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Technical Discussion » Velocity Pass in Houdini?
- xtimmyx
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I've modified jason_iversen's setup so that the velocity pass uses the RSMB standard (like the one in your uploaded video). When I've transfered it to a commercial license file and made some tweaks to it I'll upload it here and maybe to the Exchange as well.
Technical Discussion » Is there a preffered setup for using Houdini?
- xtimmyx
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On my Macbook Pro with OS X I have some minor issues with the interface. It doesn't feel as responsive as it should do. But maybe I'm just unlucky. However at work where I run Houdini in Linux it works as flawless as anything can do in Linux.
Technical Discussion » Velocity Pass in Houdini?
- xtimmyx
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That looks like RSMB (Real Smart Motion Blur) which I would also like to see an implantation of in Houdini. The math behind it isn't directly rocket science as far as I can see. Though programming is not my strong side and I may be wrong. But anyway there is info on their web page on how the math behind it works. And it shouldn't be impossible to recreate this in VEX.
http://www.revisionfx.com/support/faqs/motion_vector_FAQs/motion_vector_math/ [revisionfx.com]
http://www.revisionfx.com/support/faqs/motion_vector_FAQs/motion_vector_math/ [revisionfx.com]
Technical Discussion » importing AND USING fbx files...
- xtimmyx
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There are probably lots of way to achieve that but if I understand you correct you should look into the Object Merge SOP. With it you can import the geometries you need into whichever object you like. Then you can merge them together with a Merge SOP and go on from there.
Houdini Indie and Apprentice » Having a problem importing. Help Please.
- xtimmyx
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You have to export it from Blender to an .obj or .FBX to be able to import it to Houdini. As far as I know Houdini won't import Blender files straight away.
And as mentioned, try a File SOP if you're exporting as an .obj from Blender. Otherwise Import -> Filmbox FBX…
And as mentioned, try a File SOP if you're exporting as an .obj from Blender. Otherwise Import -> Filmbox FBX…
Houdini Indie and Apprentice » modeling
- xtimmyx
- 166 posts
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harshalmaya
Hey
Thanx for the reply i tried doing it with polyextrude too. It isen't working it is as same as the extrude sop. for instence i tried doing with poly bevel it also bevels the complete geometry it behaves the same way
i am attaching the .hip file , for refrance
pls can any 1 put light on that
cheers
The problem is that you haven't chosen which geometry to extrude. The Group attribute is empty, which means that it will extrude all the faces. Try using the PolyExtrude in the Polygon Shelf, when you have a couple of faces selected and it will work just fine. Or type the face numbers in the “Group” field of the PolyExtrude node.
Technical Discussion » AttributeTransfer Keep Values [SOLVED]
- xtimmyx
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buki
hi!
There are couple of solutions, You can try doing it with CHOPS.
For example You are transferring Cd, import that in CHOPS as animated with geometry CHOP node, then use LAG. After that put down a Channel SOP in sops, set to animated and get Your Cd from CHOPS.
Thanks, that really did the trick.
Technical Discussion » AttributeTransfer Keep Values [SOLVED]
- xtimmyx
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I would like to have my surface keep the values I transfer with the Attribute Transfer SOP, even after the source geometry has moved out of range. Seems like a simple check box thing, but I can't find any so I guess that there is no such simple solution.
Another way of solving it would be if I could animate the brush stroke in 3D with a Paint SOP if that is possible.
Any solution would do fine, and if both were possible that would be fantastic.
Another way of solving it would be if I could animate the brush stroke in 3D with a Paint SOP if that is possible.
Any solution would do fine, and if both were possible that would be fantastic.
Edited by - March 31, 2009 05:23:47
Houdini Indie and Apprentice » modeling
- xtimmyx
- 166 posts
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harshalmaya
There is a bug i guess with the application i have in my system
when ever i apply the extrude sop it extrudes in all the possible direction. This happens even if i select aface and extrude…
this follows same with polygons , is this bug or am i doing it in a wrong way can someone guide me for this
Try using the PolyExtrude instead.
Houdini Indie and Apprentice » Render
- xtimmyx
- 166 posts
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harshalmaya
can someone guideme how do i render out a sequence or a .mov form a apprentice version sean file
In the top menu, click “Render -> Create render node -> Mantra
This creates a render node to render with. To change the output of it you go to:
”Properties -> Output -> Output Picture" on the node and enter something like:
$HIP/mySequence.$F.tif
$F is the current frame, so that not all frames will be named mySequence.tif.
As far as I know you can not render Quicktimes directly from Houdini.
Houdini Indie and Apprentice » Having a problem importing. Help Please.
- xtimmyx
- 166 posts
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Technical Discussion » Resetting the grid
- xtimmyx
- 166 posts
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Technical Discussion » Resetting the grid
- xtimmyx
- 166 posts
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Sooner or later in most of my scenes the grid tends to rotate or translate of the center of the scene. I don't know if this is a bug or if I sometimes accidentally press some hotkey or something.
Anyway, how do I reset the grids position/orientation and why does that keep happening? I have tried to alter the settings for the grid in the Display Options but have not found anything there which helps me.
Anyway, how do I reset the grids position/orientation and why does that keep happening? I have tried to alter the settings for the grid in the Display Options but have not found anything there which helps me.
Technical Discussion » VEX UV Project placement [SOLVED]
- xtimmyx
- 166 posts
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Ondrejxtimmyx
I'm trying to project a texture on to an object using the UV Project. I can't do it at SOP level due to that I only want one texture in my shader to be projected that way.
You should still be able to do it at the SOP level using layers. See the layer SOP.
Thanks, that did the trick! I was able to use the Layer SOP to create an alternative UV map, then I used a Shading Layer Parameter in my shader to pick that specific UV map for my texture.
However, it would still be nice to be able to do these projections in the shader without using the Layer SOP on every object with the shader (which in this case luckily is just one). Anyone got a suggestion for that?
Technical Discussion » VEX UV Project placement [SOLVED]
- xtimmyx
- 166 posts
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I'm trying to project a texture on to an object using the UV Project. I can't do it at SOP level due to that I only want one texture in my shader to be projected that way.
Therefore I use the VEX UV Project, however. Unlike the SOP UV Project, with this one I can't find any way to control the projection other than from the camera.
How do I project a 2D texture at VEX level with the ability to control the projection? Am I using the wrong node?
Therefore I use the VEX UV Project, however. Unlike the SOP UV Project, with this one I can't find any way to control the projection other than from the camera.
How do I project a 2D texture at VEX level with the ability to control the projection? Am I using the wrong node?
Edited by - March 24, 2009 10:00:02
Technical Discussion » cop does not have fade node?
- xtimmyx
- 166 posts
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I've missed a face node to. I use a Levels COP for fading in most cases.
Because with multiply you have to have a second input to multiply with, right?
Because with multiply you have to have a second input to multiply with, right?
Technical Discussion » Velocity vector to rotation [Solved]
- xtimmyx
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Technical Discussion » Velocity vector to rotation [Solved]
- xtimmyx
- 166 posts
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Is there any clever expression which can give me the Y rotation angle of the vector between velocity X and velocity Z. Or is the only way to write a custom expression for this?
Sort of like this:
http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/complex/transforms/rotation2.gif [euclideanspace.com]
Sort of like this:
http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/complex/transforms/rotation2.gif [euclideanspace.com]
Edited by - March 18, 2009 05:47:58
Technical Discussion » Pop Quiz: Which is the more favourable combination?
- xtimmyx
- 166 posts
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In my opinion Quadro cards are quite overestimated for personal use. I don't question their performance or shader compatibility. But as I've understood it you could get pretty close to the same performance witch a decent Geforce or Radeon for a fraction the cost.
Regarding CPU and memory that is what I personally would put my money on. Especially if your into doing heavy simulations and stuff like that. A 64bit CPU and at least 4GB RAM is what I would recommend. But its all about what your budget is.
Regarding CPU and memory that is what I personally would put my money on. Especially if your into doing heavy simulations and stuff like that. A 64bit CPU and at least 4GB RAM is what I would recommend. But its all about what your budget is.
Technical Discussion » 17" Unibody MacBook Pro?
- xtimmyx
- 166 posts
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I have been using it for quite intense things and I would say that it works pretty ok for a laptop. But I do recognize quite a difference between my laptops and the quad/octa-core systems at work. But for a laptop, I'm quite satisfied.
My specs:
2.5 GHz Intel Core 2 Duo
4GB 667 MHz DDR2
GeForce 8600M GT 512MB
250GB 5400RPM Hard Drive
Pretty much a stock 17" from the previous generation, except that I have the 1920x1200-screen and 4GB memory.
http://www.apple-history.com/body.php?page=gallery&model=mbp_early_08&performa=off&sort=date&order=ASC&range= [apple-history.com]
My specs:
2.5 GHz Intel Core 2 Duo
4GB 667 MHz DDR2
GeForce 8600M GT 512MB
250GB 5400RPM Hard Drive
Pretty much a stock 17" from the previous generation, except that I have the 1920x1200-screen and 4GB memory.
http://www.apple-history.com/body.php?page=gallery&model=mbp_early_08&performa=off&sort=date&order=ASC&range= [apple-history.com]
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