Ok…so..I played with it for a bit..no..edit node isn't it…I used a combination of group and transform node.
Mind you I only did the work for the y axis of pivot point.
If either the sphere or box moves in the y direction the corner of the box will follow where the pivot point is ( in this case just the y value of the pivot point).
Also, there are many other ways to do this. Maybe someone can chime in and show a more simpler way?
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Houdini Indie and Apprentice » Edit Pivot of 3D Connected Geometry
- BabaJ
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Houdini Indie and Apprentice » Edit Pivot of 3D Connected Geometry
- BabaJ
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Something like this?
The boxes corner ( point number 7 ) follows the spheres y pivot. The rest of the box follows too.
Did you also want only the corner point to move/follow while the rest of the box stays the same? I beleive and edit node added could do the trick.
And perhaps a bit of a digression if you want to get a bit more ‘under the hood’ you might want to look a vex - this guy covers an example of doing rotations around a pivot.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
The boxes corner ( point number 7 ) follows the spheres y pivot. The rest of the box follows too.
Did you also want only the corner point to move/follow while the rest of the box stays the same? I beleive and edit node added could do the trick.
And perhaps a bit of a digression if you want to get a bit more ‘under the hood’ you might want to look a vex - this guy covers an example of doing rotations around a pivot.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex [tokeru.com]
Edited by BabaJ - Oct. 4, 2016 17:09:36
Houdini Indie and Apprentice » Dual Boot installation (Linux + Windows)
- BabaJ
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I'm curious to know if this is possible too…
But I suspect it's not because that ‘host id’ would be something coming from the hardware level like a ‘hook’ into the motherboard being used?
Otherwise one could simply do a mirror copy of their hard drive onto other machines for the same license.
Of course if there is also some initial online ‘check’ when you run ‘first’ open a Houdini file too?
But I suspect it's not because that ‘host id’ would be something coming from the hardware level like a ‘hook’ into the motherboard being used?
Otherwise one could simply do a mirror copy of their hard drive onto other machines for the same license.
Of course if there is also some initial online ‘check’ when you run ‘first’ open a Houdini file too?
Houdini Learning Materials » Ari Danesh Webinar
- BabaJ
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I guess announcement forum is locked for comments…can't put this message there.
Just wanted to say thanks for the webinar…Ari gave an excellent webinar today.
Almost a year now since I've started using Houdini and I firt started with viewing Aris' tutorials.
And as usual, just by the way he teaches and more so than with other good teachers, I get many more useful ‘tidbits’ of info that I can utilize in my projects that are not related to the topic on hand.
Thanks again and looking forward to other webinars.
Just wanted to say thanks for the webinar…Ari gave an excellent webinar today.
Almost a year now since I've started using Houdini and I firt started with viewing Aris' tutorials.
And as usual, just by the way he teaches and more so than with other good teachers, I get many more useful ‘tidbits’ of info that I can utilize in my projects that are not related to the topic on hand.
Thanks again and looking forward to other webinars.
Technical Discussion » Houdini 15 - and 1080 GTX OpenGL - display problem
- BabaJ
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I'm wondering if its something with Houdini…
I'm using GTX 980 (with win 8.1) and if I have a drop down menu ‘open’ in Houdini then go to my task bar and maximize another program the drop down menu persists staying on top in my display.
It will only go away if I go back into Houdini and ‘close’ it.
I'm using GTX 980 (with win 8.1) and if I have a drop down menu ‘open’ in Houdini then go to my task bar and maximize another program the drop down menu persists staying on top in my display.
It will only go away if I go back into Houdini and ‘close’ it.
Edited by BabaJ - Sept. 28, 2016 11:25:40
Technical Discussion » Behavior of Object Merge and Point Wrangler
- BabaJ
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Hello,
I was having some issues with my project and worked on simplifying what may be the cause.
In that process I've noticed a behaviour I've replicated with the attached file.
In this file the point wrangler is generating its own points from ‘scratch’.
In other words although the node itself is wired to the previous nodes it is not explicitly using the input from those nodes.
The thing is that if the paramter of the object merge - “Pack Geometry Before Merging” is not toggled on, the vex code that is generating a poly will not render.
However, if that parameter is toggled on then the vex poly will render.
In this case ( the file attached ) it does not matter if the parameter is toggled on but if one wants to use the points from the object merge as reference for work in creating new points based on those reference points and the paramter is toggled on for “Pack Geometry..” then the vex code will not work because access to those points will be lost;
Because when that paramter is toggled on it turns the object it is referencing into a single primitive with only one point to reference.
So I am wondering if this behaviour of the parameter controlling whether or not the vex coded poly will render is a bug or intrisic to its behaviour.
If its a bug I would like to report it, otherwise is there a setting that would prevent this?
In my project if there isn't a setting and its not a bug I think I will just try to code out a way of referencing the points differently instead of using the vex node input source like @opInput0.
Just wanting to clarify what is happening here first before I make decisions about reworking my code.
So any feedback is appreciated - Thank You.
I was having some issues with my project and worked on simplifying what may be the cause.
In that process I've noticed a behaviour I've replicated with the attached file.
In this file the point wrangler is generating its own points from ‘scratch’.
In other words although the node itself is wired to the previous nodes it is not explicitly using the input from those nodes.
The thing is that if the paramter of the object merge - “Pack Geometry Before Merging” is not toggled on, the vex code that is generating a poly will not render.
However, if that parameter is toggled on then the vex poly will render.
In this case ( the file attached ) it does not matter if the parameter is toggled on but if one wants to use the points from the object merge as reference for work in creating new points based on those reference points and the paramter is toggled on for “Pack Geometry..” then the vex code will not work because access to those points will be lost;
Because when that paramter is toggled on it turns the object it is referencing into a single primitive with only one point to reference.
So I am wondering if this behaviour of the parameter controlling whether or not the vex coded poly will render is a bug or intrisic to its behaviour.
If its a bug I would like to report it, otherwise is there a setting that would prevent this?
In my project if there isn't a setting and its not a bug I think I will just try to code out a way of referencing the points differently instead of using the vex node input source like @opInput0.
Just wanting to clarify what is happening here first before I make decisions about reworking my code.
So any feedback is appreciated - Thank You.
Edited by BabaJ - Sept. 28, 2016 10:58:08
Houdini Indie and Apprentice » Reflections in Water
- BabaJ
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Use either the ‘ocean shader’ or ‘basic liqued’ shader as part of your set might help?
Maybe you could create a file attempting to do what you want and if it isn't working post it here for others to give suggestions.
Maybe you could create a file attempting to do what you want and if it isn't working post it here for others to give suggestions.
Houdini Indie and Apprentice » Best Way to update Indie Version
- BabaJ
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Houdini Indie and Apprentice » Best Way to update Indie Version
- BabaJ
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My Bad…
I was in Sidefx bin folder and I dragged and dropped ‘houdini.exe’ to my taskbar.
Should have just gone to start up menu and done it from there (especially because ‘start-up menu’ was the choice I made during installation).
In startup menu, I see it has 4 choices:
houdini 15.5.607
houdini 15.5.607 Aprrentice
houdini 15.5.607 FX
houdini 15.5.607 Indie
I was in Sidefx bin folder and I dragged and dropped ‘houdini.exe’ to my taskbar.
Should have just gone to start up menu and done it from there (especially because ‘start-up menu’ was the choice I made during installation).
In startup menu, I see it has 4 choices:
houdini 15.5.607
houdini 15.5.607 Aprrentice
houdini 15.5.607 FX
houdini 15.5.607 Indie
Edited by BabaJ - Sept. 26, 2016 14:00:47
Houdini Indie and Apprentice » Best Way to update Indie Version
- BabaJ
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Hello,
I was having a number of problems with Indie not updating my file with changes I made to it even after a system restart which led me to need to start over with a fresh project.
I thought since I would be building it up again in the same direction that there might be a bug that has since been resolved so I decided to get the latest build.
I was using 15.5 from last spring or early summer…sometime around there as an upgrade from apprentice.
When I downloaded the 15.5.607 production build and installed it ( after uninstalling 15.5.x ) I made sure the selections were such that it would be fetching the indie license ( there is one dialogue where you make your selections ) and not choose apprentice.
But I opened an .hiplc file and made some changes and when I save its doing it as .hipnc files.
So obviously it has ‘reverted’ to apprentice and didn't fetch the license when I installed it as expected.
Do I have to go through the license server like I did when I initially went from apprentice to indie?
I think I have those directions in an Email from support, but I also thought there is a limit of applying license with Indie of 2 per year.
So am I right to understand that upgrading production builds in Indie uses up my alloted Licenses?
Thanks.
I was having a number of problems with Indie not updating my file with changes I made to it even after a system restart which led me to need to start over with a fresh project.
I thought since I would be building it up again in the same direction that there might be a bug that has since been resolved so I decided to get the latest build.
I was using 15.5 from last spring or early summer…sometime around there as an upgrade from apprentice.
When I downloaded the 15.5.607 production build and installed it ( after uninstalling 15.5.x ) I made sure the selections were such that it would be fetching the indie license ( there is one dialogue where you make your selections ) and not choose apprentice.
But I opened an .hiplc file and made some changes and when I save its doing it as .hipnc files.
So obviously it has ‘reverted’ to apprentice and didn't fetch the license when I installed it as expected.
Do I have to go through the license server like I did when I initially went from apprentice to indie?
I think I have those directions in an Email from support, but I also thought there is a limit of applying license with Indie of 2 per year.
So am I right to understand that upgrading production builds in Indie uses up my alloted Licenses?
Thanks.
Houdini Indie and Apprentice » Layering 2D objects
- BabaJ
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I've tried a more simple set up but still can't get the desired result.
I bet it's just a matter of my inexperience and just need to work with COPs more.
In the file I set up the two shapes on the same plane; One red and one blue.
By default without a COP network the red ( because it was created first I suppose ) overlaps the blue with a render.
So in the COP to try to set up the blue shape to overlap the red explicitly. But it doesn't seem to produce any result in the render.
I bet it's just a matter of my inexperience and just need to work with COPs more.
In the file I set up the two shapes on the same plane; One red and one blue.
By default without a COP network the red ( because it was created first I suppose ) overlaps the blue with a render.
So in the COP to try to set up the blue shape to overlap the red explicitly. But it doesn't seem to produce any result in the render.
Edited by BabaJ - Sept. 25, 2016 10:21:33
Technical Discussion » Render curves as tubes?
- BabaJ
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Not sure if you can get a strip ‘shape’ with the polywire, but I haven't played with all the parameters on that node.
Maybe you can get more than a uniform polyshape and size from it.
Maybe you can get more than a uniform polyshape and size from it.
Houdini Indie and Apprentice » Layering 2D objects
- BabaJ
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Thanks Enivob….when I was looking at some of the docs descriptions I thought it might end up something like this. ( along with some switch nodes ).
Because my objects are digital assets and are creating the geometry dynamically, I tried using the geometry import node in the COP but it doesn't seem to work or do anything. ( can't get an overlap ).
Tomorrow I will try simplifying what I have to get it to work and build up to what I am working with.
Thanks again for the feedback.
Because my objects are digital assets and are creating the geometry dynamically, I tried using the geometry import node in the COP but it doesn't seem to work or do anything. ( can't get an overlap ).
Tomorrow I will try simplifying what I have to get it to work and build up to what I am working with.
Thanks again for the feedback.
Houdini Indie and Apprentice » Layering 2D objects
- BabaJ
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Hello,
I was wondering if anyone knew a simple way to layer 2D objects that lie on the same plane such that the order in which they are in a ‘list’ determines which object covers the other, ie. the object at the top of the list gets displayed fully while the object at the bottom only gets the portion of its shape shown that is not covered by all objects above it.
Something like how you might have a list of layers in photoshop where the object on each layer is opaque but the remaining area ( of that layer ) is transparent.
Also, like a 2d cartoon where an object passes in front of another object and the option to easily change those layer priorities as the animation progresses.
So far what I have been doing is setting slight plane offset values. Like if the object lie on the x/y plane the offset are made in increments of .01 of the z plane.
But in my project I have 2 walls and a floor and each plane is like a cartoon projected on those surfaces. By using plane offsets to determine which objects cover the other I might be getting some undesirable results because I am not looking at all the planes orthographically.
I've gone through the compositing tutorials, it hasn't kicked in my mind of how I might be able to set up something to do this in a COP net ( I'm assuming this is where I would have to do it ).
Maybe all I need to do is revisit those compositing tutorials because thats really the only place to do the alternative method of what I am already doing?
Feedback is appreciated - Thanks
I was wondering if anyone knew a simple way to layer 2D objects that lie on the same plane such that the order in which they are in a ‘list’ determines which object covers the other, ie. the object at the top of the list gets displayed fully while the object at the bottom only gets the portion of its shape shown that is not covered by all objects above it.
Something like how you might have a list of layers in photoshop where the object on each layer is opaque but the remaining area ( of that layer ) is transparent.
Also, like a 2d cartoon where an object passes in front of another object and the option to easily change those layer priorities as the animation progresses.
So far what I have been doing is setting slight plane offset values. Like if the object lie on the x/y plane the offset are made in increments of .01 of the z plane.
But in my project I have 2 walls and a floor and each plane is like a cartoon projected on those surfaces. By using plane offsets to determine which objects cover the other I might be getting some undesirable results because I am not looking at all the planes orthographically.
I've gone through the compositing tutorials, it hasn't kicked in my mind of how I might be able to set up something to do this in a COP net ( I'm assuming this is where I would have to do it ).
Maybe all I need to do is revisit those compositing tutorials because thats really the only place to do the alternative method of what I am already doing?
Feedback is appreciated - Thanks
Houdini Indie and Apprentice » Export FlipBook to .avi with audio
- BabaJ
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Hello,
I was hoping someone might be able to answer a few questions or comment about flipbooks.
My scene in the viewport is set to a camera whose resolution was defined as 640 x 480.
However, when I look at the flip book settings it shows resolution as 740 x 549.
In this case the addage ‘if it ain’t broke don't fix it' seems to be the case. Because if I just leave it, the ‘render’ seems to come out fine. But if I change the flipbook resolution to match the cameras ( 640 x 480 in this case ) the image does become elongated in the vertical directions. Seems strange why this is happening, would be good to know why.
Also, when I initially try to set up the flip book to include a .wav audio file it simply will not create a flip book. No error messages or anything, nothing happens.
So I created the flipbook without audio, and when it was done exported it to an *.avi file with no problems.
Then I remembered I could load audio into MPlay, so with the created flipbook still ‘up’ in MPlay I loaded the audiofile ( *.wav ) and watched my scene and think about ideas for syncing.
So I thought I would export with the audio loaded (into the same *.avi format as before) but I get the error message as in the attachment telling me audio isn't supported and ‘unknown fileformat JPEG’.
So I guess in the end I am wondering if its possible to export flipbooks with audio in either the *.mov or *.avi format.
At the moment my scene cook times are so slow I've lost the ability to do any meaningful interactive changes so I've resorted to making flipbooks in selected frame ranges of the animation. Being able to save these ‘clips’ of animation in a *.mov or *.avi format (with audio) will let me set up a workflow to quickly look at the different clips to make decisions about changes to make in my scene.
Any help is much appreciated.
Thank you
I was hoping someone might be able to answer a few questions or comment about flipbooks.
My scene in the viewport is set to a camera whose resolution was defined as 640 x 480.
However, when I look at the flip book settings it shows resolution as 740 x 549.
In this case the addage ‘if it ain’t broke don't fix it' seems to be the case. Because if I just leave it, the ‘render’ seems to come out fine. But if I change the flipbook resolution to match the cameras ( 640 x 480 in this case ) the image does become elongated in the vertical directions. Seems strange why this is happening, would be good to know why.
Also, when I initially try to set up the flip book to include a .wav audio file it simply will not create a flip book. No error messages or anything, nothing happens.
So I created the flipbook without audio, and when it was done exported it to an *.avi file with no problems.
Then I remembered I could load audio into MPlay, so with the created flipbook still ‘up’ in MPlay I loaded the audiofile ( *.wav ) and watched my scene and think about ideas for syncing.
So I thought I would export with the audio loaded (into the same *.avi format as before) but I get the error message as in the attachment telling me audio isn't supported and ‘unknown fileformat JPEG’.
So I guess in the end I am wondering if its possible to export flipbooks with audio in either the *.mov or *.avi format.
At the moment my scene cook times are so slow I've lost the ability to do any meaningful interactive changes so I've resorted to making flipbooks in selected frame ranges of the animation. Being able to save these ‘clips’ of animation in a *.mov or *.avi format (with audio) will let me set up a workflow to quickly look at the different clips to make decisions about changes to make in my scene.
Any help is much appreciated.
Thank you
Houdini Learning Materials » how to create Crystal Like material shader
- BabaJ
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Hi Madhu,
I'm not experienced in using shaders…but from what I've seen you may get these results by starting with a glass shader?
I'm not experienced in using shaders…but from what I've seen you may get these results by starting with a glass shader?
Houdini Lounge » What is up with light "Exposure"?
- BabaJ
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Hi Nick..
..and I wasn't implying that…but what I was saying is that aperature/shutter speed are more linear hence they relate better ( to me ) with light control.
And yes, iso relates to sensitivity but that sensitivity is much greater from film to film depending on the iso and type of film ( film vs. slide ) such that it represents more of an exponential factor.
One cannot ignore the type of film one is using ( iso ) ie. the same aperature/shutter combination will simply not work for another iso rated film. Hence ‘exposure’ is more than just an aperature/shutter consideration.
So in the end you have 2 considerations:
Iso and aperature/shutter speed
or in the controls:
exposure and lighting.
One can't really say that aperture and shutterspeed does not control exposure
..and I wasn't implying that…but what I was saying is that aperature/shutter speed are more linear hence they relate better ( to me ) with light control.
And yes, iso relates to sensitivity but that sensitivity is much greater from film to film depending on the iso and type of film ( film vs. slide ) such that it represents more of an exponential factor.
One cannot ignore the type of film one is using ( iso ) ie. the same aperature/shutter combination will simply not work for another iso rated film. Hence ‘exposure’ is more than just an aperature/shutter consideration.
So in the end you have 2 considerations:
Iso and aperature/shutter speed
or in the controls:
exposure and lighting.
Houdini Lounge » What is up with light "Exposure"?
- BabaJ
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Hi Nick,
I have seen this control that you are speaking of although since I'm new to Houdini and have been working on my first project for the past year I haven't got to the finer details of lighting/rendering other than getting some simple render set just to know what I have will “work”.
I do have a background in using film…use to be an outdoor photographer and took thousands of pictures.
If the exposure control is like an exponential factor vs. the lighting being a linear one then to me this control you speak of does make sense to me, even though it does not have a direct correspondance to using film in real life, it does conceptually.
To me the lighting ( its linear aspect ) relates to the aperture/shutter speed relationship while the iso relates to the exposure.
Even with the same iso film an aperature change of one f-stop at the lower end of the lens' limit will not yeild the same comparable result( same change of aperature eg. alter one f-stop) of aperature/shutter speed at the other end of the lens' limit. So in a certain way its not really linear, but what is constant is the particular iso film being used and an aperature/shutter cominbation for that particular film.
But those differences as I just mentioned going from one end of a lens' capacity to another is even more exagerated when you compare two different types of films. Like for the same scene I would sometimes switch out from an iso 800 print film to a 25 slide film. And the required aperature/shutter combinations are very much different between the two films to get intended results.
I liken this as the exposure control ( again as you say - assuming its exponential ) - one exposure level (iso) compared to another exposure level will not give you the same range/results with your lighting control(aperature/shutter).
Perhaps this is just all ‘graphic’ semantics…shall we call exposure iso?…I don't think so..after all not all animation scenes have the intention of depicting something in real life…my own project that I am working on has nothing to do with what one would see in real life…so maybe changing the name to reflect a ‘physical’ camera might not be a good idea.
I have seen this control that you are speaking of although since I'm new to Houdini and have been working on my first project for the past year I haven't got to the finer details of lighting/rendering other than getting some simple render set just to know what I have will “work”.
I do have a background in using film…use to be an outdoor photographer and took thousands of pictures.
If the exposure control is like an exponential factor vs. the lighting being a linear one then to me this control you speak of does make sense to me, even though it does not have a direct correspondance to using film in real life, it does conceptually.
To me the lighting ( its linear aspect ) relates to the aperture/shutter speed relationship while the iso relates to the exposure.
Even with the same iso film an aperature change of one f-stop at the lower end of the lens' limit will not yeild the same comparable result( same change of aperature eg. alter one f-stop) of aperature/shutter speed at the other end of the lens' limit. So in a certain way its not really linear, but what is constant is the particular iso film being used and an aperature/shutter cominbation for that particular film.
But those differences as I just mentioned going from one end of a lens' capacity to another is even more exagerated when you compare two different types of films. Like for the same scene I would sometimes switch out from an iso 800 print film to a 25 slide film. And the required aperature/shutter combinations are very much different between the two films to get intended results.
I liken this as the exposure control ( again as you say - assuming its exponential ) - one exposure level (iso) compared to another exposure level will not give you the same range/results with your lighting control(aperature/shutter).
Perhaps this is just all ‘graphic’ semantics…shall we call exposure iso?…I don't think so..after all not all animation scenes have the intention of depicting something in real life…my own project that I am working on has nothing to do with what one would see in real life…so maybe changing the name to reflect a ‘physical’ camera might not be a good idea.
Edited by BabaJ - Sept. 19, 2016 14:48:43
Houdini Indie and Apprentice » World Coordinates of PathCV node
- BabaJ
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No need to be sorry…no one is obligated to answer or comment on my questions.
Everyones response is very much appreciated as people are giving their time freely.
And the addition ofto my expression makes it work like a charm.
Thanks for that imput edward.
I think I would benefit from studying ‘matrix’ math as my only level of understanding goes up to basic trigonometry.
The reason I say that is because when I looked at the worldTransform in the docs its showing it as ‘returning’ a Matrix4 ( which makes my mind glaze over as I don't know what to do with that/make sense of ) and the extractTranslates as ‘returning’ a vector3 - which for me is easier to understand.
So, yeah..beefing up the geometry math could probably go a long way into making sense of the docs in digging into them more thorougly, and understanding how they can work together like - worldTransform().extractTranslates()
Everyones response is very much appreciated as people are giving their time freely.
And the addition of
[2]
Thanks for that imput edward.
I think I would benefit from studying ‘matrix’ math as my only level of understanding goes up to basic trigonometry.
The reason I say that is because when I looked at the worldTransform in the docs its showing it as ‘returning’ a Matrix4 ( which makes my mind glaze over as I don't know what to do with that/make sense of ) and the extractTranslates as ‘returning’ a vector3 - which for me is easier to understand.
So, yeah..beefing up the geometry math could probably go a long way into making sense of the docs in digging into them more thorougly, and understanding how they can work together like - worldTransform().extractTranslates()
Houdini Indie and Apprentice » World Coordinates of PathCV node
- BabaJ
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Hi edward,
Thanks for replying, but yeah that's why I said basically my python syntax is good but maybe I'm not applying the function in the right way, or maybe my expectations of what it can be used for; Because it doesn't work.
I originaly used :
but changed it to your format, and still no results; no errors either.
The results still come to the value of 0 instead of 6 ( which is what it should be ).
Including the file as an example.
Thanks again
Thanks for replying, but yeah that's why I said basically my python syntax is good but maybe I'm not applying the function in the right way, or maybe my expectations of what it can be used for; Because it doesn't work.
I originaly used :
Ref_Pcv = hou.node('/obj/subnet1/pathcv1')
result = Ref_Pcv.worldTransform().extractTranslates()
return result
but changed it to your format, and still no results; no errors either.
The results still come to the value of 0 instead of 6 ( which is what it should be ).
Including the file as an example.
Thanks again
Edited by BabaJ - Sept. 19, 2016 09:17:37
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