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Houdini Lounge » walk through selections?
- probbins
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“f” is what you would use, but it is cumulative, so it adds the next point to the one you already have selected.
Houdini Indie and Apprentice » can't edit polygon which is imported from Rhino as igs file
- probbins
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Unfortunately Oat there isn't much to work with in your iges file. The only thing that transfer over was the outline. If you use the MMB on the File sop you will see all your groups are empty accept, “Existing_Building_Outline_Active”. You have essentially just a single polygon, so there is nothing to edit accept the perimeter points.
What was wrong with the dxf file? Can you convert it to a .obj file instead?
What was wrong with the dxf file? Can you convert it to a .obj file instead?
Houdini Indie and Apprentice » Rendering issues
- probbins
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Use the MMB on the error'd objects and tell us what the error message says.
And/or attach your file so we can look at it.
And/or attach your file so we can look at it.
Technical Discussion » solaris nebula effect
- probbins
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You can also do some very simple things like the attached and get interesting results.
Houdini Indie and Apprentice » making every polygone of a model it's own object?
- probbins
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Technical Discussion » ParticleFluid SDF
- probbins
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Houdini Lounge » Anybody tried 3d paint with photoshop cs4 extended?
- probbins
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The UV maps will be included in the geometry file that you save, but the texture image(s) themselves are flat planes and need to be saved as an image file. They won't be included in your geometry file.
Technical Discussion » hda transform handles,
- probbins
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I'm making a very simple rig with null objects as controls and promoting those into a digital asset.
When testing the asset, clicking on a control handle, the selection pops me down to the object level where the null object is.
How do I prevent that? I've forgotten ops:
When testing the asset, clicking on a control handle, the selection pops me down to the object level where the null object is.
How do I prevent that? I've forgotten ops:
Technical Discussion » How to uv a high poly model
- probbins
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There's a Vex Layered Surface vop you could take advantage of, it does a composite of multiple textures.
Likely for the displacements you'd use limit maps.
My opinion is that the BattleStar G. ship was overdone. Remember it was for television, and even if it was HD the screens it was being viewed on didn't warrant that level of detail.
Likely for the displacements you'd use limit maps.
My opinion is that the BattleStar G. ship was overdone. Remember it was for television, and even if it was HD the screens it was being viewed on didn't warrant that level of detail.
Technical Discussion » How to uv a high poly model
- probbins
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Wow, that's quite the model. You certainly have great patience and a hell of a lot of ram Your file filled up my 4gb and then some.
I would however rely, for the details on the hull, almost exclusively on displacement maps. They work really well in houdini.
The file I've attached is just a simple start. I created the texture map by doing a screen capture of a top view of your hull. It's used as the displacement as well. You can layer displacements and textures so you could achieve a very sophisticated and refines hull surface.
I would do your hull penetrations very early as well with cookies that just do the general shape. Again using displacements for the details.
And I wouldn't do any work on surfaces that won't be seen, like the inside surfaces of the hulls.
I would however rely, for the details on the hull, almost exclusively on displacement maps. They work really well in houdini.
The file I've attached is just a simple start. I created the texture map by doing a screen capture of a top view of your hull. It's used as the displacement as well. You can layer displacements and textures so you could achieve a very sophisticated and refines hull surface.
I would do your hull penetrations very early as well with cookies that just do the general shape. Again using displacements for the details.
And I wouldn't do any work on surfaces that won't be seen, like the inside surfaces of the hulls.
Houdini Indie and Apprentice » extruding in direction of point normals
- probbins
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Add an up vector with a point sop, then the triangles can be rotated with a transform sop.
Houdini Indie and Apprentice » Totally lost....
- probbins
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So, for further explanation a string is a set of letters and/or words that forms some sort of sentence and it is very common to require “double quotes” as a container within an expression, telling the scripting language to recognize the words as just that. Very common in that you will find this strategy used in many scripting and programming languages.
Now, the expression you created has nothing to do with math. It is saying in a straightforward way, “go to the copy sop (”../copy1“) and find the custom name(variable) that you created (”rotateshape") and use the operation(value) that that name represents.
Now, the expression you created has nothing to do with math. It is saying in a straightforward way, “go to the copy sop (”../copy1“) and find the custom name(variable) that you created (”rotateshape") and use the operation(value) that that name represents.
Technical Discussion » efficient facet
- probbins
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Technical Discussion » point velocity in DOP
- probbins
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For you method, since you are importing the value from sops, I believe Dops reads only the 1st frame of information unless you “Set Always” so that the sop data is read per frame.
Houdini Indie and Apprentice » tutorial - blowing an image away using particles
- probbins
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Houdini Indie and Apprentice » How to create points that represent objects
- probbins
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In your example, put an Add sop below each of the “objects” and turn on “Delete Geometry But Keep Points”.
Just to clarify though, these are not Objects ( in Houdini ) they are Primitives inside a single Object.
Just to clarify though, these are not Objects ( in Houdini ) they are Primitives inside a single Object.
Technical Discussion » Surface Baking
- probbins
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In the mplay window load the two images and then turn on the comparison tool “Diff”. If you don't see that toolbar go to the Profiles and make sure the Diff is Open rather than Hidden.
Technical Discussion » Surface from image stack
- probbins
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Technical Discussion » Rendering and dynamics
- probbins
- 1145 posts
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You'll need to provide us with more information before we can help, this isn't much to go on.
How big is your scene?
Can you attach an example hipnc file? A screen capture?
How big is your scene?
Can you attach an example hipnc file? A screen capture?
Houdini Lounge » stereoscopic?
- probbins
- 1145 posts
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All the versions of Houdini have the stereo camera in them and you can work in the viewport while looking through the stereo camera.
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