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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.
Houdini Indie and Apprentice » Houdini NC license to Inde license
- Enivob
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NC files should open, they just downgrade your license to NC so you still render with a logo.
There is also a conversion page for such files here:
https://www.orbolt.com/upgrade-houdini-files [orbolt.com]
There is also a conversion page for such files here:
https://www.orbolt.com/upgrade-houdini-files [orbolt.com]
Technical Discussion » Make Cd greyscale vex
- Enivob
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Technical Discussion » Is there a way to access random source groups in the scatter node?
- Enivob
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Under the Vornoi Fracture node make sure you generate groups and type the piece prefix to be the word “piece”.
Then in your Copy network use an ObjectMerge to bring in all the pieces. Follow that up with a Delete node set to delete non-selected. Inside the group field of the delete use a stamp on the group name to select one of the pieces from the group.
This video shows how to create this setup around 16 minutes into it.
https://vimeo.com/146794995 [vimeo.com]
Then in your Copy network use an ObjectMerge to bring in all the pieces. Follow that up with a Delete node set to delete non-selected. Inside the group field of the delete use a stamp on the group name to select one of the pieces from the group.
piece`stamp("../copy1","rnd_index",0)`
https://vimeo.com/146794995 [vimeo.com]
Houdini Learning Materials » Growth Propagation In Houdini (Question regarding adding material)
- Enivob
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Materials can be added at the top level to a SOP object, there is a Materials tab for that.
But you can just drop down a Material node anywhere along your network chain. Material nodes also have a group field that can be leveraged. So the material only applies to part of an object defined by a group.
But you can just drop down a Material node anywhere along your network chain. Material nodes also have a group field that can be leveraged. So the material only applies to part of an object defined by a group.
Technical Discussion » CHOPs variable limiting
- Enivob
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You can re-map a CHOPs value by dropping down a Math node and switching to the Range tab. Here you can fit one value range to another.
Edited by Enivob - July 12, 2016 09:47:00
Houdini Learning Materials » Array in VEX
- Enivob
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Have you looked at the VEX documentation?
https://www.sidefx.com/docs/houdini15.0/vex/arrays [sidefx.com]
https://www.sidefx.com/docs/houdini15.0/vex/arrays [sidefx.com]
Technical Discussion » RBD - objects suddenly stop moving, although they have some "momentum"
- Enivob
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It is called ‘sleeping’. Try turning off Enable Sleeping on the broken_ball node inside the PartitionBall1 network.
The solver attempts to put participants to sleep after a certain amount of time.
The solver attempts to put participants to sleep after a certain amount of time.
Edited by Enivob - July 11, 2016 08:55:03
Technical Discussion » Get viewport selection with python callback.
- Enivob
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You may want to poke around on the scripting forum on OdForce. I have seen related topics come up a few times.
http://forums.odforce.net/topic/25237-python-returning-currently-selected-face-and-then-growing-the-selectio/#comment-147403 [forums.odforce.net]
http://forums.odforce.net/topic/25237-python-returning-currently-selected-face-and-then-growing-the-selectio/#comment-147403 [forums.odforce.net]
Edited by Enivob - July 9, 2016 09:45:31
Houdini Lounge » Problems with scene rendering
- Enivob
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That is the nature of reflection and refraction. The colors from the environment are calculated through the surface. If you don't want to see that you can turn it off at the material level. Dive into the basicliquid material and locate the Settings tab. Set the value for Inside IOR to 1.0.
The IOR or Index of Refraction is a mathematical light bending algorithm used to simulate the light passing through a surface. You can emulate various materials from water to diamonds by simply setting the appropriate IOR.
http://www.pixelandpoly.com/ior.html [pixelandpoly.com]
The IOR or Index of Refraction is a mathematical light bending algorithm used to simulate the light passing through a surface. You can emulate various materials from water to diamonds by simply setting the appropriate IOR.
http://www.pixelandpoly.com/ior.html [pixelandpoly.com]
Edited by Enivob - July 9, 2016 09:41:35
Houdini Learning Materials » Tutorial, Rendering Flip Fluids
- Enivob
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Try searching YouTube and Vimeo as well.
The flooded Hallway series shows the entire FLIP workflow.
https://vimeo.com/107992536 [vimeo.com]
The flooded Hallway series shows the entire FLIP workflow.
https://vimeo.com/107992536 [vimeo.com]
Edited by Enivob - July 9, 2016 09:28:12
Technical Discussion » Houdini not working (hanging) on OSX Yosemite Version 10.10.5
- Enivob
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Have you tried using the latest version of Houdini? It looks like you are installing version H13.
Try posting your Mac hardware specs or review the system requirements.
Houdini 15.5 does not work with most Mac hardware. Especially low-end machines.
Try posting your Mac hardware specs or review the system requirements.
Houdini 15.5 does not work with most Mac hardware. Especially low-end machines.
Edited by Enivob - July 8, 2016 09:48:21
Technical Discussion » Attach Geometry to 2 other Geometries
- Enivob
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For general topics you may want to try the Search bar along the top. I found this post by searching on the word “spring”.
https://www.sidefx.com/forum/topic/35105/ [sidefx.com]
https://www.sidefx.com/forum/topic/35105/ [sidefx.com]
Houdini Indie and Apprentice » Crowds change behavior from run to climb
- Enivob
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Attributes can be added to the crowd system inside the CrowdSource node. Just insert an AttributeWrangle before the OUT node and type in your new attributes.
You can then reference those attributes inside the CrowdSim network. For example change the CrowdTrigger (orange node) type to Custom VEX Expression and the node essentially becomes a wrangle where you can examine any attribute and use logic to set the @itrigger as necessary.
You can then reference those attributes inside the CrowdSim network. For example change the CrowdTrigger (orange node) type to Custom VEX Expression and the node essentially becomes a wrangle where you can examine any attribute and use logic to set the @itrigger as necessary.
Technical Discussion » HOW TO ANIMATE NODE COLOR ?
- Enivob
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You just ALT-Click on the word Color next to any color swatch. This will add a keyframe for that current color at the current time in the timeline. Change to a new frame and then pick a new color, then ALT-CLICK again to lock in that keyframe.
The numeric RGB color fields will turn GREEN to indicate there is a keyframe on them.
The numeric RGB color fields will turn GREEN to indicate there is a keyframe on them.
Edited by Enivob - July 6, 2016 10:31:09
Houdini Indie and Apprentice » Network render with Indie?
- Enivob
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But in reality Houdini Indie 15.5 will not generate an IFD file. It just errors out when you try to use that feature.
Houdini Learning Materials » Make Breakable question (in Go Procedural > hguide_01_quickstart.pdf)
- Enivob
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How do I fix this problem?After you make breakable use the Glue Adjacent shelf tool to glue all the pieces together.
Technical Discussion » Audio driven particle birth
- Enivob
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That is what the path inside the chop() function is for. The path specifies where the data is coming from (i.e. your chop network output). Where you paste the line of code indicates where the data is going to. Try pasting your chop() function in the Const. Birth Rate field.
To determine the path for your case, you have to have a CHOP network in your scene. When you start typing the word chop( and you get to the typing of the quote character ", Houdini will prompt you with a list of possible sources to form the bread-crumb trail to your data. Each time you type a new slash character / you will get a new list possible paths you can take at that time.
NOTE: The channel name will not automatically appear in a list, you have to know it and type it manually to complete the path. In my example path, the channel name happened to be kick. Houdini defaults to a name called chan0 for mono sources and a pair chan0, chan1 for a stereo image. So you can use the left channel of a song to control one parameter and the right channel to control another.
Typically audio will import in the range of -1 to 1. So I follow up a file import with a limit and envelope. This will change your audio amplitude range into the value of 0-1. Then you can just use a fit01 along with the chop() to remap the audio value into a usable range for whatever target field you like. (i.e. 0-360, 0-1000, etc…)
A thousand particles are emitted when the beat is loud, less as the amplitude drops off over time.
To determine the path for your case, you have to have a CHOP network in your scene. When you start typing the word chop( and you get to the typing of the quote character ", Houdini will prompt you with a list of possible sources to form the bread-crumb trail to your data. Each time you type a new slash character / you will get a new list possible paths you can take at that time.
NOTE: The channel name will not automatically appear in a list, you have to know it and type it manually to complete the path. In my example path, the channel name happened to be kick. Houdini defaults to a name called chan0 for mono sources and a pair chan0, chan1 for a stereo image. So you can use the left channel of a song to control one parameter and the right channel to control another.
Typically audio will import in the range of -1 to 1. So I follow up a file import with a limit and envelope. This will change your audio amplitude range into the value of 0-1. Then you can just use a fit01 along with the chop() to remap the audio value into a usable range for whatever target field you like. (i.e. 0-360, 0-1000, etc…)
A thousand particles are emitted when the beat is loud, less as the amplitude drops off over time.
fit01(chop("../../chopnet1/file1/chan0"),0,1000)
Edited by Enivob - July 5, 2016 15:04:48
Technical Discussion » Audio driven particle birth
- Enivob
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You can fetch data from a CHOP network using the chop function.
I put together a short video on how to leverage the amplitude from a sound wave to drive position along path but you may be able to modify it to drive particle birth rate.
https://vimeo.com/117402380 [vimeo.com]
chop("../music/AMPLITUDE_OUT/kick")
I put together a short video on how to leverage the amplitude from a sound wave to drive position along path but you may be able to modify it to drive particle birth rate.
https://vimeo.com/117402380 [vimeo.com]
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