Oooo, that's a great idea about the buildings. I'm gonna try that for sure.
12++
Found 162 posts.
Search results Show results as topic list.
Houdini Lounge » Any one got any L-System rules?
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » lsystem repository??
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » lsystem repository??
- twelveplusplus
- 194 posts
- Offline
Hi,
I am working on learning lsystems, and i was wonderin if anyone knows of a repository for lsystem rules… Ideally, something that has a picture of the original plant and textures to go along with the rules…
If not, maybe we should create one! It would be super useful, i think.
12++
I am working on learning lsystems, and i was wonderin if anyone knows of a repository for lsystem rules… Ideally, something that has a picture of the original plant and textures to go along with the rules…
If not, maybe we should create one! It would be super useful, i think.
12++
Houdini Learning Materials » USGS satelite data
- twelveplusplus
- 194 posts
- Offline
oh, actually i have a subscription to cmivfx; so, i'll definitely check that one out. heh, they have so many videos it's sometimes difficult to know what to learn first.
Thank ya'll, for pointing me towards that one, I'm sure it will be helpful for what I am doing.
12++
Thank ya'll, for pointing me towards that one, I'm sure it will be helpful for what I am doing.
12++
Houdini Learning Materials » USGS satelite data
- twelveplusplus
- 194 posts
- Offline
@nran: where did u see the tutorial? this would be really useful for something I am doing.
@xionmark: I would love to see that sop!
Yes, I am talking about Dem data (ithink that is what it is called). There is a website where you can select an area and download data. I am just not totally sure how to get it into a format that Houdini can use.
I do need to have a look at that cmi video, although I am right now trying to get data for Malibu, so I am really just interested in hills not cities.
Thanks for all the responses, ya'll
12++
@xionmark: I would love to see that sop!
Yes, I am talking about Dem data (ithink that is what it is called). There is a website where you can select an area and download data. I am just not totally sure how to get it into a format that Houdini can use.
I do need to have a look at that cmi video, although I am right now trying to get data for Malibu, so I am really just interested in hills not cities.
Thanks for all the responses, ya'll
12++
Houdini Lounge » Why is Houdini so awesome?!?
- twelveplusplus
- 194 posts
- Offline
I had never even heard of houdini before I decided to crash Rachael Campbell's Visual FX class at Santa Monica College… I had just started learning Maya before that, but i wasn't super into it…
I am pretty sure that most people have just never heard of Houdini… most people have seen it (if they watch movies), but they just never think too much past that…
Also, Houdini is a very special software. I feel like you have to use both hemispheres of your brain at the same time to use houdini. It's like logic and imagination had sex and birthed particles
and those particles went
POP POP POP POP
POP CHOP DOP SOP
COP
POP
SHOP
ROP
Maybe if more people heard of it, it would be used more. maybe not.
I think that video games are the next big thing for Houdini. Procedural design just makes sooooo much sense for creating game design tools.
12++
I am pretty sure that most people have just never heard of Houdini… most people have seen it (if they watch movies), but they just never think too much past that…
Also, Houdini is a very special software. I feel like you have to use both hemispheres of your brain at the same time to use houdini. It's like logic and imagination had sex and birthed particles
and those particles went
POP POP POP POP
POP CHOP DOP SOP
COP
POP
SHOP
ROP
Maybe if more people heard of it, it would be used more. maybe not.
I think that video games are the next big thing for Houdini. Procedural design just makes sooooo much sense for creating game design tools.
12++
Work in Progress » Cloud shape creation.
- twelveplusplus
- 194 posts
- Offline
Those are some happy little clouds. You are a regular bob Ross. Thanks for sharing your work.
12++
12++
Houdini Lounge » Nebulae and Galaxies
- twelveplusplus
- 194 posts
- Offline
I just had a look at the CMIVFX video. It's really good. It's more stylistic than realistic. Also, it's definitely not a Houdini beginner-level video.
You might wanna get it just because it's almost exactly what you are asking about! However, it goes at a fast clip; so, you might wanna check out some more introductory stuff first if you have never worked with Houdini. (like the First Steps videos on this website) just my .02
12++
You might wanna get it just because it's almost exactly what you are asking about! However, it goes at a fast clip; so, you might wanna check out some more introductory stuff first if you have never worked with Houdini. (like the First Steps videos on this website) just my .02
12++
Houdini Indie and Apprentice » Apprentice Download Fails at 19.8 MB
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » H12 is 2-3 times slower than H11.
- twelveplusplus
- 194 posts
- Offline
i started playing with instancing after watching the halloween video.
http://www.sidefx.com/index.php?option=com_content&task=view&id=2312&Itemid=166 [sidefx.com]
It seems that on my laptop (which is admittedly very different from your machine), using “fast point instancing” is a LOT faster than using a copy sop in H12.1…
it's a little different way of working, but it might be worth investigating if you are having speed issues with copy-soping geometry.
I really can't even use the GL3.2 viewport with a copy-sop it just kind of grinds to a halt with anything complex, but instancing just zips along real zippy like!
12++
http://www.sidefx.com/index.php?option=com_content&task=view&id=2312&Itemid=166 [sidefx.com]
It seems that on my laptop (which is admittedly very different from your machine), using “fast point instancing” is a LOT faster than using a copy sop in H12.1…
it's a little different way of working, but it might be worth investigating if you are having speed issues with copy-soping geometry.
I really can't even use the GL3.2 viewport with a copy-sop it just kind of grinds to a halt with anything complex, but instancing just zips along real zippy like!
12++
Houdini Learning Materials » USGS satelite data
- twelveplusplus
- 194 posts
- Offline
I would love to see a tutorial on bringing satelite data into Houdini. That could be super useful for many projects.
12++
12++
Work in Progress » lissajous figures & harmonograph
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
U, my friend, have been very very helpful. Thank you!
I was thinking I would need to delve into the point cloud universe, soon! Here I go! Pwwsssshhhhh
(thats the sound it makes when you delve into point clouds)
12++
I was thinking I would need to delve into the point cloud universe, soon! Here I go! Pwwsssshhhhh
(thats the sound it makes when you delve into point clouds)
12++
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
Yes, that would be considerably easier than what I was thinking. I will play around with that.
What happens when I start adding more scatters for different types of objects like bushes or rocks, though? I wouldnt want any of them to collide.
Thanks for the help on this.
12++
What happens when I start adding more scatters for different types of objects like bushes or rocks, though? I wouldnt want any of them to collide.
Thanks for the help on this.
12++
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
Ok, I have a new question!
How is a good way to push some of the scattered points away from each other if they are too close (so that copies of the geometry do not collide). Also, ideally I would not want to push any points outside the 2d polygon onto which I am scattering the points.
Thanks.
12++
How is a good way to push some of the scattered points away from each other if they are too close (so that copies of the geometry do not collide). Also, ideally I would not want to push any points outside the 2d polygon onto which I am scattering the points.
Thanks.
12++
Houdini Lounge » H12 is 2-3 times slower than H11.
- twelveplusplus
- 194 posts
- Offline
if you are talking about the viewport performance, i have the same problem on my laptop.
go to Edit->preferences->3d Viewport
there is a new dropdown box labeled ‘Scene Renderer’
you can chose H11 from that and the performance will be the same as before. (there are also a couple of other options which u might try)
12++
go to Edit->preferences->3d Viewport
there is a new dropdown box labeled ‘Scene Renderer’
you can chose H11 from that and the performance will be the same as before. (there are also a couple of other options which u might try)
12++
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
It seems like maybe a foreach sop might work, but i have never used it before. I tried to put a transform in a foreach and set it to points and make the handles on the transform persistent….
but it didn't work.
but maybe i just set it up incorrectly.
I want to be able to give houdini an arbitrary 2D shape and have it be populated with trees (and rocks and other stuff, but we'll start with trees).
Then it would be nice to just be able to yank them around to a more precise positioning (if necessary) and have all those transforms be containined in some nice little thing so there aren't edit sops popping up all over the place.
It would also be nice if i could just make handles appear on command and not have to click on a little point to get a handle when what i'm trying to move is a tree in a forest of trees.
if ya'll have any ideas, that would be great. Otherwise I'll suffer little edit sops until i come up with a better idea.
12++
but it didn't work.
but maybe i just set it up incorrectly.
I want to be able to give houdini an arbitrary 2D shape and have it be populated with trees (and rocks and other stuff, but we'll start with trees).
Then it would be nice to just be able to yank them around to a more precise positioning (if necessary) and have all those transforms be containined in some nice little thing so there aren't edit sops popping up all over the place.
It would also be nice if i could just make handles appear on command and not have to click on a little point to get a handle when what i'm trying to move is a tree in a forest of trees.
if ya'll have any ideas, that would be great. Otherwise I'll suffer little edit sops until i come up with a better idea.
12++
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » procedural handles for scatter SOP points
- twelveplusplus
- 194 posts
- Offline
Hi! I want to be able to have handles for the points made by a scatter SOP so that I (or someone else) can tweak the positions of objects which are Copy-SOPed to them.
Can someone please tell me a way to do this procedurally? thanks
12++
Can someone please tell me a way to do this procedurally? thanks
12++
-
- Quick Links