I am not exactly sure what you are trying to accomplish but here are a couple of pointers. Notice that your VEX code is running over points. When creating geometry you really want to run over Detail (run once). If you examine the point count before and after the VEX code you will see you start off with around 121 points but end up with over 300. This is because the VEX code is running the same process for every point.
You can filter by group but sometimes it is clearer to simply fetch from another input socket of the node. @OpInput does just that. But why fetch the point attribute at all? We know that addvertex requires an index, not a coordinate. So you can use the 9 and 5 directly in the add vertex function. Also the order in which you add the vertex is important and should be in a clockwise pattern to avoid creating faces that cross over one another.
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Houdini Learning Materials » Creating Geometry with VEX
- Enivob
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Houdini Indie and Apprentice » Edit Edge Loop Selection?
- Enivob
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You are using the tools correctly.
I think it is some kind of math error in the selection code. What I did is simply drop down a transform after the torus and rotate it a bit along the Y-AXIS. I think this causes the points to appear in a slightly different place which causes the loop selection to work correctly after that. I bet there is some built-in tolerance in the loop selection code.
If you are trying to make some kind of matched topology between the cube and the torus you may want to set their ROW/COLUMNS and Division counts equal.
I think it is some kind of math error in the selection code. What I did is simply drop down a transform after the torus and rotate it a bit along the Y-AXIS. I think this causes the points to appear in a slightly different place which causes the loop selection to work correctly after that. I bet there is some built-in tolerance in the loop selection code.
If you are trying to make some kind of matched topology between the cube and the torus you may want to set their ROW/COLUMNS and Division counts equal.
Edited by Enivob - July 23, 2016 09:56:21
Houdini Learning Materials » After chaning Object radius animation does not work anymore. (Project file attached)
- Enivob
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Enable the mountain1 node and set it's height to 0.0. This should make @accum work again. You can animate the height of the mountain if you want to disturb the surface.
Technical Discussion » Dark VDB display
- Enivob
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That graphics card memory is below the minimum 2GB of vRam requirement. Which might be why the display is dark. The graphics card ran out of memory.
You might be able to test that theory by using less memory. Try increasing the Voxel Size of vdbfrompolygons1, up to 1 or even higher. This will decrease the VDB quality. By making the voxel size larger, less voxels are needed to cover the area. This may reduce the video memory footprint?
If the end goal involves converting back to polygons you may want to finish out the network chain and see if the viewport works better displaying polygons instead. So convert to VDB, do VDB operations, then convert back to polygons.
You might be able to test that theory by using less memory. Try increasing the Voxel Size of vdbfrompolygons1, up to 1 or even higher. This will decrease the VDB quality. By making the voxel size larger, less voxels are needed to cover the area. This may reduce the video memory footprint?
If the end goal involves converting back to polygons you may want to finish out the network chain and see if the viewport works better displaying polygons instead. So convert to VDB, do VDB operations, then convert back to polygons.
Edited by Enivob - July 22, 2016 19:38:49
Houdini Indie and Apprentice » Edit Edge Loop Selection?
- Enivob
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Left Click on an edge using one of these modifier keys.
CTRL-LMB will remove from selection, you should see the minus symbol with the mouse pointer when you hold down the CTRL key.
SHIFT-LMB will add to the selection, you should see the plus symbol with the mouse pointer when you hold down the SHIFT key.
CTRL-LMB will remove from selection, you should see the minus symbol with the mouse pointer when you hold down the CTRL key.
SHIFT-LMB will add to the selection, you should see the plus symbol with the mouse pointer when you hold down the SHIFT key.
Edited by Enivob - July 22, 2016 19:23:45
Houdini Learning Materials » After chaning Object radius animation does not work anymore. (Project file attached)
- Enivob
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Press the D-KEY while your mouse is in the 3D viewport. Change your background style to light instead of dark. What is happening is that when you change the scale-Y the particles are now colored black instead of red. When viewing them on a black background it seems like they have disappeared but they really are there.
Notice your vex code. When @accum is zero the color will be black.
Notice your vex code. When @accum is zero the color will be black.
Technical Discussion » Dark VDB display
- Enivob
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Houdini works best on nVidia based graphic card. What graphics card are you using?
Try turning on HDR Rendering inside the Effects TAB of the Display options (D-KEY).
Here is the display on my 660GTX.
Try turning on HDR Rendering inside the Effects TAB of the Display options (D-KEY).
Here is the display on my 660GTX.
Edited by Enivob - July 22, 2016 13:46:15
Technical Discussion » FBX pivot to unity
- Enivob
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What is the FBX Export ROP? I can't locate that node.
Have you tried simply using the File Export?
Have you tried simply using the File Export?
Houdini Indie and Apprentice » vex to vops - continue function
- Enivob
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You can always construct what you need in VOPs then simply view as code to see the vex result.
From the Right-Click Menu choose: VEX/VOP Options/View VEX Code
From the Right-Click Menu choose: VEX/VOP Options/View VEX Code
Technical Discussion » Straighten Edges ?
- Enivob
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Drop down a Sculpt node, move your mouse into the 3D window and press enter. This should put you into paint/brush mode. Right-Click and choose Smooth instead of Displace for your mouse action. Now you can paint over top of the mesh and smooth out the edge lines. The lines will generally conform to the direction you generate the brush stroke in.
This sculpt/smooth technique is demonstrated at around 12:00 in this video.
https://vimeo.com/172970210 [vimeo.com]
This sculpt/smooth technique is demonstrated at around 12:00 in this video.
https://vimeo.com/172970210 [vimeo.com]
Edited by Enivob - July 20, 2016 09:26:51
Technical Discussion » Trouble with copy orientation
- Enivob
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It is the slight offset you have in the x-direction of the line. Change -0.4 to 0.0 and the flipping goes away. If you really need your line to point in that direction you may want to follow up the copy with a transform to restore the rotation direction for the result.
But overall I might consider that a minor bug.
But overall I might consider that a minor bug.
Edited by Enivob - July 20, 2016 09:21:32
Houdini Indie and Apprentice » Flip Fluid On/Off
- Enivob
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You can keyframe the activation field for the source volume. Alternately you can also reduce the scale.
Edited by Enivob - July 19, 2016 09:41:19
Houdini Learning Materials » How to pass effect that i have on one object to another?
- Enivob
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You could try a simple blendshape node to morph the torus into a sphere. The closer you can match poly counts, the better the transition. In this example both the sphere and the torus are using 64 divisions.
There are other techniques for morphing as well.
There are other techniques for morphing as well.
Edited by Enivob - July 19, 2016 09:33:47
Houdini Indie and Apprentice » Error Message: Disk Image not recognised
- Enivob
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Sounds like you have a corrupt download. Do a GetInfo on the .dmg file. Does the size match that from the SideFx download page? Just throw it away and download a fresh copy then re-try the install process.
There is also a video tutorial on how to install Indie license
https://vimeo.com/132559209 [vimeo.com]
There is also a video tutorial on how to install Indie license
https://vimeo.com/132559209 [vimeo.com]
Edited by Enivob - July 17, 2016 08:49:35
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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I am playing around with rigs my self. Try out the simplemale or simplefemale rigs under the Character shelf. They are nice FK/IK rigs to practice animation with.
Another way to get a rig into Houdini is to import it from a FBX or Alembic. Many programs will generate an FBX such as Make Human [makehuman.org] and Blender [blender.org] which are both free. Blendswap.com [blendswap.com] has rigs that you can load in Blender then export as FBX as a starting point. Make Human supports multiple skeleton types so you can target what kind of rig you need. Such as game, talking etc… But FBX will only get you FK rigs only.
There are also motion capture files that Houdini can convert into Script command files (.cmd) that you can execute inside a Textport window. The conversion tools are found in the bin folder where Houdini is installed or inside the framework on OSX. mcbiovision, mcacclaim and mcmotanal.
I have attached the result of passing a BVH file from the CMU Collection [sites.google.com] through the Houdini conversion tool. This produces two files. A .cmd file and a .bclip. The .cmd file is what you execute to construct the rig, it is a script. The .bclip is what you browse to populate the file node inside the mocap CHOP network constructed by the script.
USAGE: Add a Textport window to your interface and you should see a black console style screen.
Type:
This will execute the .cmd file as if it were hScript source code. If all goes well you will see a very flat stretched out bone rig in the viewport. Dive inside and then inside the mocap node and notice that the file node is colored RED. This is because the path to the .bclip file which drives the bones is invalid. Browse to the 08_01.bclip file and the rig will populate with the animation from the original BVH file.
NOTE: I typically scale this rig down by 0.01 at the object level to bring it into real world approximate size. It comes in very large.
Another way to get a rig into Houdini is to import it from a FBX or Alembic. Many programs will generate an FBX such as Make Human [makehuman.org] and Blender [blender.org] which are both free. Blendswap.com [blendswap.com] has rigs that you can load in Blender then export as FBX as a starting point. Make Human supports multiple skeleton types so you can target what kind of rig you need. Such as game, talking etc… But FBX will only get you FK rigs only.
There are also motion capture files that Houdini can convert into Script command files (.cmd) that you can execute inside a Textport window. The conversion tools are found in the bin folder where Houdini is installed or inside the framework on OSX. mcbiovision, mcacclaim and mcmotanal.
I have attached the result of passing a BVH file from the CMU Collection [sites.google.com] through the Houdini conversion tool. This produces two files. A .cmd file and a .bclip. The .cmd file is what you execute to construct the rig, it is a script. The .bclip is what you browse to populate the file node inside the mocap CHOP network constructed by the script.
USAGE: Add a Textport window to your interface and you should see a black console style screen.
Type:
source “C:\my_path\08_01.cmd”(where my_path is where you unzipped the attached files.)
This will execute the .cmd file as if it were hScript source code. If all goes well you will see a very flat stretched out bone rig in the viewport. Dive inside and then inside the mocap node and notice that the file node is colored RED. This is because the path to the .bclip file which drives the bones is invalid. Browse to the 08_01.bclip file and the rig will populate with the animation from the original BVH file.
NOTE: I typically scale this rig down by 0.01 at the object level to bring it into real world approximate size. It comes in very large.
Edited by Enivob - July 15, 2016 18:11:34
Houdini Learning Materials » Growth Propagation In Houdini (Question regarding adding material)
- Enivob
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One way to handle multiple effects is to simply create a new GEO object at the OBJ level and dive inside. Throw away the File node and drop down an ObjectMerge. Point the merge to the final node in your original effect. Choose Transform Into This Object.
Here is an example file that takes an animated mountain sphere and then continues an effect to fracture that source.
Original is RED, continued is BLUE.
Here is an example file that takes an animated mountain sphere and then continues an effect to fracture that source.
Original is RED, continued is BLUE.
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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Auto RIG has been removed or depreciated for a couple of versions now. Have you tried using one of the newer built-in characters that ship with Houdini 15.5?
Feel free to upload your file.
Feel free to upload your file.
Houdini Indie and Apprentice » Help...I Cant't find the menu..
- Enivob
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You may want to visit the systems requirements page to see if your hardware meets the minimum requirements to run Houdini. I would guess it might be a video driver issues. If you are running an Intel Graphics chip, and it looks like you are on Windows, there may be a driver update for you to try.
Houdini Indie and Apprentice » accumulative for loop translate
- Enivob
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My guess is that ZMAX gets extended each time the loop iterates. So create an external variable, outside the loop, that you can use as a constant inside the loop.
Technical Discussion » Error with Create/Modify Rig in Auto rig from shelf
- Enivob
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My first thought was foreign characters in a user name path. Maybe changing the system language messed things up a bit? Try a re-install now that you have set the language to English.
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