hello!
the question is: how to deal with constrainnig insie houdini a'la Maya stale? I have few nulls in a scene and I would like to parent my object to them in a matter of rotating, trans. scale etc.
any sugg.?
thnaks,
symek.
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Technical Discussion » constrain?
- symek
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Technical Discussion » leaves on a tree
- symek
- 1390 posts
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hi!
do you know some smart way to stamp leaves on a l-system-tree?
How to clone in right directions?
and ideas?
well, i'm sure it can be helpful for evebody
tkanks!
do you know some smart way to stamp leaves on a l-system-tree?
How to clone in right directions?
and ideas?
well, i'm sure it can be helpful for evebody
tkanks!
Technical Discussion » maya to houdini (textures)
- symek
- 1390 posts
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hello!
i know that there are tons of discussions here on this and around this, but still i don't know the answer: if there is a way to import to houdini maya objects WITH texture applayed on it? OR simple way to reconstruct maya texture mapping (saved in *.mtl file) in Houdini?
any sugestion how to do it?
thanks
i know that there are tons of discussions here on this and around this, but still i don't know the answer: if there is a way to import to houdini maya objects WITH texture applayed on it? OR simple way to reconstruct maya texture mapping (saved in *.mtl file) in Houdini?
any sugestion how to do it?
thanks
Technical Discussion » resampling line
- symek
- 1390 posts
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Thank You! Thank You! Thank You!
This was extremely helpfull advice!!!
It works!
Cheers!,
Symek
This was extremely helpfull advice!!!
It works!
Cheers!,
Symek
Technical Discussion » resampling line
- symek
- 1390 posts
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Hello!
i have one question:
I would like to have a line with many points on it (to copy some other geometry on them). But the distance between points should be different, somehow randomized but still controlable (i imagine a channel with which i could control density of points on a line). I don't know any local paramiters of resample sop so i cannot use any expressions .
I know that it's possible in houdini to control any paramiter also with wave file (it's volume level) - maybe this is the answer, because full animation will have few minutes… and i need to animate this density trought all movie. How to setup such a system?
I will be appreciate for any sugestions…
Best,
symek.
i have one question:
I would like to have a line with many points on it (to copy some other geometry on them). But the distance between points should be different, somehow randomized but still controlable (i imagine a channel with which i could control density of points on a line). I don't know any local paramiters of resample sop so i cannot use any expressions .
I know that it's possible in houdini to control any paramiter also with wave file (it's volume level) - maybe this is the answer, because full animation will have few minutes… and i need to animate this density trought all movie. How to setup such a system?
I will be appreciate for any sugestions…
Best,
symek.
Technical Discussion » setting point normals
- symek
- 1390 posts
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O! God! I must really go deep into this topic following your answer! thanks again and need time to elaborate this.
Technical Discussion » odforce is back
- symek
- 1390 posts
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Technical Discussion » odforce is back
- symek
- 1390 posts
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just for those guys, who are not in DD and might omit this great event: odforce is back.
best,
symek
best,
symek
Technical Discussion » Houdini crashes when minimized
- symek
- 1390 posts
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this sometimes happens to me also, but i suppose it because of my ATI, which as we know does not like Houdini. (i had to turn off acceleration… ).
The answer is…. don't switch to other app. or minimize it.
or
look in to enviroment variables like HOUDINI_OGL_DBL_BUFFER_FIX (there are few others!) which fix some particular problems with display hardware. In case of houdini (all interface is drew by OGL) these issues are extremly important.
best,
symek.
The answer is…. don't switch to other app. or minimize it.
or
look in to enviroment variables like HOUDINI_OGL_DBL_BUFFER_FIX (there are few others!) which fix some particular problems with display hardware. In case of houdini (all interface is drew by OGL) these issues are extremly important.
best,
symek.
Technical Discussion » ifd scripts
- symek
- 1390 posts
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o great! it works!
althouth some strange things are happening…. but its my problem
thanks
by the way how to force mantra to render only shadows maps without rendering image?
best,
symek
althouth some strange things are happening…. but its my problem
thanks
by the way how to force mantra to render only shadows maps without rendering image?
best,
symek
Technical Discussion » ifd scripts
- symek
- 1390 posts
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hello,
one simple question:
how to render with mantra using script generated form ROP (with extension *.ifd) I can't find anything about this issue in docs!
thanks,
symek.
one simple question:
how to render with mantra using script generated form ROP (with extension *.ifd) I can't find anything about this issue in docs!
thanks,
symek.
Technical Discussion » global.tk tool
- symek
- 1390 posts
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well as I wrote earlier scenes generated form lightgen plugin render so slow that i left this possibility.
As to samples, minimal value of it in ambient occlusion is something about 512 - which drive me crazy…
I still work on global script (i had old version), so maybe i will force it to work with hdr images.
thanks for help.
symek
As to samples, minimal value of it in ambient occlusion is something about 512 - which drive me crazy…
I still work on global script (i had old version), so maybe i will force it to work with hdr images.
thanks for help.
symek
Technical Discussion » Rendering a wireframe mesh
- symek
- 1390 posts
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well… OGL ROP have 3 types of output, maybe one of them can satisfy you.
You can also just make flipbook preview and save it on disk - and since you can turn off all not nessecery display (grid, orgin etc) and make background black it will look fine… and you have 9 display mode so it really, really must make you happy
best,
szymek
PS I even made nice picture for you but… forgot that i don't have net page to put it there…
You can also just make flipbook preview and save it on disk - and since you can turn off all not nessecery display (grid, orgin etc) and make background black it will look fine… and you have 9 display mode so it really, really must make you happy
best,
szymek
PS I even made nice picture for you but… forgot that i don't have net page to put it there…
Technical Discussion » Rendering a wireframe mesh
- symek
- 1390 posts
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indeed! i don't know well houdini but it must be easy question since even I know the answer (I hope)
1) Use OGL ROP to render in wireframe mode.
2) alternatively you can try a Wire SOP to turn your polygon geometry in wireframe structure. (looks very nice, not like CG wireframe, but like medical/chemical models or something like this)
Cheers!
symek.
1) Use OGL ROP to render in wireframe mode.
2) alternatively you can try a Wire SOP to turn your polygon geometry in wireframe structure. (looks very nice, not like CG wireframe, but like medical/chemical models or something like this)
Cheers!
symek.
Technical Discussion » global.tk tool
- symek
- 1390 posts
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no, no
GI based on materials and tut. from SESI are great, everything works fine, no problem with this, but Iam interested in go around GI in Mantra, since it's not a deamon of speed… even ambient occlusion is quite slow. I preper few shots in which i have to add buildings to exsisting architecture.
I was just interested how the others deal with such a task in houdini/mantra. Iam new in it, i use to work on LW and it wouldn't be a big problem to do it in LW. Problem is that i still cannot achive this level of realism in Mantra that i got in LW, so - i expect - my fault! and i wonder how to do it correct…
I use hdr for reflection, skydome of lights for ambient light, spot for key. I would like to use hdr to give a color to lights in skydome also - and from that had began my question.
Thanks.
symek
GI based on materials and tut. from SESI are great, everything works fine, no problem with this, but Iam interested in go around GI in Mantra, since it's not a deamon of speed… even ambient occlusion is quite slow. I preper few shots in which i have to add buildings to exsisting architecture.
I was just interested how the others deal with such a task in houdini/mantra. Iam new in it, i use to work on LW and it wouldn't be a big problem to do it in LW. Problem is that i still cannot achive this level of realism in Mantra that i got in LW, so - i expect - my fault! and i wonder how to do it correct…
I use hdr for reflection, skydome of lights for ambient light, spot for key. I would like to use hdr to give a color to lights in skydome also - and from that had began my question.
Thanks.
symek
Technical Discussion » global.tk tool
- symek
- 1390 posts
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Hello!
I'm sure all of you know this usefull tool. My problem is that I cannot force it to work with hdr images - thought such possibility is mentioned in doc. When starting script i can't see any cops in H., so i've created my own, loaded tiff file and… futher steps go from intuision , and rewired sop OUT to map_image sop (not sure about this name). and… it does not work.
Another question is a script generated from lightgen plugin. Scenes produced by this stuff is so slow to render that i cannot see reason to use this metod, which is supposed to be faster then GI.
As you see everything goes to question about aproach on realistic lightning in Houdini/Mantra. Maybe one expirienced person would writedown few words about this issue. I cannot deal with mantra in it. Should I try PRMan?
I'm sure all of you know this usefull tool. My problem is that I cannot force it to work with hdr images - thought such possibility is mentioned in doc. When starting script i can't see any cops in H., so i've created my own, loaded tiff file and… futher steps go from intuision , and rewired sop OUT to map_image sop (not sure about this name). and… it does not work.
Another question is a script generated from lightgen plugin. Scenes produced by this stuff is so slow to render that i cannot see reason to use this metod, which is supposed to be faster then GI.
As you see everything goes to question about aproach on realistic lightning in Houdini/Mantra. Maybe one expirienced person would writedown few words about this issue. I cannot deal with mantra in it. Should I try PRMan?
Technical Discussion » transparency fade off... off topic but not far away...
- symek
- 1390 posts
- Offline
ok, most of my questions are stupid but let me ask again:
that long story about combinig layers of textures remind me my problem, which apears always when working (ok, learning mostly) in Houdini.
Wouldn't be a big problem to do such shader which would “link” other shaders during rendering time? I realize that in production enviroment it's not efficient but very often it's really handy. In Lightwave (pardon!) for example I can add as many shaders as i wish - every one take cf prodused by last one, do its job and so on…
Of course combing shades would work faster but you always must code them! And as I know you cannot include in vops any shader, only few of them. And what about 3rd party shaders or taken from Net…
You like it or not but I really would like to apply multiply shaders at one render without coding. As I expect it wouldn't very difficult to code such shader………….
am I wrong?
best,
symek.
that long story about combinig layers of textures remind me my problem, which apears always when working (ok, learning mostly) in Houdini.
Wouldn't be a big problem to do such shader which would “link” other shaders during rendering time? I realize that in production enviroment it's not efficient but very often it's really handy. In Lightwave (pardon!) for example I can add as many shaders as i wish - every one take cf prodused by last one, do its job and so on…
Of course combing shades would work faster but you always must code them! And as I know you cannot include in vops any shader, only few of them. And what about 3rd party shaders or taken from Net…
You like it or not but I really would like to apply multiply shaders at one render without coding. As I expect it wouldn't very difficult to code such shader………….
am I wrong?
best,
symek.
Technical Discussion » setting point normals
- symek
- 1390 posts
- Offline
hallo!
i really thank you for answers - it is a big help!
Sweep sop is not a god idea because of futher purpose of my work . With point and copy sops i can deal with it, with sweep cannot.
thanks again!
i really thank you for answers - it is a big help!
Sweep sop is not a god idea because of futher purpose of my work . With point and copy sops i can deal with it, with sweep cannot.
thanks again!
Technical Discussion » setting point normals
- symek
- 1390 posts
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hi everyone,
one question:
how can i set points normals to align curve which they belong to?
I have path, and i would like to copy some geometry on every point of this path but it must me aligned to this path. When I create curve it have no such attribute like point normal, so i'm doing this with point sop, but cannot elaborate how to set these normals aligning path.
thanks for help.
PS if there is different way to copy geo on curve points and face it correct - fine, but the question stiil is interesting.
there is a simple trigonometric expression with tangent to find angle (not vector) of movement upon last and next position but it is much longer way i supose to do simple task. So… help!
one question:
how can i set points normals to align curve which they belong to?
I have path, and i would like to copy some geometry on every point of this path but it must me aligned to this path. When I create curve it have no such attribute like point normal, so i'm doing this with point sop, but cannot elaborate how to set these normals aligning path.
thanks for help.
PS if there is different way to copy geo on curve points and face it correct - fine, but the question stiil is interesting.
there is a simple trigonometric expression with tangent to find angle (not vector) of movement upon last and next position but it is much longer way i supose to do simple task. So… help!
Technical Discussion » GI environment and .rat images
- symek
- 1390 posts
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.rat has everything you have in tiff or hdr and… much more, so you really want to use it thought you can use for this purpose tiffs also… but what for? - if rat is much better format for houdini - and it's similar to PRman tiff format in many aspects.
bye!
bye!
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