You should be able to export your mesh as a *.obj file sequence. Note: This will only export the geometry. No materials, lights and such.
Append a file-SOP or a ROP Output driver SOP to your last SOP inside the geometry-container of the fluid. Both will bring you identical results.
For the ROP Output Driver use these settings:
- Valid Frame Range: ‘Render Frame Range’
- Start/End/Inc: first frame number, last frame number, 1
- Output file: $HIP/a existing sub-folder in your project folder/filename.$F4.obj
Now hit ‘Render’.
If you want to use the file sop, do this:
- File Mode: Write files
- Geometry File: $HIP/a existing sub-folder in your project folder/filename.$F4.obj
Now rewind the playhead and press play. Each frame will be recorded to disk.
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Houdini Indie and Apprentice » Fluids into Other Renderers
- bollili
- 205 posts
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Houdini Indie and Apprentice » [help] maximizing scene view will pop up houdini console
- bollili
- 205 posts
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Maybe it is a good idea to forward your hip-file to sesi support, so they can analyze and fix this bug?
Houdini Lounge » File manager recommendation (Win) that can handle $F?
- bollili
- 205 posts
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Houdini Lounge » File manager recommendation (Win) that can handle $F?
- bollili
- 205 posts
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Hi,
I love how Houdini is able to display sequences of padding files as one entry while browsing folders.
Does a plugin for windows explorer exist (or an alternative file manager) that can do this, too? I were not able to find something usefull via google. Perhaps I just don't know the right key words for the google search…
Cheers,
bollili
I love how Houdini is able to display sequences of padding files as one entry while browsing folders.
Does a plugin for windows explorer exist (or an alternative file manager) that can do this, too? I were not able to find something usefull via google. Perhaps I just don't know the right key words for the google search…
Cheers,
bollili
Houdini Lounge » Q: Fuse SOP (consolidate)
- bollili
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Houdini Lounge » Q: Fuse SOP (consolidate)
- bollili
- 205 posts
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Hey, thanks!
But this will always tag all the points with at least one neighbour inside the search radius. So it behaves different to the fuse SOP in consolidate mode.
e.g. let's say there are only two points inside the search radius. The fuse SOP (in consoldate mode) would delete only one of these to points and would preserve the other one.
To change the behaviour of your file, I suppose the way to go is that I'll try to exclude the already processed points with at least one neighbour from the next iterations. Right?
But, I have no idea how I can do that. Could you please help me a bit further?
Thanks in advance
But this will always tag all the points with at least one neighbour inside the search radius. So it behaves different to the fuse SOP in consolidate mode.
e.g. let's say there are only two points inside the search radius. The fuse SOP (in consoldate mode) would delete only one of these to points and would preserve the other one.
To change the behaviour of your file, I suppose the way to go is that I'll try to exclude the already processed points with at least one neighbour from the next iterations. Right?
But, I have no idea how I can do that. Could you please help me a bit further?
Thanks in advance
Houdini Lounge » Q: Fuse SOP (consolidate)
- bollili
- 205 posts
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Hi,
how can I put the consolidated points into a group (or give them an attribute) instead of delete them? Theres an option ‘keep consolidated points’, but I can't find an easy way to access them later on via a group or attribute.
What I want to achieve is:
I got an output of a POP network and I want to manipulate points later on that are to close to each other in a specific frame. The result the fuse SOP gives would be perfect, but I want only select these points (not instantly delete them)…
Cheers,
bollili
how can I put the consolidated points into a group (or give them an attribute) instead of delete them? Theres an option ‘keep consolidated points’, but I can't find an easy way to access them later on via a group or attribute.
What I want to achieve is:
I got an output of a POP network and I want to manipulate points later on that are to close to each other in a specific frame. The result the fuse SOP gives would be perfect, but I want only select these points (not instantly delete them)…
Cheers,
bollili
Houdini Lounge » Houdini for Indie Game Devs
- bollili
- 205 posts
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Technical Discussion » Need advice with UVs
- bollili
- 205 posts
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Thanks eitht,
I'll try that out, cutting every tunnel segment with an extra uvpelt as you adviced…
Have a nice day
I'll try that out, cutting every tunnel segment with an extra uvpelt as you adviced…
Have a nice day
Technical Discussion » Need advice with UVs
- bollili
- 205 posts
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Hi everybody,
I'm quite unexperienced with texturing. Could you please advice the best/easiest way to assign uvs uniformly across this kind of surface (I'll attach a hip) without seams or stretching, so that I can give it a ground texture?
I thought, the most logical way could be a projection from z (results in strechted sides - so far so good) that is followed by a re-scale in z (but I don't know how). I seem to be off the track…
Any hints much appreciated.
Cheers,
bollili
I'm quite unexperienced with texturing. Could you please advice the best/easiest way to assign uvs uniformly across this kind of surface (I'll attach a hip) without seams or stretching, so that I can give it a ground texture?
I thought, the most logical way could be a projection from z (results in strechted sides - so far so good) that is followed by a re-scale in z (but I don't know how). I seem to be off the track…
Any hints much appreciated.
Cheers,
bollili
Technical Discussion » "foreach sop" problem
- bollili
- 205 posts
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Hey,
can't see here any errors as you described.
Perhaps you should just try another build (or restart Houdini and keep your fingers crossed)..?
Cheers,
Marc
Win 64-Bit build 11.0.775 commercial
can't see here any errors as you described.
Perhaps you should just try another build (or restart Houdini and keep your fingers crossed)..?
Cheers,
Marc
Win 64-Bit build 11.0.775 commercial
Technical Discussion » [Q] Why does box obj appear "rounded" in Houdini?
- bollili
- 205 posts
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Technical Discussion » [Q] Why does box obj appear "rounded" in Houdini?
- bollili
- 205 posts
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Hi Edward,
you should have a look at the facet-sop -> cusp polygons.
This will generate normals that are not shared at the corners/edges.
Links to the online help:
http://www.sidefx.com/docs/houdini11.0/nodes/sop/facet [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/nodes/sop/edgecusp [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/model/points [sidefx.com]
Cheers
you should have a look at the facet-sop -> cusp polygons.
This will generate normals that are not shared at the corners/edges.
Links to the online help:
http://www.sidefx.com/docs/houdini11.0/nodes/sop/facet [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/nodes/sop/edgecusp [sidefx.com]
http://www.sidefx.com/docs/houdini11.0/model/points [sidefx.com]
Cheers
Houdini Lounge » Windows are placed outside the desktop area
- bollili
- 205 posts
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I've done the obvious and contacted sidefx tech support.
Will report back, when I hear something.
Cheers
Will report back, when I hear something.
Cheers
Houdini Lounge » Windows are placed outside the desktop area
- bollili
- 205 posts
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Hm. I just deleted my “houdini11.0” folder and re-opened houdini. Same problem…
Sorry, I forgot to give my specs:
Win7 64-bit
Nvidia Quadro NVS 320M, drv: 258.96
H11.0.658 64-Bit (same problem with older builds)
Sorry, I forgot to give my specs:
Win7 64-bit
Nvidia Quadro NVS 320M, drv: 258.96
H11.0.658 64-Bit (same problem with older builds)
Houdini Lounge » Windows are placed outside the desktop area
- bollili
- 205 posts
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Hi,
since I switched my dual monitor setup, some houdini windows (e.g. the opening dialog or the channel editor) open outside the desktop. Houdini seems to be the only app with this behaviour.
The windows re-appear inside the viewable area when I switch from the new setup (monitors side-by-side) to the old one (monitor 1 above monitor 2) and back again.
Is there a reset-option?
Cheers,
Marc
since I switched my dual monitor setup, some houdini windows (e.g. the opening dialog or the channel editor) open outside the desktop. Houdini seems to be the only app with this behaviour.
The windows re-appear inside the viewable area when I switch from the new setup (monitors side-by-side) to the old one (monitor 1 above monitor 2) and back again.
Is there a reset-option?
Cheers,
Marc
Technical Discussion » Scheimpflug: Simulating a shift lens
- bollili
- 205 posts
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Technical Discussion » Scheimpflug: Simulating a shift lens
- bollili
- 205 posts
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I can't do it in the post afterwards, because the model uses parts of the background projected from the camera. But you put me on the track!
I use a wireframe render from wren in cops and composite it over the bg. That's not really realtime, but it's fast enough for previewing…
Thanks mate!
I think will submit an rfe that “apply zoom to bg” and “lock camera to light/view” are not mutually exclusive.
Cheers,
Marc
I use a wireframe render from wren in cops and composite it over the bg. That's not really realtime, but it's fast enough for previewing…
Thanks mate!
I think will submit an rfe that “apply zoom to bg” and “lock camera to light/view” are not mutually exclusive.
Cheers,
Marc
Technical Discussion » Scheimpflug: Simulating a shift lens
- bollili
- 205 posts
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Sorry, I just realized my description is totally wrong. It seems I don't get my head around this…
Actually, the background DOES transform together with the objects in the scene. I want to turn that off.
In the display options i found the checkbox called “Background -> 3D Viewport -> Apply Zoom to Background”.
When I uncheck it, the background is indeed not transformed. But, the camera looses its selection in the viewport and isn't active anymore.
If I reselect the camera again as the active one, the checkbox will be automatically selected (and the background is transformed again) - dough.
If I lock the camera to the view, this checkbox cannot be unchecked at all.
Cheers,
Marc
Actually, the background DOES transform together with the objects in the scene. I want to turn that off.
In the display options i found the checkbox called “Background -> 3D Viewport -> Apply Zoom to Background”.
When I uncheck it, the background is indeed not transformed. But, the camera looses its selection in the viewport and isn't active anymore.
If I reselect the camera again as the active one, the checkbox will be automatically selected (and the background is transformed again) - dough.
If I lock the camera to the view, this checkbox cannot be unchecked at all.
Cheers,
Marc
Technical Discussion » Scheimpflug: Simulating a shift lens
- bollili
- 205 posts
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Oh man, I can't believe that I've overlooked this
Thanks guys!
But one problem remains. The background image does not transform with these camera parameters. I want to add animation to architectural stills that were shot with a shifted lens and it's real pain to align them.
Is there any recommended workflow for this task?
Or just another option that will transform the background image I don't know…
Cheers,
Marc
Thanks guys!
But one problem remains. The background image does not transform with these camera parameters. I want to add animation to architectural stills that were shot with a shifted lens and it's real pain to align them.
Is there any recommended workflow for this task?
Or just another option that will transform the background image I don't know…
Cheers,
Marc
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