I really like the way the new “for loops” surround the affected nodes with a flexible colored field.
Is there a way to create it, or are we limited with the network box for visual grouping?
Found 9 posts.
Search results Show results as topic list.
Houdini Lounge » Network box with the"for loop" style?
- Mattias Magito
- 9 posts
- Offline
Houdini Lounge » vopsop H14?
- Mattias Magito
- 9 posts
- Offline
My attribute was created using an AttributeCreate before the AttribVOP…i just manipulated the existing attribute.
In the AttribCreate I gave it a local variable name, but that disappears in the VOP, so I need some way to create it again.
As mentioned, the add attribute inside the VOP makes the local variable name, but gives all points the same value so it's useless.
As a temp solution i used an AttribCreate after the VOP and unchecked “write values”, just to give it a local variable name to use in a delete sop, but that's an extra node for no good reason, so I hope there's a way to do it in VOPs.
why is the varmap even a thing? Just being able to use any attribute as it is would be ideal no?
In the AttribCreate I gave it a local variable name, but that disappears in the VOP, so I need some way to create it again.
As mentioned, the add attribute inside the VOP makes the local variable name, but gives all points the same value so it's useless.
As a temp solution i used an AttribCreate after the VOP and unchecked “write values”, just to give it a local variable name to use in a delete sop, but that's an extra node for no good reason, so I hope there's a way to do it in VOPs.
why is the varmap even a thing? Just being able to use any attribute as it is would be ideal no?
Houdini Lounge » vopsop H14?
- Mattias Magito
- 9 posts
- Offline
Bind works, but I seem to be unable to create a local variable name with that node..so how does that work now?
Add attribute can create the local variable name, but all my points ends up with the same value.
Add attribute can create the local variable name, but all my points ends up with the same value.
Houdini Lounge » Houdini 14 Wishlist
- Mattias Magito
- 9 posts
- Offline
Proper Edge support! getting edge lengths is often very useful, but quite a pain to do currently.
I wanted to build a ragdoll, but right away encountered a few problems.
The hinge constraint needs angle limits, and a breakable threshold.
Damping and spring can be added with an angular spring constraint, but adding it straight onto the hinge one would be convenient.
Add a checkbox in the rbd solver to ignore collision between pieces that are intersecting before the sim starts. For instance, if the upper and lower arm of my ragdoll intersect at the elbow (intentionally) and I want to control that joint with constraints, I don't need them to collide with each other or that the intersection causes problems.
Or maybe add a ragdoll shelf tool.
How about a node in VOPSOPs where you can switch between add/subtract/divide/multiply? If you are just experimenting it's really a pain to throw out a new node and reconnect all the wires when you wanna try something out.
I suppose that's not needed if you actually know what you are doing…but for me it'd be nice
Any cons with it, rather then having 4 separate nodes?
An alternative would be a node where you just plug your inputs into A, B, C, D etc, then are allowed to type any sort of formula like (A+C)*B in free text.
Simulations affecting each other! If I pin a wire to an rbd, I expect the rbd to affect the wire, and the wire to affect the rbd.
Apparently you can do workarounds like this http://ihoudini.blogspot.se/2011/10/wire-to-rbd-feedback-in-dops.html [ihoudini.blogspot.se]
but come on…brute force that s**t.
And if this comment is correct:
“Back in houdini 8 (and 9 maybe), this worked out of the box with just a rbd constraint >.< With the new solvers, stuff like rbd/cloth mutual interaction doesn't work. ”
it's just sad.
I wanted to build a ragdoll, but right away encountered a few problems.
The hinge constraint needs angle limits, and a breakable threshold.
Damping and spring can be added with an angular spring constraint, but adding it straight onto the hinge one would be convenient.
Add a checkbox in the rbd solver to ignore collision between pieces that are intersecting before the sim starts. For instance, if the upper and lower arm of my ragdoll intersect at the elbow (intentionally) and I want to control that joint with constraints, I don't need them to collide with each other or that the intersection causes problems.
Or maybe add a ragdoll shelf tool.
How about a node in VOPSOPs where you can switch between add/subtract/divide/multiply? If you are just experimenting it's really a pain to throw out a new node and reconnect all the wires when you wanna try something out.
I suppose that's not needed if you actually know what you are doing…but for me it'd be nice
Any cons with it, rather then having 4 separate nodes?
An alternative would be a node where you just plug your inputs into A, B, C, D etc, then are allowed to type any sort of formula like (A+C)*B in free text.
Simulations affecting each other! If I pin a wire to an rbd, I expect the rbd to affect the wire, and the wire to affect the rbd.
Apparently you can do workarounds like this http://ihoudini.blogspot.se/2011/10/wire-to-rbd-feedback-in-dops.html [ihoudini.blogspot.se]
but come on…brute force that s**t.
And if this comment is correct:
“Back in houdini 8 (and 9 maybe), this worked out of the box with just a rbd constraint >.< With the new solvers, stuff like rbd/cloth mutual interaction doesn't work. ”
it's just sad.
Edited by - 2014年2月22日 19:15:20
Technical Discussion » Copy along path with orientation
- Mattias Magito
- 9 posts
- Offline
This method only seems to work on a curved line. Guess that makes sense if it's based on the tangent of a curve.
If you copy objects along a straight line, and rotate the line in space, all objects are still aligned to world space.
The sweep trick worked though.
If you copy objects along a straight line, and rotate the line in space, all objects are still aligned to world space.
The sweep trick worked though.
Houdini Learning Materials » Orbit in Houdini 13
- Mattias Magito
- 9 posts
- Offline
Thank you for the example file!
It's unfortunately a bit over my head currently but now I've got something to study.
Too bad they made something that used to be simple, quite difficult.
It's unfortunately a bit over my head currently but now I've got something to study.
Too bad they made something that used to be simple, quite difficult.
Houdini Learning Materials » Orbit in Houdini 13
- Mattias Magito
- 9 posts
- Offline
Hey again…I'm making some progress in my learning…but I ran into another node that has been removed in pops and am curious to know what replaced it.
In this case it's the Attribute transfer POP, which is still available in the popnet_old, but not in the new one.
If the idea is that the new POP should eventually replace the old one, what technique replaced it? Seemed like a very useful node to me…
In this case it's the Attribute transfer POP, which is still available in the popnet_old, but not in the new one.
If the idea is that the new POP should eventually replace the old one, what technique replaced it? Seemed like a very useful node to me…
Houdini Learning Materials » Orbit in Houdini 13
- Mattias Magito
- 9 posts
- Offline
Alright, I just noticed that there is a “POP Network - old” node, where orbit exists. So which node replaced it?
Pop axis force seems to have the same icon at least.
Another related question…There is only 3 types of emission in the new pop source….All points, Points, and Surface.
Why remove the other ones, like volume? How would i spawn particles in a geometry volume with the current pop?
This pop change basically made 90% of the tutorials out there useless which is a shame..
Pop axis force seems to have the same icon at least.
Another related question…There is only 3 types of emission in the new pop source….All points, Points, and Surface.
Why remove the other ones, like volume? How would i spawn particles in a geometry volume with the current pop?
This pop change basically made 90% of the tutorials out there useless which is a shame..
Houdini Learning Materials » Orbit in Houdini 13
- Mattias Magito
- 9 posts
- Offline
Hello
I'm following an older tutorial, probably houdini 9 or so. There's some changes since then and I have to improvise a bit to keep up, but I ran into a wall when I couldn't find the Orbit node.
Has it changed name or something?
It's in the Houdini 13 manual, and I can load the example in the help file where I can also create one…I figure it's around on some level for legacy reasons.
Anyway, whats going on there?
I'm following an older tutorial, probably houdini 9 or so. There's some changes since then and I have to improvise a bit to keep up, but I ran into a wall when I couldn't find the Orbit node.
Has it changed name or something?
It's in the Houdini 13 manual, and I can load the example in the help file where I can also create one…I figure it's around on some level for legacy reasons.
Anyway, whats going on there?
-
- Quick Links