What you describe is a linear way of working.
You can work in a linear fashion as you describe but it is not as practical as you would imagine using Houdini.
If you would translate your actions over from Max to Houdini then the difference would be that for each operation(action) you would do in Max you would put down a Node(Operation) in Houdini.
Now, the significant difference between 3ds Max and Houdini is the fact that you can split a linear flow of nodes(Operations) into 2 flows of nodes(operations). and then combine them again.
Also you can source information from a node in the chain that comes before the last node in your chain.
I am sorry that i can not exactly tell you how to do what you want because i do not have Houdini installed at the moment.
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Technical Discussion » about how to learn houdini
- Tamis
- 58 posts
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Technical Discussion » Python and permissions.
- Tamis
- 58 posts
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Wel look at help files under HOM (houdini object model).
I think the geometry class has a createPoint() function and i think there is a createFace function but i never used that.
I think the geometry class has a createPoint() function and i think there is a createFace function but i never used that.
Technical Discussion » Python and permissions.
- Tamis
- 58 posts
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Yes you are looking at Houdini as if it is a linear modeling package, it is not.
The idea is that every time you put down a new node and connect for example node A to node B, the geometry will be copied from A to B and then that node performs a operation on that geometry and shows you the result.
so,… when you want to edit the cube you need to use a node that comes with Houdini or you need to make your own using python, vex or using the HDK(C++).
Sadly i can't tell you exactly what to do because i broken Houdini and i need to reinstall it.
But i think this is approximately what you should do:
go: File->Create New Operator Type
choose python.
Give your node(Operator) a name.
Go to the node view and press tap.
type the name of your node.
press your right mouse button.
got to the last item in the menu list.
go to the Code section.
Here you can write your own python script.
the first line is something like: geo = hou.pwd().geometry
you can then do something like:
for p in geo.points():
pos =
p.position(pos)
something like that would move your points to that position.
The idea is that every time you put down a new node and connect for example node A to node B, the geometry will be copied from A to B and then that node performs a operation on that geometry and shows you the result.
so,… when you want to edit the cube you need to use a node that comes with Houdini or you need to make your own using python, vex or using the HDK(C++).
Sadly i can't tell you exactly what to do because i broken Houdini and i need to reinstall it.
But i think this is approximately what you should do:
go: File->Create New Operator Type
choose python.
Give your node(Operator) a name.
Go to the node view and press tap.
type the name of your node.
press your right mouse button.
got to the last item in the menu list.
go to the Code section.
Here you can write your own python script.
the first line is something like: geo = hou.pwd().geometry
you can then do something like:
for p in geo.points():
pos =
p.position(pos)
something like that would move your points to that position.
Technical Discussion » Python and permissions.
- Tamis
- 58 posts
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euh, this might be a stupid question but, are you trying to modify the points of a node other than than the node that is connected to your python node?
Reading you are coming from blender, this makes me think your trying to write a shelf script that modifies the points of a node?
If one of the 2 above is the case then you must understand that you can't just edit the Geometry of a node.
Only when the node is cooking will the node switch from read to write.
If you create a new python Operator“Sop Node” then in the script you can say hou.pwd() witch means “give me the node that i am executing from”.
This will mean that your python script will execute the moment your node is being cooked and so the points of that node will be in “write” mode and so you can edit the input.
Reading you are coming from blender, this makes me think your trying to write a shelf script that modifies the points of a node?
If one of the 2 above is the case then you must understand that you can't just edit the Geometry of a node.
Only when the node is cooking will the node switch from read to write.
If you create a new python Operator“Sop Node” then in the script you can say hou.pwd() witch means “give me the node that i am executing from”.
This will mean that your python script will execute the moment your node is being cooked and so the points of that node will be in “write” mode and so you can edit the input.
Houdini Lounge » SIGGRAPH 2008
- Tamis
- 58 posts
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Technical Discussion » is the P in sop vop type different with it is in vop?
- Tamis
- 58 posts
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Technical Discussion » is the P in sop vop type different with it is in vop?
- Tamis
- 58 posts
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P simply stands for position.
In SOP context it means Point Position.(sinse were essentially loop thrue all the points)
In shading Context it means the position on the model that corresponds to the pixel that is being rendered.
Be amazed of my Picture !
Pixels, Ray per pixel, Intersection Point AKA: Position “P”
Pixel||————————–>/X
Pixel||———————— >/XX
Pixel||————————>|XXX
Pixel||————————>|XXX OBJECT
Pixel||————————>|XXX
Pixel||————————->\XX
Pixel||————————–>\X
So “N” will mean the Normal of the object at that position “P”.
Or “Cd” Texture color at that position “P”
ect ect.
In SOP context it means Point Position.(sinse were essentially loop thrue all the points)
In shading Context it means the position on the model that corresponds to the pixel that is being rendered.
Be amazed of my Picture !
Pixels, Ray per pixel, Intersection Point AKA: Position “P”
Pixel||————————–>/X
Pixel||———————— >/XX
Pixel||————————>|XXX
Pixel||————————>|XXX OBJECT
Pixel||————————>|XXX
Pixel||————————->\XX
Pixel||————————–>\X
So “N” will mean the Normal of the object at that position “P”.
Or “Cd” Texture color at that position “P”
ect ect.
Technical Discussion » Using the normals of a non-fractured object?
- Tamis
- 58 posts
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If there is a face, then you can say that that face always has 4 verteces.
if there is a vertex then that vertex ALWAYS has a vertex normal.
if you don't use the normals in houdini then those verteces inherit the Normal component of the face the vertex is part of.
these components always excist:
Face
Face Normal
Verteces
Verteces Normals
if there is a vertex then that vertex ALWAYS has a vertex normal.
if you don't use the normals in houdini then those verteces inherit the Normal component of the face the vertex is part of.
these components always excist:
Face
Face Normal
Verteces
Verteces Normals
Technical Discussion » Using the normals of a non-fractured object?
- Tamis
- 58 posts
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it's a litle bit difrent.
points don't have normals, vereces do!
faces have normals but they do not effect the shading the vertex normals do.
the “point normals” in houdini (if you can call them that)basicly effect the vertex normals of the object and thats what you see renderd.
points don't have normals, vereces do!
faces have normals but they do not effect the shading the vertex normals do.
the “point normals” in houdini (if you can call them that)basicly effect the vertex normals of the object and thats what you see renderd.
Technical Discussion » installation *bug*
- Tamis
- 58 posts
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when i'm installing houdini to my D drive it gives a error Resource not found or folder resource not found, either one.
when running the buged houdini installtion it gives the same error.
Installing C works fine tho.
just to let you guys know 9.1.244
when running the buged houdini installtion it gives the same error.
Installing C works fine tho.
just to let you guys know 9.1.244
Houdini Lounge » Houdini 9.5 fluids
- Tamis
- 58 posts
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goldleaf
Could this presentation be posted online, as the color presentation was?
I'd love to see more advanced video's aswel.
Defenatly on fluids!
Houdini Lounge » Q: Houdini T-shirts for sale?
- Tamis
- 58 posts
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Houdini Lounge » Implementing Spectral Colors in Mantra Now Posted
- Tamis
- 58 posts
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Technical Discussion » Just a simple Button ;(
- Tamis
- 58 posts
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that is strange then because what i did was use the callback script sections to force the default value to 1 when pressed then in my script i set it back to 0 at the end of the script.
Technical Discussion » Just a simple Button ;(
- Tamis
- 58 posts
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i tried this.
if hou.pwd().parm(“button”).eval() > 0:
print “Button was pressed”
but this doesn't work.
any thing related to callback is not implemented yet >_>
if hou.pwd().parm(“button”).eval() > 0:
print “Button was pressed”
but this doesn't work.
any thing related to callback is not implemented yet >_>
Technical Discussion » Just a simple Button ;(
- Tamis
- 58 posts
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hey guy's,
i'm doing some python scripting and i'm tryng to implement a button.
i put the button in my asset in the parameter tab.
but i can't seam to find out how to check if the button is pressed or not.
i found out there is a callback script for a button and if i set the scripting language to python then i can write litle bits of script.
this is cool but sinse all the variables stay local to the parameter i can't use them.
also every hou module method that has anything to do with callback is not implemented.
anyone been able to get a simple button going ?
tamis van der laan
i'm doing some python scripting and i'm tryng to implement a button.
i put the button in my asset in the parameter tab.
but i can't seam to find out how to check if the button is pressed or not.
i found out there is a callback script for a button and if i set the scripting language to python then i can write litle bits of script.
this is cool but sinse all the variables stay local to the parameter i can't use them.
also every hou module method that has anything to do with callback is not implemented.
anyone been able to get a simple button going ?
tamis van der laan
Houdini Lounge » Lack of tutorials
- Tamis
- 58 posts
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SYmekGerome
Well if you take the Staff count at SESI, you will be amazed to see how few people managed to make a software such as Houdini.
I think wee all live in a constant admiration , this is why such topics exists.Regarding tutorial about Mantra, I think the basics are there, then one needs to explore. Also I think if ones has a good knowledge of 3D and Rendering (Theory), the tutorials may not be that much of a lack, if it is, well, some studies should be undertaken.
That's the main issue here. I don't have a problem to be closer to computer science, in fact I really appreciate that Houdini allows me understand 3d graphic better by not separating me from technical issues.
But this is not a point. The point is that if pure technical competence is crucial for operating Houdini, this is the best possible choice of SESI to provide such competence. Actually this is how things happen for PRMan or mental ray, there are dozens of materials which simple provide theory via its implementation. This was the only way Pixar could expect PRMan reception. Not only provide a tool, but also provide a stupid tricks for it
There is no point to say that SESI is not a university to teach people algebra, since if SESI won't do that, someone else will do it. Competitors namely… well, algebra is not the best example, but you got my point.
If some kind of knowledge is necessary to operate with Houdini/Mantra, the sources of them should be provided. They don't have to be free or extremely comprehensive , they have to be avaiable. For now there is no single book covering one of the most amazing rendering system out there.
Ironically there is not so much about it. One good page about quaternions for example, that describes what they are, how to use it in Houdini's hscript, vex, vop would be enough to kill the pain of people struggling with that issue. And if I'm not wrong, I remember pretty advanced people here, who had problems with quaternions in Houdini
Cheers,
sy.
I hear you man. !!
if i only knew more about matrices quaternions and voxels ect…
Technical Discussion » houdini tutorial
- Tamis
- 58 posts
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Technical Discussion » Oke thats it !!, i need some help(Linux)
- Tamis
- 58 posts
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aah cool, yeah i know that guy from Leiden i added him on MSN but basically he told me he didn't do much with Houdini any more.
and i know ben.
and i know ben.
Technical Discussion » Oke thats it !!, i need some help(Linux)
- Tamis
- 58 posts
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edit: toch maar ff omzetten naar het engels.
Cool dude, who are these Houdini users? are they from just odforce or did you actually meet them?
myself i know 3 you some other dude but he barley uses it, and then a colleague of mine.
Cool dude, who are these Houdini users? are they from just odforce or did you actually meet them?
myself i know 3 you some other dude but he barley uses it, and then a colleague of mine.
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