them, anyone can help ?
Thank you
Ray
Thank you
Ray
Houdini Learning Materials » Export alembic to Maya problem
- madrenderman
- 129 posts
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It seems that I made it, I created a primitive attribute (string) and put the value “$PR”.
Then in the Rop alembic output I enabled “build hierarchy from attribute” and specified the new attribute. And it works !
Is this the correct workflow ?
Thank you
Ray
Houdini Learning Materials » Export alembic to Maya problem
- madrenderman
- 129 posts
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Hello guys,
I just followed this (incredible) tutorial by Tolya Shuverov to create a spider web (https://vimeo.com/163840170). [vimeo.com]
Now I wanted to export to Maya using Alembic, I used file node or the rop alembic node, but when I import it in Maya it results in a single transform node with thousands of shape nodes inside (one for each Houdini primitive). So I can't manipulate it, and even opening the attribute editor is a very long process.
How can I export the file so that in Maya I can see a transform node for each primitive ?
Thank you
Ray
I just followed this (incredible) tutorial by Tolya Shuverov to create a spider web (https://vimeo.com/163840170). [vimeo.com]
Now I wanted to export to Maya using Alembic, I used file node or the rop alembic node, but when I import it in Maya it results in a single transform node with thousands of shape nodes inside (one for each Houdini primitive). So I can't manipulate it, and even opening the attribute editor is a very long process.
How can I export the file so that in Maya I can see a transform node for each primitive ?
Thank you
Ray
Houdini Indie and Apprentice » Arnold on Houdini indie
- madrenderman
- 129 posts
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Houdini Learning Materials » Controlling active value with paint colors
- madrenderman
- 129 posts
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Hello guys,
I'm trying to control an active value node using color point coming from a paint node. I'd like to divide active and passive objects using the painted points. I used a paint node after a voronoi fracture to paint white color on some of the faces of a torus. Now I would like to access the color values inside the “Active” parameter of the active value node but I can't figure out the correct syntax to achieve this. The tutorial I'm following (Digital Tutors controlling fracture) is about H12 and I think something has changed in syntax because many things don't work. Anyone can help ?
Thank you
Ray
I'm trying to control an active value node using color point coming from a paint node. I'd like to divide active and passive objects using the painted points. I used a paint node after a voronoi fracture to paint white color on some of the faces of a torus. Now I would like to access the color values inside the “Active” parameter of the active value node but I can't figure out the correct syntax to achieve this. The tutorial I'm following (Digital Tutors controlling fracture) is about H12 and I think something has changed in syntax because many things don't work. Anyone can help ?
Thank you
Ray
Houdini Learning Materials » Maya ramp equivalent in Houdini
- madrenderman
- 129 posts
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Houdini Learning Materials » Shaders base color mismatch
- madrenderman
- 129 posts
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Houdini Learning Materials » Shaders base color mismatch
- madrenderman
- 129 posts
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Thank you for your reply. Yes I tried to uncheck the gamma 2.2 color correction option for “color picker and swatches”, the color is ok in the picker but in render it's orange because it's not linearized… only way is to calculate the RGB values in linear space and insert them manually ?
Houdini Learning Materials » Shaders base color mismatch
- madrenderman
- 129 posts
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Hello guys,
I'm going crazy with color management in Houdini, I set a base color in a Mantra shader using RGB values taken from an Arnold for Maya aiStandard shader. The result color is different, in Houdini it's not correct, it's not linearized. Has it to be linearized manually ? Just to understand if this is the normal workflow because all the other color settings are set to linear by default, only the base color seems to have this problem.
Thank you
Ray
I'm going crazy with color management in Houdini, I set a base color in a Mantra shader using RGB values taken from an Arnold for Maya aiStandard shader. The result color is different, in Houdini it's not correct, it's not linearized. Has it to be linearized manually ? Just to understand if this is the normal workflow because all the other color settings are set to linear by default, only the base color seems to have this problem.
Thank you
Ray
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