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Houdini Lounge » Simple L-sys Question.
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- anon_user_63541013
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Just opened the file, that's exactly how I see fine grain control: A ramp, sorry to sound so stupid, I haven't used L systems much, if there's some stuff i should read other than the documentation please tell me. And can you explain the VOP net.
Technical Discussion » DOP Question.
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- anon_user_63541013
- 197 posts
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Ok this has been bugging me for weeks, how can I have a gravity dop trigger when the objects are inside a ball? I know it's possible, but need help!!
Technical Discussion » ramp random
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- anon_user_63541013
- 197 posts
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Thanks, Keen to see how you patched the methods together!
*Edit*
Very nice indeed, what was this for?
*Edit*
Very nice indeed, what was this for?
Technical Discussion » FLIP Question.
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- anon_user_63541013
- 197 posts
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I keep wishing SESI would do stuff, and it turns out they've done it half the time. Thanks.
Technical Discussion » ramp random
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- anon_user_63541013
- 197 posts
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Houdini Lounge » Simple L-sys Question.
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- anon_user_63541013
- 197 posts
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Yeah I've done that before, is there a way with more fine grain control? Or do i have to hand model it in.
Technical Discussion » FLIP Question.
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- anon_user_63541013
- 197 posts
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The bubbles look really nice, thanks. I wish SESI would post a hip of all the stuff new in H12, it would make stuff more streamline.
Houdini Lounge » Simple L-sys Question.
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- anon_user_63541013
- 197 posts
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OK let me be a bit more clear, I had a system that worked great but created ugly mesh, I like using the attributes from L-systems and than Width in poly-wire as the thickness, but i don't get control, in the other system I created a color ramp that controlled the thickness as it went up, but even that isn't great because lower branches that reach the end of growth are as thick as the trunk, if anyone knows a way that would be great, it's this or buying a subscription to Digital Tutors, and that's not a great idea because they have little on Houdini, any help would be greatly appreciated. Thanks for your thoughts.
Houdini Lounge » Cool Houdini Tricks.
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- anon_user_63541013
- 197 posts
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Wow, a nice collection indeed.
PS. Had I known you were a developer I wouldn't have questioned your opinion, with the HBatch thing
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PS. Had I known you were a developer I wouldn't have questioned your opinion, with the HBatch thing

The Orbolt Smart 3D Asset Store » Where do I find these assets/tools when they download?
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- anon_user_63541013
- 197 posts
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Technical Discussion » ramp random
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- anon_user_63541013
- 197 posts
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If you can figure out how to use two attributes to do the deleting you could multiply the random deletion by the ramp, like I said, if i get more time I'll further look into it.
Technical Discussion » FLIP Question.
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- anon_user_63541013
- 197 posts
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Houdini Lounge » FLIP sand.
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- anon_user_63541013
- 197 posts
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Thanks, well the shot seems to be a pop one, as It's only secondary CG that adds to a ground crushing, If i finnish it i'll be sure to include you in the who helped me credits.
Houdini Lounge » Simple L-sys Question.
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- anon_user_63541013
- 197 posts
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Houdini Lounge » Houdini 13 Wishlist.
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- anon_user_63541013
- 197 posts
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dulo
Packaged numpy, scipy and PIL on windows built in python distributions !
Sounds like gibberish to me, care to elaborate?
Houdini Lounge » Simple L-sys Question.
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- anon_user_63541013
- 197 posts
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Houdini Lounge » Houdini 13 Wishlist.
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- anon_user_63541013
- 197 posts
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Technical Discussion » ramp random
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- anon_user_63541013
- 197 posts
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This gives control by group based of color, so you can change the ramp, you could automate it by having the ramps range change based on the geo (So if it was bigger it would stretch over the size), but this is good for now, If you don't know where to go from this, I might spend a bit more time on it.
Technical Discussion » ramp random
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- anon_user_63541013
- 197 posts
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You can color you primitives using a color, and than create a group geometry that selects by color, than delete this group, I'll have a look and get back to you.
Houdini Lounge » Cool Houdini Tricks.
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- anon_user_63541013
- 197 posts
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Okay this isn't amazing but why not.
1. Create a Utah teapot or some other cool geometry.
2. Scale it by like 10 times, if you used the teapot.
3. Connect it to a ‘points from volume’ node, and change the point separation to .5 or 1.
4. Drop down a box, make it the size in each axis as the points from volume (You can link them to make it easy to make adjustments).
5. Drop down a copy node and plug the points from volume into the template input (Right side) and the box into the other input.
I thought of this method while doing a video that used an over complicated approach, this is really quick and easy, and if you bring the cool brick objects into dops can produce cool results.
For quicker simulation I use simple geometry than do this afterwards.
1. Drop down a connectivity sop connecting it to the rendered geo file sop.
2. Name the attribute: Boxbevel, and change it to Primitive connectivity type.
3. Drop a for each sop down changing it to each attribute value, and put Boxbevel as the attribute.
4. dive inside the for each and add a bevel. and anything else i want to happen to all the boxes.
I than render this again, which is slow but better than doing it all at once, because houdini freezes often (I've got an average computer).
1. Create a Utah teapot or some other cool geometry.
2. Scale it by like 10 times, if you used the teapot.
3. Connect it to a ‘points from volume’ node, and change the point separation to .5 or 1.
4. Drop down a box, make it the size in each axis as the points from volume (You can link them to make it easy to make adjustments).
5. Drop down a copy node and plug the points from volume into the template input (Right side) and the box into the other input.
I thought of this method while doing a video that used an over complicated approach, this is really quick and easy, and if you bring the cool brick objects into dops can produce cool results.
For quicker simulation I use simple geometry than do this afterwards.
1. Drop down a connectivity sop connecting it to the rendered geo file sop.
2. Name the attribute: Boxbevel, and change it to Primitive connectivity type.
3. Drop a for each sop down changing it to each attribute value, and put Boxbevel as the attribute.
4. dive inside the for each and add a bevel. and anything else i want to happen to all the boxes.
I than render this again, which is slow but better than doing it all at once, because houdini freezes often (I've got an average computer).
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