Your very welcome.
Another v useful expression is: opdigits(“path”)
it's commonly used like this opdigits(“.”) ..ie, on it's own object. This expression gives you the ending number of any object.
ie,
geo1
geo2
geo3
if you put opdigits(“.”) in the tx channel, then each object would be at x=. This is a pretty useful expression when used with $OS.
BTW, the syntax is different as $OS is a shorthand for opname(“.”) and existed before opname(“.”) was around. It's in fact a throwback from Prisms which was the pre-cursor to the Houdini we know and love:
http://clustr.com/images/news/854/sfx_05.jpg [clustr.com]
Sage was the stand-alone node based add-on to Prisms which looks v much like Houdini does now (surprisingly so)!
http://clustr.com/images/news/854/sfx_04.jpg [clustr.com]
..I digress.
Softimage to Houdini guides
226139 335 9- paul
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- jordibares
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paul
http://clustr.com/images/news/854/sfx_05.jpg [clustr.com]
Sage was the stand-alone node based add-on to Prisms which looks v much like Houdini does now (surprisingly so)!
http://clustr.com/images/news/854/sfx_04.jpg [clustr.com]
..I digress.
Those node-graphs are still totally readable, and probably useable, using today's conventions
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Finally wrapped General concepts now I think… collapsed it all into one single PDF with frame numbers and well.. I will move now into the materials area as promised.
The chapters are still available inside a folder so you can pick that up if you want, not better, just lighter.
:-)
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_GeneralConcepts.pdf
Enjoy
The chapters are still available inside a folder so you can pick that up if you want, not better, just lighter.
:-)
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_GeneralConcepts.pdf
Enjoy
Edited by - 2014年5月6日 09:46:17
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First installation of shading
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_Shading_Introduction.pdf
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_Shading_Introduction.pdf
Edited by - 2014年5月6日 09:46:22
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Jordy, tanks a billion, this is really wonderfull progressing in this land in conjunction with this pdf.
Don't know if devs listen but i'm dealing with some troubles with bevel and polyextrude…
Bevel misses “keep points shared” options of the polyextrude sop..
…and polyextrude sop misses badly collision management with insets and corners (so the bevelop too)
Don't know if devs listen but i'm dealing with some troubles with bevel and polyextrude…
Bevel misses “keep points shared” options of the polyextrude sop..
…and polyextrude sop misses badly collision management with insets and corners (so the bevelop too)
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NNois
Don't know if devs listen but i'm dealing with some troubles with bevel and polyextrude…
Bevel misses “keep points shared” options of the polyextrude sop..
…and polyextrude sop misses badly collision management with insets and corners (so the bevelop too)
Rest assured, we're here
Do you mind logging a pair of bugs for these, with a scene attached (and preferably some ‘expected result’ type thing).
Halfdan Ingvarsson
Senior Developer
Side Effects Software Inc
Senior Developer
Side Effects Software Inc
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Well… this one took me a bit of time… I am sure you will see why… ;-)
Let me know if there is many mistakes or you see issues…
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_Shading_2_MiaMaterialVsMantraSurface.pdf
BTW, you will notice I have removed the folder with the chapters by themselves as they are now obsolete plus rename the chapters of the shading so they indicate the order to read them. They have slide numbers though but there you go..
Enjoy
Let me know if there is many mistakes or you see issues…
https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP [dropbox.com]
HoudiniGuides_Shading_2_MiaMaterialVsMantraSurface.pdf
BTW, you will notice I have removed the folder with the chapters by themselves as they are now obsolete plus rename the chapters of the shading so they indicate the order to read them. They have slide numbers though but there you go..
Enjoy
Edited by - 2014年5月6日 09:46:28
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RobW
Looking at the Houdini UI, it could benefit from some SI UI love ;-)
We have a thread for Si users thoughts on the UI. Post some thoughts
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31141 [sidefx.com]
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Very good job on shading, Jordi.
I like that you are demystifying what usually is a very overwhelming and intimidating part for new Houdini users.
Just one little nitpick. When you mention using a different subdivision level for rendering and animation, you might want to mention the “Render Polygons as Subdivisions” option at the Render tab on the Geometry node.
I understand it doesn´t give specific subdivision level options, but sometimes it´s a fast “fire and forget” option that allows for very high geometry subdivision at render time in the best Renderman-like tradition, and it´s somewhat controllable with the creaseweight attribute.
I mention this because it comes in handy for those projects where you need to subdivide but your OpenGL refuses to show it because apparently you want to break a new polygon number record.
I like that you are demystifying what usually is a very overwhelming and intimidating part for new Houdini users.
Just one little nitpick. When you mention using a different subdivision level for rendering and animation, you might want to mention the “Render Polygons as Subdivisions” option at the Render tab on the Geometry node.
I understand it doesn´t give specific subdivision level options, but sometimes it´s a fast “fire and forget” option that allows for very high geometry subdivision at render time in the best Renderman-like tradition, and it´s somewhat controllable with the creaseweight attribute.
I mention this because it comes in handy for those projects where you need to subdivide but your OpenGL refuses to show it because apparently you want to break a new polygon number record.
Javier Meroño
FX TD.
FX TD.
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