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Technical Discussion » Grouping of interconnected points on a Geo
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- Hatchery
- 133 posts
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Technical Discussion » Grouping of interconnected points on a Geo
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- Hatchery
- 133 posts
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You might want to provide and example of what you are trying to do. Also do you actually mean vertex or point. If new then the way houdini deals with all this is slightly different to other 3D apps - This explains quite nicely - https://www.tokeru.com/cgwiki/Points_and_Verts_and_Prims#Shadesails_and_verts_and_prims [www.tokeru.com]
Technical Discussion » Threadripper vs AMD Epyk
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- Hatchery
- 133 posts
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Not 100% but my understanding is that the threadrippers had a higher clock speed, so whilst over multicore the Epyc would be faster, only if the task was 100% optimised for multithreading, and im not sure FLIP is?? I mean i know it is multithreaded but are there diminishing returns over a certain number of threads?
Edited by Hatchery - 2023年9月28日 09:26:23
Houdini Lounge » What's your favorite
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- Hatchery
- 133 posts
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With all the excitement about H20 and what might or might not be added, i just thought it would be interesting to see what peoples existing favourite nodes, or bits of functionality were in Houdini?
I think my favourite node is probably the MatchSize [www.sidefx.com] node... I’d encourage anyone doing procedural work to have a good play with it. Very powerful... have used it to great time saving effect recently on a project where i needed to layout a complex group of products but then be able to swap the model of an element and everything else move accordingly
Also in recent month I’ve really started using TOPS more and more, particularly wedging to explore alternatives. Using it to automate render tasks etc..
https://www.sidefx.com/tutorials/pdg-for-design-work-pt-1-the-basics/ [www.sidefx.com]
I think my favourite node is probably the MatchSize [www.sidefx.com] node... I’d encourage anyone doing procedural work to have a good play with it. Very powerful... have used it to great time saving effect recently on a project where i needed to layout a complex group of products but then be able to swap the model of an element and everything else move accordingly
Also in recent month I’ve really started using TOPS more and more, particularly wedging to explore alternatives. Using it to automate render tasks etc..
https://www.sidefx.com/tutorials/pdg-for-design-work-pt-1-the-basics/ [www.sidefx.com]
Houdini Indie and Apprentice » If Statement error - Trying to create a group
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- Hatchery
- 133 posts
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Did you set the v@initpos? if not that will be 0,0,0 and so all points will have moved.
Attached a very crude example of it.
Attached a very crude example of it.
Houdini Indie and Apprentice » If Statement error - Trying to create a group
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- Hatchery
- 133 posts
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yeah thats no problem, i think what eaniix quite rightly pointed out is you need to run over points but then assign to the group on the prims so i think this should do the job.
if(v@P != v@initpos){ int prims[] = pointprims(0,@ptnum); foreach(int i; prims){ setprimgroup(0,'activeGroup',i,1,'set'); } }else{ setprimgroup(0,'activeGroup',@ptnum,0,'set'); }
Edited by Hatchery - 2023年8月31日 03:57:28
Houdini Indie and Apprentice » If Statement error - Trying to create a group
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- Hatchery
- 133 posts
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Would it work if you were just checking if they have a velocity above 0, or a certain value? assuming your other pieces do actually have no velocity.
Edited by Hatchery - 2023年8月30日 03:48:23
Houdini Indie and Apprentice » If Statement error - Trying to create a group
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- Hatchery
- 133 posts
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ah okay so you need to change it to: i@group_activeGroup = 1;
The previous thing was just assiging an attribute not a group.
i@group_activeGroup = 0;
if(v@P != v@initpos)
{
i@group_activeGroup = 1;
}
else
{
i@group_activeGroup = 0;
}
The previous thing was just assiging an attribute not a group.
i@group_activeGroup = 0;
if(v@P != v@initpos)
{
i@group_activeGroup = 1;
}
else
{
i@group_activeGroup = 0;
}
Houdini Indie and Apprentice » If Statement error - Trying to create a group
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- Hatchery
- 133 posts
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Does it just need the 'i' before the @ - and might be worth being explicit on the v@ too
i@activeGroup = 0;
if(v@P != v@initpos)
{
i@activeGroup = 1;
}
else
{
i@activeGroup = 0;
}
i@activeGroup = 0;
if(v@P != v@initpos)
{
i@activeGroup = 1;
}
else
{
i@activeGroup = 0;
}
Houdini Indie and Apprentice » Sorting issue..
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- Hatchery
- 133 posts
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Hello - Not quite sure if this is what you mean but if you drop down a 'Polypath' then a 'Sort' and sort by vertex order, each of the connected prims will then have pt counts that are sequential along the path.
Houdini Lounge » Houdini 20 Rumors
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- Hatchery
- 133 posts
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I just want them to release it so we can shut this thread down - I know, i know, just stop looking at this thread! but its so damn addictive looking for those tantalizing teasers

Technical Discussion » Geometry Basics
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- Hatchery
- 133 posts
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This really help me get my head around it when i made the swap from max to houdini - https://www.tokeru.com/cgwiki/Points_and_Verts_and_Prims#Shadesails_and_verts_and_prims [www.tokeru.com]
Houdini Lounge » Houdini 20 Rumors
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- Hatchery
- 133 posts
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I really like the UI. I think the UX is great once once you get used to it... its a 3D framework not a typical 3D app. Yes of course there's bound to be room for incremental improvement, however as an ex 3DS Maxer one thing that infurated me about their development cycle was the constant messing with UI in a way that seem to be used to distract from a slow feature upgrade path. Houdini jumps leaps and bounds with each release.
Technical Discussion » Advice with Houdini Workstation build
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- Hatchery
- 133 posts
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Personally -
7950x (16 cores - 32 threads) and most productivity reviews put it amongst the better ones. I think 3d is very much a mix of single threaded and multi threded operations so getting a high base/boost clock will certainly help.
Id probably want to go for more RAM, 64GB min really.
GPU wise, yeah 2 x 4090s sounds amazing... ive never used more that one so cant comment on how well they play together with rendering etc... I'd go for the higher end build versions such as ASUS Strix or MSI Suprim, all that rendering/ full load could take its toll on the cheaper end of parts.
I know ECC and Xeon are 'better' workstation grade parts but never really been overly sure on how much of that is really warrented for day-to-day productivity work.
7950x (16 cores - 32 threads) and most productivity reviews put it amongst the better ones. I think 3d is very much a mix of single threaded and multi threded operations so getting a high base/boost clock will certainly help.
Id probably want to go for more RAM, 64GB min really.
GPU wise, yeah 2 x 4090s sounds amazing... ive never used more that one so cant comment on how well they play together with rendering etc... I'd go for the higher end build versions such as ASUS Strix or MSI Suprim, all that rendering/ full load could take its toll on the cheaper end of parts.
I know ECC and Xeon are 'better' workstation grade parts but never really been overly sure on how much of that is really warrented for day-to-day productivity work.
Technical Discussion » Particule to smoke
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- Hatchery
- 133 posts
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I think you can drop down a pyrosource -> initialize as "smoke"
Then drop down a volume rasterize attributes, use 'density' and play with settings to get the look you want.
Then drop down a volume rasterize attributes, use 'density' and play with settings to get the look you want.
Houdini Indie and Apprentice » Access point attribute inside a DOPNET
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- Hatchery
- 133 posts
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Can you do what you need using SopSolver in the dop - https://www.sidefx.com/docs/houdini/nodes/dop/sopsolver.html [www.sidefx.com]
Houdini Indie and Apprentice » New to houdini, love it. Some insight please
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- Hatchery
- 133 posts
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Hello - I'm from a similar back ground although I was 80% 3DS Max. Sounds like you are taking the right approach, I did the same sort of thing.
Focus on how you manipulate points, pretty much everything in houdini is based around points. Sooner of later it will start to click, but you will more than likly hit a few brick walls along the journey... it's really quite a different approach to the autodesk products, but once you get it, you'll never ever want to go back
Not exactly sure what you meant but had a play and see attached.
My journey focused quite a bit on vex, so i tend to fall back to that when im not sure how to do somthing with nodes.
I'm sure someone might know a much simpler way to do this with just standard nodes.
Focus on how you manipulate points, pretty much everything in houdini is based around points. Sooner of later it will start to click, but you will more than likly hit a few brick walls along the journey... it's really quite a different approach to the autodesk products, but once you get it, you'll never ever want to go back

Not exactly sure what you meant but had a play and see attached.
My journey focused quite a bit on vex, so i tend to fall back to that when im not sure how to do somthing with nodes.
I'm sure someone might know a much simpler way to do this with just standard nodes.
Edited by Hatchery - 2023年2月24日 12:13:58
Technical Discussion » Delete occluded geo from animated camera
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- Hatchery
- 133 posts
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Technical Discussion » opchange issue
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- Hatchery
- 133 posts
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Not spacifically about renaming but maybe somthing useful - https://www.jamesrobinsonvfx.com/tips/workflow/2021/03/26/opchange/ [www.jamesrobinsonvfx.com]
Houdini Indie and Apprentice » Motion paths
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- Hatchery
- 133 posts
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Hello - Is there a way to show motion paths at the sop level?
I see you can do at OBJ level - https://www.sidefx.com/docs/houdini/basics/motionpath.html [www.sidefx.com]
but would be really good to be able to do the same on a sop level animation geometery
I see you can do at OBJ level - https://www.sidefx.com/docs/houdini/basics/motionpath.html [www.sidefx.com]
but would be really good to be able to do the same on a sop level animation geometery
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