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Houdini Indie and Apprentice » Kamehameha's / Magical Waves - How would you create one?
- A-OC
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Houdini Indie and Apprentice » Kamehameha's / Magical Waves - How would you create one?
- A-OC
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It's pretty clear to me that is a smoke simulation. Emit density and velocity and you'll have a good start.
Houdini Indie and Apprentice » Network rendering
- A-OC
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Good day. Can I use Indie for network rendering ? i.e. mantra -H host1,host2 on the "Command" parameter in the "Driver" tab of the Mantra node
Technical Discussion » FBX Character Import possible bug
- A-OC
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Technical Discussion » FBX Character Import possible bug
- A-OC
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I'm getting a correct import in 3dsMax too.
I'm hoping there's a quick fix or workaround...
I'm hoping there's a quick fix or workaround...
Technical Discussion » FBX Character Import possible bug
- A-OC
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Technical Discussion » FBX Character Import possible bug
- A-OC
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Can you please take a look at the attached fbx.
It imports fine in Maya, but in Houdini there's something way off, using the FBX Character Import node.
( I used to be able to paste an image from the clipboard, not anymore ? )
It imports fine in Maya, but in Houdini there's something way off, using the FBX Character Import node.
( I used to be able to paste an image from the clipboard, not anymore ? )
Edited by A-OC - 2021年9月21日 15:17:19
Houdini Engine for Unreal » BUILD FAILED error
- A-OC
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Thank you.
How would I go about doing that ?
dpernuit
you will need to build the binaries with UE4.
How would I go about doing that ?
Houdini Engine for Unreal » BUILD FAILED error
- A-OC
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This is the vr template, launching to the oculus quest. I'm hoping this piece of info will help you guys help me better.
Houdini Engine for Unreal » BUILD FAILED error
- A-OC
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Hello. When I try to launch a test project, if the plugin is loaded I get the following error:
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
houdini You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
When I disable the houdini plugin, it builds fine, but then I can't use it !
I'm using Houdini 17.5.391 and UE4 4.23
Any advice ? Thank you.
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
houdini You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
When I disable the houdini plugin, it builds fine, but then I can't use it !
I'm using Houdini 17.5.391 and UE4 4.23
Any advice ? Thank you.
Technical Discussion » HQeue Madness
- A-OC
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We recently tried to setup HQ too. Long story short, we had to hire a network specialist.
Houdini Lounge » will Houdini run on this laptop?
- A-OC
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I toy around with Houdini with a GT630 ( 2GB ) and system RAM 8 GB. What I mostly miss is system RAM
Technical Discussion » Import Alembic - Unpack and Convert not working
- A-OC
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Including a hip file is always the best bet when asking questions like this one. Glad you sorted it out though.
Technical Discussion » File Reader / loader Loading highest incremented file automatically?
- A-OC
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Adrianojsmack
The definition of ‘highest’ is probably not a very consistent concept among users. Studio pipelines generally use a database for this sort of thing.
It sounds like you want a script to look at the path and parse out a version number and then glob for files that are in the same folder, grabbing the highest found. The typical way is with python in a shelf script, but it can also be put into module used by a button's callback that is added to the permanent defaults for the read nodes.
Thanks. I was digging in the topic after reading a post on facebook, someone had issues overwriting Alembics when they are in use in Houdini forcing him to restart Houdini each time the ABC had to be updated. I personally always increment geo files so i never experienced that issue. But i do have to go into the geo nodes and update the new Alembic/Obj/Fbx each time which can indeed be a bit time consuming with lots of assets. So i was hoping there would be a little line i could drop in there. “$JOB/geo/geo.version`latest`.abc” and then have a button somewhere to reload all or only selected assets.
Thanks for your time and insights. Appreciated.
If you know python you can create a spare parameter where you get that latest file, and then reference that in the main file parameter.
Technical Discussion » Sops to cops
- A-OC
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Colby WinfieldI just noticed your post … Check updated scene.
Hey, this example works great if the grid only has 1 primitive because you're specifying prim 0 in cops. I can't wrap my head around how to make this work for a more complex geometry with multiple primitives. Any idea?
Technical Discussion » SPLINE wrapping another object?
- A-OC
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You could try with particles. Check the last scene in this thread: https://www.sidefx.com/forum/topic/47556/ [www.sidefx.com]
Houdini Indie and Apprentice » How to get a Leaf Alpha in Mantra
- A-OC
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Houdini Lounge » PolyBridge to Nearest Prim
- A-OC
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Now that I'm testing this further, it will work better if you compare the face normal to the vector defined by the face center pointing to the other face. To clarify, let's define:
n1 = face normal 1
n2 = face normal 2
fc1 = face center 1
fc2 = face center 2
vec1 = normalize( fc2 - fc1 );
vec2 = normalize( fc1 - fc2 );
dot_p1 = dot( n1, vec1 );
dot_p2 = dot( n2, vec2 );
if ( dot_p1 < 0 ) flip face 1
if ( dot_p2 < 0 ) flip face 2
n1 = face normal 1
n2 = face normal 2
fc1 = face center 1
fc2 = face center 2
vec1 = normalize( fc2 - fc1 );
vec2 = normalize( fc1 - fc2 );
dot_p1 = dot( n1, vec1 );
dot_p2 = dot( n2, vec2 );
if ( dot_p1 < 0 ) flip face 1
if ( dot_p2 < 0 ) flip face 2
Houdini Lounge » PolyBridge to Nearest Prim
- A-OC
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Ok, so you do this by comparing the face pair normals. If the angle they form is less than 180, then flip the one pointing away. Technically, use the dot product function in vex.
Houdini Lounge » PolyBridge to Nearest Prim
- A-OC
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Hey, this turned out a bit more complicated than I thought.
The first thing to note is that I stole the node “create_explicit_lines” from the Connect Adjacent Pieces sop. Then, it's a matter of creating the two groups and the attribute as the piece to loop over in the for-each.
The first thing to note is that I stole the node “create_explicit_lines” from the Connect Adjacent Pieces sop. Then, it's a matter of creating the two groups and the attribute as the piece to loop over in the for-each.
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