Here's an interesting, and I think challenging, question of how to get houdini to do something:
How could I feedback a rendered frame into a SOP network such that I could, for example, control a virtual robot based on what its ‘eyes’ (the camera) sees? Without building any custom plugins would something like this (even crudely done) be possible? The limitation may come down to image analysis filters in Houdini, right?
I actually read somewhere a mention of this idea with Houdini.
Can't find much discussion of the concept anywhere though.
Thought I'd ask for help.
Thanks.
-Len
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Technical Discussion » Houdini and Machine Vision
- Len
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Technical Discussion » Skinned Wave Shape Pasted on a Grid Problem
- Len
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Thanks for the ideas.
That carve technique is a pretty good way to get the wave form merged back onto the static water surface.
However, is there any way that it could accommodate a non-straight wave front? Seems the carve approach demands that there's a linear wave front, huh?
That carve technique is a pretty good way to get the wave form merged back onto the static water surface.
However, is there any way that it could accommodate a non-straight wave front? Seems the carve approach demands that there's a linear wave front, huh?
Technical Discussion » Skinned Wave Shape Pasted on a Grid Problem
- Len
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Yes! I'm trying to follow in the footsteps of Surf's Up and get some nice breakers.
I'm curious: what are you using for wave shape profiles? Just draw your own curves based on what looked good?
I think I know what you mean about your extended wave shapes. That sounds like the way to go.
Perhaps we can join forces? : )
I'm curious: what are you using for wave shape profiles? Just draw your own curves based on what looked good?
I think I know what you mean about your extended wave shapes. That sounds like the way to go.
Perhaps we can join forces? : )
Technical Discussion » Skinned Wave Shape Pasted on a Grid Problem
- Len
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Not a lot of takers out there, huh?
Okay, well I did make a small amount of headway:
I discovered a switch in the Project SOP that does now correctly trim the base grid to the profile of my bulgy wave shape.
However, I'm still a bit stuck on merging the bulge shape into the static grid. That is, adding appropriate polys, etc, to create a connected surface.
I've played with Join, Stitch, and Fillet but they don't simply fill in the gaps in the trim hole.
Any thoughts?
I think I remember seeing an example of something like this on one of the helpcards…
Okay, well I did make a small amount of headway:
I discovered a switch in the Project SOP that does now correctly trim the base grid to the profile of my bulgy wave shape.
However, I'm still a bit stuck on merging the bulge shape into the static grid. That is, adding appropriate polys, etc, to create a connected surface.
I've played with Join, Stitch, and Fillet but they don't simply fill in the gaps in the trim hole.
Any thoughts?
I think I remember seeing an example of something like this on one of the helpcards…
Technical Discussion » File SOP
- Len
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You probably know this already but from within SOPs you can right click on any node and write out geometry.
Edited by - Sept. 4, 2007 14:58:15
Technical Discussion » Protein Database files (.PDB) and Houdini.
- Len
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From what I understand you'll need to build a custom plugin to read special file formats inside Houdini. I've played with it a bit. It's not too bad.
There's also hscript which can be run independently of Houdini and can generate geometry files that can later be loaded into Houdini.
This is pretty handy for building procedural geometry simply.
Check out the hscript tutorials and docs. Perhaps it could help.
There's also hscript which can be run independently of Houdini and can generate geometry files that can later be loaded into Houdini.
This is pretty handy for building procedural geometry simply.
Check out the hscript tutorials and docs. Perhaps it could help.
Technical Discussion » Help on Expressions...
- Len
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Use the ‘exhelp’ command from the Textport to see all the built-in expressions. Without any arguments it will show all the available ones. Adding an argument will give you more details.
Also, the example files embedded in the help docs are great to look at. Lots of useful expressions to learn from there.
Also, the example files embedded in the help docs are great to look at. Lots of useful expressions to learn from there.
Technical Discussion » Instancing particles
- Len
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Use a COPY SOP with your particles and you should see the geometry at the Object level.
Houdini Lounge » H9 and 8600M GT
- Len
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I'm not sure this is useful for this discussion but I've been running H8 on a MacBook Pro with 8600M GT card in dual boot mode and have not noticed any excessive slow-downs with point and/or point numbers displayed.
Seems to ‘feel’ fine to me.
Incidentally, VMWare's virtualizer worked fine too, though slower.
Desktop Parallel didn't work correctly upon first install. May be fine with more time playing with it (or v3).
Seems to ‘feel’ fine to me.
Incidentally, VMWare's virtualizer worked fine too, though slower.
Desktop Parallel didn't work correctly upon first install. May be fine with more time playing with it (or v3).
Technical Discussion » Skinned Wave Shape Pasted on a Grid Problem
- Len
- 132 posts
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I'm pretty new to Houdini so I imagine I'm missing an obvious key piece to this puzzle:
I'm trying to simulate plunging water waves rolling along a grid.
Imagine a set of water wave cross-sections built from nurbs curves that are skinned to create a wave front.
Now I want to take this nice single wave front and ‘merge’ it into an existing undeformed ‘water’ grid. This is also not just a height field approach. I have geometry curving over onto itself as the wave plunges.
So I have to carve away the geometry that exists in the foot print of the wave surface and stitch in my wave shape.
I've tried this a number of different ways and can't figure it out.
The closest I've gotten is using the Paste SOP. Unfortunately the trimming it does doesn't correctly match the curvy profile of the wave shape. It seems to trim only on a grid. I don't understand that.
I've also imagined using a Project SOP to get an accurate trim profile but that doesn't work straight from my wave shape.
If anyone undestands what I'm shooting for and has some ideas I can explore I'd appreciate it. Thanks.
I'm trying to simulate plunging water waves rolling along a grid.
Imagine a set of water wave cross-sections built from nurbs curves that are skinned to create a wave front.
Now I want to take this nice single wave front and ‘merge’ it into an existing undeformed ‘water’ grid. This is also not just a height field approach. I have geometry curving over onto itself as the wave plunges.
So I have to carve away the geometry that exists in the foot print of the wave surface and stitch in my wave shape.
I've tried this a number of different ways and can't figure it out.
The closest I've gotten is using the Paste SOP. Unfortunately the trimming it does doesn't correctly match the curvy profile of the wave shape. It seems to trim only on a grid. I don't understand that.
I've also imagined using a Project SOP to get an accurate trim profile but that doesn't work straight from my wave shape.
If anyone undestands what I'm shooting for and has some ideas I can explore I'd appreciate it. Thanks.
Technical Discussion » License Server Problems?
- Len
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I just ran into the same issue as Terry and Edward's ‘renaming keys folder’ worked like a charm. You have to be sure and restart Windows to get the effect, as he pointed out. Thanks so much.
Incidentally, Edward is very perceptive as to the potential cause of this condition.
I can speak for mine: I'm running Houdini in a virtual Windows XP environment on a Macbook Pro. I had installed Houdini under Boot Camp, which creates a Windows dual boot machine. Inside the Virtualizer (VMWare's Fusion) the hardware profile changes and thus the server codes could differ (including ‘virtual mac address’). Seems like the likeliest explanation of what's going on.
Incidentally, Edward is very perceptive as to the potential cause of this condition.
I can speak for mine: I'm running Houdini in a virtual Windows XP environment on a Macbook Pro. I had installed Houdini under Boot Camp, which creates a Windows dual boot machine. Inside the Virtualizer (VMWare's Fusion) the hardware profile changes and thus the server codes could differ (including ‘virtual mac address’). Seems like the likeliest explanation of what's going on.
Technical Discussion » MacBook Pro 17inch / Ubuntu 7.04 / OSX / Windows
- Len
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Your tri-boot is a very nice setup and I am interested in the same config.
How has it been going so far (I noticed your post is a year old)?
I have the newest 17 inch macbook pro (with Geforce card) and have been running Houdini in VMWare's MacFusion.
Works pretty well though clearly a bit sluggish.
I am trying to install houdini in the latest 7.x Ubuntu via MacFusion since building plugins on Windows costs money.
So you say Houdini runs in that Ubuntu build okay?
Thanks.
How has it been going so far (I noticed your post is a year old)?
I have the newest 17 inch macbook pro (with Geforce card) and have been running Houdini in VMWare's MacFusion.
Works pretty well though clearly a bit sluggish.
I am trying to install houdini in the latest 7.x Ubuntu via MacFusion since building plugins on Windows costs money.
So you say Houdini runs in that Ubuntu build okay?
Thanks.
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