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Technical Discussion » COPs flow across UV islands
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- GrahamDClark
- 283 posts
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As well as Mattias Malmer's solutions have a look at Yancy Lindquist's https://vimeo.com/yancyquist [vimeo.com]
Technical Discussion » Houdini on 3D displays
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- GrahamDClark
- 283 posts
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There's a LeiaSR SDK, have no idea if that could work with Houdini.
For just outputting the scene viewer, that monitor has SBS in option. You could make a stereo CAM and SBS the views out through COPs but you'd still have the lame window frame on top bottom and sides. grr Houdini still wont go full screen view, I've RFE'd the hell out of that.
Yes this would be very cool.
For just outputting the scene viewer, that monitor has SBS in option. You could make a stereo CAM and SBS the views out through COPs but you'd still have the lame window frame on top bottom and sides. grr Houdini still wont go full screen view, I've RFE'd the hell out of that.
Yes this would be very cool.
Technical Discussion » A way to promote the 3D transform COP handles in HDA?
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- GrahamDClark
- 283 posts
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Is there a way to promote the 3D transform handles from a 3D Transform COP inside an HDA?
So user selects the HDA, and the internal transform handles work?
Python states?
Thanks, Graham
So user selects the HDA, and the internal transform handles work?
Python states?
Thanks, Graham
Mardini 2025 » Day 14 | Texture: COPS | GRAFFITI | Animation
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- GrahamDClark
- 283 posts
- オフライン
Mardini 2025 » Day 9 | Texture: COPS | WOOD | Image
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- GrahamDClark
- 283 posts
- オフライン
日本語フォーラム » フォントプレビューのベストプラクティス
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- GrahamDClark
- 283 posts
- オフライン
would be nice if middle mouse let us scroll through fonts to decide.
I made a fontpicker HDA to allow this, and keep an array of favorite fonts (by number in menu, not by name for now, will update soon)
Maybe this helps.
https://youtu.be/qm4OThEuS8E?si=XL_qJwuuvq66nrkF [youtu.be]
I made a fontpicker HDA to allow this, and keep an array of favorite fonts (by number in menu, not by name for now, will update soon)
Maybe this helps.
https://youtu.be/qm4OThEuS8E?si=XL_qJwuuvq66nrkF [youtu.be]
Technical Discussion » LOPs' UV Flood Fill filter vs Extrapolate Boundaries COP
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- GrahamDClark
- 283 posts
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use uvsample in a wrangle instead of origP and Extrapolate Boundaries, i posted here:the hip is here [www.patreon.com]
and i made my own in OCL that does better faster than that I'll post Tues
and i made my own in OCL that does better faster than that I'll post Tues
Edited by GrahamDClark - 2025年2月3日 11:31:57
Technical Discussion » COP2 Mosaic in COP?
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- GrahamDClark
- 283 posts
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the similar node in new COPs is called contact sheet cop
but i I think I recall finding it limiting compared to auto-filling old cops Mosaic, so i did an IO from cops to old cops
there's also no demosaic so i think i did some weird thing with crop cop and expressions.
but i I think I recall finding it limiting compared to auto-filling old cops Mosaic, so i did an IO from cops to old cops
there's also no demosaic so i think i did some weird thing with crop cop and expressions.
Technical Discussion » How to I read a key-value dictionary from an expression?
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- GrahamDClark
- 283 posts
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found you can also do this expression in parm:
hou.node("/stage/sopcreate1/sopnet/create/IN_pt1").geometry().point(0).attribValue('dict')['key'] hou.node("/stage/sopcreate1/sopnet/create/IN_pt1").geometry().attribValue('stuff')['it']
Edited by GrahamDClark - 2025年2月3日 00:19:24
Technical Discussion » Point stamping 'world Y' oriented shapes in Copernicus
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- GrahamDClark
- 283 posts
- オフライン
you may not need the uv to uv seam fix part so just skip it. hip files there too
gradient to bacon stamp orient:
https://www.youtube.com/watch?v=FoiIWs8cXyk [www.youtube.com]
gradient to bacon stamp orient:
https://www.youtube.com/watch?v=FoiIWs8cXyk [www.youtube.com]
Edited by GrahamDClark - 2024年8月29日 00:34:52
Technical Discussion » COP vertical random
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- GrahamDClark
- 283 posts
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sorry no time to replicate without a hip file.
recommend to dive inside the Tile Pattern COP and modify it ( i had to do this to add rgba and animated UVs a while back)
recommend to dive inside the Tile Pattern COP and modify it ( i had to do this to add rgba and animated UVs a while back)
Technical Discussion » Point stamping 'world Y' oriented shapes in Copernicus
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- GrahamDClark
- 283 posts
- オフライン
Mike I'm making some simpler ones now that just cover individual aspects like world to uv.
Technical Discussion » Point stamping 'world Y' oriented shapes in Copernicus
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- GrahamDClark
- 283 posts
- オフライン
sorry don't have a shorter vid for just this, i plan to make one that shows the orient method and the sprite attribute method, maybe Ill just show stamped gradient, but i do have a vid that covers world orient to uv: https://www.youtube.com/watch?v=nqpovSR1nJ8&t=5s [www.youtube.com]
Technical Discussion » Copernicus: How to do fisheye distortion?
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- GrahamDClark
- 283 posts
- オフライン
jlaitThanks Jeff, that's awesome.
This is my go-to for references for raw OpenCL functions.
https://www.khronos.org/files/opencl-1-2-quick-reference-card.pdf [www.khronos.org]
here's an openCV one if it helps anyone, hip link here too:https://www.youtube.com/watch?v=IicwSX2od4Y. [www.youtube.com] just make sure to match the aspect, so 1 for your example here. EDIT sorry posted vex version first, OCL version added now
Edited by GrahamDClark - 2024年8月25日 19:27:37
Technical Discussion » How to bake texture to other uv in Copernicus
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- GrahamDClark
- 283 posts
- オフライン
Use a COPs out of rasterized UV map and then labs maps baker which is non-procedural, or,
Inside of COPs, defer baking and keep procedural, use uvsample() in SOPs or COPs: wrangle COP:
@C = uvsample(1, "uv_new", "uv", v@P);
Will make a shorter vid showing just this, but for now its in here:https://youtu.be/nqpovSR1nJ8?si=YIrM2tnA_5AX9fEo&t=1190 [youtu.be]
That gets slow live, and if your UVs are static no need to keep it live, so bake it by inserting a ROP save image after that wrangle COP, then file COP it back in to you COP network and pipe that into a texture sample COP to put your texture into that other uv, and then ROP image render that texture
Inside of COPs, defer baking and keep procedural, use uvsample() in SOPs or COPs: wrangle COP:
@C = uvsample(1, "uv_new", "uv", v@P);
Will make a shorter vid showing just this, but for now its in here:https://youtu.be/nqpovSR1nJ8?si=YIrM2tnA_5AX9fEo&t=1190 [youtu.be]
That gets slow live, and if your UVs are static no need to keep it live, so bake it by inserting a ROP save image after that wrangle COP, then file COP it back in to you COP network and pipe that into a texture sample COP to put your texture into that other uv, and then ROP image render that texture
Edited by GrahamDClark - 2024年7月25日 14:01:49
Technical Discussion » Attribute from uv islands
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- GrahamDClark
- 283 posts
- オフライン
i just happen to be uv islanding now.
like jsmack says connectivity sop, then if you want to go your way with a groups_from_name sop , follow it with a group_rename sop and use that multiparm so just one node to rename.
hopefully that's what you're looking for
like jsmack says connectivity sop, then if you want to go your way with a groups_from_name sop , follow it with a group_rename sop and use that multiparm so just one node to rename.
hopefully that's what you're looking for
Houdini Lounge » H20.5 - can we just ditch OBJ?
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- GrahamDClark
- 283 posts
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While using LOPs as the new OBJ, you may run into an issue in 20.5.238.
It often makes workflow sense to split to two 3D views left/right, have a LOPS level 3D view open, and a SOP level view in SOPs or COPs. But if the LOPs level view is also Vulkan vs Karma then it can get hosed, similar to early v20 had visibility issue and crashes with visualizing SOP attribute and bouncing between LOP and SOPs 3D view.
A bug temp fix is to tear off a pane tab copy of the bugged Vulkan view and both refresh and usually stays stable.
Also redisplay flagging the steps in LOPs helps get back lost textures if using COPs geo.
I'm sure Sidefx will have these glitches fixed soon.
It often makes workflow sense to split to two 3D views left/right, have a LOPS level 3D view open, and a SOP level view in SOPs or COPs. But if the LOPs level view is also Vulkan vs Karma then it can get hosed, similar to early v20 had visibility issue and crashes with visualizing SOP attribute and bouncing between LOP and SOPs 3D view.
A bug temp fix is to tear off a pane tab copy of the bugged Vulkan view and both refresh and usually stays stable.
Also redisplay flagging the steps in LOPs helps get back lost textures if using COPs geo.
I'm sure Sidefx will have these glitches fixed soon.
Solaris and Karma » Extract Solaris Camera Position to SOP Geometry
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- GrahamDClark
- 283 posts
- オフライン
Solaris and Karma » Extract Solaris Camera Position to SOP Geometry
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- GrahamDClark
- 283 posts
- オフライン
For camera position compared to geo there's a few ways, one is to use a lop camera import obj, then object merge (with 'into this object' on) that into a sop modify LOP with unpack on. That gives you the camera origin as a point to compare position to any geometry. There's a distance from geometry node that outputs a dist attribute that can then go into a remap attribute so it takes the camera dist range from 0 to whatever so its between 0 an 1 and rename it to Cd or other.
For cam angle to points or prim I'm not aware of a non-vex way.
If you need more camera parameters than than cam pos you can get cam path + the parameter names then the values in vex in a point wrangle.
You can also use usd vex in sops to get that. Or you can change attributes in a wrangle LOP with run over points and use USD vex to get camera info. etc but its vex or vops.
For cam angle to points or prim I'm not aware of a non-vex way.
If you need more camera parameters than than cam pos you can get cam path + the parameter names then the values in vex in a point wrangle.
You can also use usd vex in sops to get that. Or you can change attributes in a wrangle LOP with run over points and use USD vex to get camera info. etc but its vex or vops.
Work in Progress » Substance Designer nodes recreated in Houdini In OpenCL
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- GrahamDClark
- 283 posts
- オフライン
pashakabushLook forward to seeing what you do in 20.5 inside COPs with all this amazing groundwork done here.
Yeah! New Cop Nodes look great, I've been waiting for a long time for something like that.
Unfortunately made all those SD nodes like 3 days before the houdini 20.5 sneak peek, so yeah
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