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Technical Discussion » Extract only the outside mesh of a fluid mesh
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- Pagefan
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Instead of the for each loop you can just create a partition sop, wire that in the ray sop and then extract the class primitive attribute. Reference this one in the delete sup using prim instead of point. Nice use of the ray sop though, handy fellow…
Technical Discussion » Procedurally fuse pairs of points
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- Pagefan
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Houdini Lounge » orient transform pivot !
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- Pagefan
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There you go:
http://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
a +1 for me as well…
You could move the edit transform sort of to the center with the translate arrows (still in pivot mode) or create some helper geometry but that slows modeling down considerably.
http://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
a +1 for me as well…
You could move the edit transform sort of to the center with the translate arrows (still in pivot mode) or create some helper geometry but that slows modeling down considerably.
Houdini Lounge » orient transform pivot !
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- Pagefan
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If you follow these instructions it should work…(i think)
- select primitive
- tab -> transform
- get in to the pivot mode (“-key)
- select two edges (the transformer should now be aligned to your surface)
- get out of pivot mode (”-key again)
- rmb the transform again and then select snap to -> centroid
- select primitive
- tab -> transform
- get in to the pivot mode (“-key)
- select two edges (the transformer should now be aligned to your surface)
- get out of pivot mode (”-key again)
- rmb the transform again and then select snap to -> centroid
Work in Progress » grass & more ...
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- Pagefan
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In the vopsop add a parameter vop and wire it into the parameter on the vopnode's parameter you want in your DA interface. That way it gets promoted to the vopsop node. From there promote it like normal parameters in a DA.
Technical Discussion » Import Displacement Variable
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- Pagefan
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hmmm in rsl/rib/prman you can merge the displacement shader and the surface shader in one which is nice, saves a lot of typing.
If you want to use only bump displacements you could do that in the surface shader as well since it doesn't involve writing N (N is a read only variable in the surface shader context).
If you want to use only bump displacements you could do that in the surface shader as well since it doesn't involve writing N (N is a read only variable in the surface shader context).
Technical Discussion » Import Displacement Variable
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- Pagefan
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If you are developing your shader in vops you can use the new material setup from houdini which basically is One Shader That Rules Them All, or rather context. You still have to output the displacement on the displacement output and the volume on the volume output etc. But this way you can reuse parts of your network more easily, no need to copy them around.
In vex you do have to copy text around or use include files to reuse code from the displacement shader or use the dimport function.
In vex you do have to copy text around or use include files to reuse code from the displacement shader or use the dimport function.
Houdini Lounge » Fracture/crack along existing edges
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- Pagefan
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Houdini Indie and Apprentice » Time shfit offset in Chops ... what i do wrong ?
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- Pagefan
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Oh well if you can figure out the For Each then afterwards everything becomes child's play

Houdini Indie and Apprentice » Growing Plantation
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- Pagefan
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Houdini Indie and Apprentice » Time shfit offset in Chops ... what i do wrong ?
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- Pagefan
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Hi James,
on the chopnet1 -> geometry -> common tab, set the units to frames instead of seconds. Then on the channel tab but $NFRAMES in the end parameter,
or
put $TEND in the end parameter and leave everything as is.
In the current setup the units in CHOPS are measured in seconds. The data will be fetched at 0 till 10 seconds so only play the first 264 frames (Houdini starts counting at 0 in this case).
on the chopnet1 -> geometry -> common tab, set the units to frames instead of seconds. Then on the channel tab but $NFRAMES in the end parameter,
or
put $TEND in the end parameter and leave everything as is.
In the current setup the units in CHOPS are measured in seconds. The data will be fetched at 0 till 10 seconds so only play the first 264 frames (Houdini starts counting at 0 in this case).
Technical Discussion » Static variables in HScript
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- Pagefan
- 519 posts
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Technical Discussion » Eigenvalue VOP
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- Pagefan
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After writing my own eigenvalue vex code I noticed in VOPs that there is an Eigenvalue VOP (and also a vex function). No help card available but I guess it work like this:
- Put in a matrix 3x3
return:
- The number of roots,
- in an array the real value of the roots,
- and/or the imaginary value of the roots (or the imaginary part of the roots)
Is this correct?
- Put in a matrix 3x3
return:
- The number of roots,
- in an array the real value of the roots,
- and/or the imaginary value of the roots (or the imaginary part of the roots)
Is this correct?
Technical Discussion » Static variables in HScript
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- Pagefan
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Technical Discussion » Does the copy sop favor a certain axis?
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- Pagefan
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I was trying to have some fun with copying boxes on a slope/grip and noticed that my boxes weren't aligned as I expected. They did follow the slope but all pointed in a different correction.
Now when I made the same setup but rotated the slope 90 degrees around the y-axis, the boxes did align :shock:
What magic is going on here? Bugs? Lack of coffee, some special weird math stuff going on (or should I start reading the manual again :? )?
Cheers,
Hans
Now when I made the same setup but rotated the slope 90 degrees around the y-axis, the boxes did align :shock:
What magic is going on here? Bugs? Lack of coffee, some special weird math stuff going on (or should I start reading the manual again :? )?
Cheers,
Hans
Houdini Lounge » simple fractured object workflow
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- Pagefan
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Have a look at the attached file.
Most of them are the standard values and settings on the nodes. The only adjustment is on the RBD Fractured Object node. In the groupmask put piece*, this will ensure that only the shattered pieces are pulled into the simulation and not the inside and outside group that are created by the shattered tool. Secondly, on the collision -> surface tab I changed the surface representation from points to edges. This will take care of some self intersection that might happen when the pieces break.
Most of them are the standard values and settings on the nodes. The only adjustment is on the RBD Fractured Object node. In the groupmask put piece*, this will ensure that only the shattered pieces are pulled into the simulation and not the inside and outside group that are created by the shattered tool. Secondly, on the collision -> surface tab I changed the surface representation from points to edges. This will take care of some self intersection that might happen when the pieces break.
Technical Discussion » trying to study microSolver, but how ??, please enlight me!!
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- Pagefan
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Peter Claes wrote a paper on it at Bournemouth. Think he posted a link on Odofrce or check Bournemouth. Do a little searching and you should find it.
Technical Discussion » voronoi forEach export .obj?
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- Pagefan
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Hey Fred,
if all the pieces are in a separate groups you can use the foreach for that. Either select the by group or by value, put a delete sop in the foreach and delete everything but the current piece(in case of the by value option) and then pipe that in a file sop or rop geometry.
if all the pieces are in a separate groups you can use the foreach for that. Either select the by group or by value, put a delete sop in the foreach and delete everything but the current piece(in case of the by value option) and then pipe that in a file sop or rop geometry.
Technical Discussion » issue with {}
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- Pagefan
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Technical Discussion » voronoi constant width cell borders
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- Pagefan
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Hey Kustaa,
I am hacking my way through Advanced Renderman and there is a paragraph describing the voronoi-noise including normalizing the veins. Have a look at this code (it's all in proper vex). You compile it to an otl with the command vcc -l MyVoronoi.otl voronoi.vfl
Cheers,
Hans
I am hacking my way through Advanced Renderman and there is a paragraph describing the voronoi-noise including normalizing the veins. Have a look at this code (it's all in proper vex). You compile it to an otl with the command vcc -l MyVoronoi.otl voronoi.vfl
Cheers,
Hans
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