Hi,
Intermediate Houdini, enjoying the journey from Soft but still feel like I'm missing a few key workflow nuggets.
How do people handle applying materials to groups of objects?
e.g. I have multiple geometry nodes and subnets, parented and constrained in various geo hierarchies.
I would like to be able to select a bunch of geometry objects to share a material.
In my mind, being able to apply a Material to a Bundle (or similar) would be a great way to do it, so you can see which objects have the material applied and easily moves objects in and out of Bundles.
Any suggestions welcome,
Cheers,
Adam.
Found 15 posts.
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Technical Discussion » Material Management - applying materials to geometry groups
- adamseeley
- 15 posts
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Houdini Lounge » How to plot constrained values.
- adamseeley
- 15 posts
- Offline
Fair enough.... Bake Constraints button on Shelf Tool did it.
Was stuck in old Softimage "Plot" Constraint lingo.
A.
Was stuck in old Softimage "Plot" Constraint lingo.
A.
Houdini Lounge » How to plot constrained values.
- adamseeley
- 15 posts
- Offline
Hi,
Could anyone tell me how to plot constrained transformation values to an fcurve?
I'm sure there's a button somewhere, just haven't been able to find it yet.
I have an animated camera using an aim constraint to a null.
I'd like to plot/bake the translation and rotation values to it's animation curves for export to AE.
The translate info is ok as it's an interpolated curve that can be plotted.
However camera rotations are driven by a constraint so don't have curves associated with it to plot/bake.
Any pointers gratefully received.
Thanks,
Adam.
Could anyone tell me how to plot constrained transformation values to an fcurve?
I'm sure there's a button somewhere, just haven't been able to find it yet.
I have an animated camera using an aim constraint to a null.
I'd like to plot/bake the translation and rotation values to it's animation curves for export to AE.
The translate info is ok as it's an interpolated curve that can be plotted.
However camera rotations are driven by a constraint so don't have curves associated with it to plot/bake.
Any pointers gratefully received.
Thanks,
Adam.
Houdini for Realtime » Houdini 19 Mapbox not functioning
- adamseeley
- 15 posts
- Offline
Hi,
Via the updated H19+ supported link
https://bereg.gumroad.com/l/IMnXfK [bereg.gumroad.com]
I downloaded put the new
mapbox_on_steroids.1.1.hda
And put it in:
Documents/Houdini19.5/otls
(I made the otls folder to put it in)
Now it seems to work when I start up H19.5
I'm still a bit fresh to Houdini, especially when it comes to plugins, system variables, paths etc, but it seems to work.
Let me know if it should go somewhere else though. It feels like I've put a car wheel on back-to-front. The car drives, it steers, but I get the feeling the wheel might come off going around a corner.
There are a few things to watch out for though.
- When you pull a new node up to start with you have to stick the API key in each time (doesn't seem to remember you did it before)
- When you start the first Lookup it still gives this error:
Invalid source /obj/geo1/mapbox_on_steroids2/load_height_information/cop2net1
Error: Failed to open COP network.
(I think it might just be looking for un-generated data)
Just put some coords in and hit lookup and it seems to come right.
- It seems to download data that is one zoom out... i.e. if you have zoom 14, you'll get an area that covers a zoom of 13.
- And, it doesn't seem to refresh the texture when you update with a new position/zoom so you have to hit Render->Update Textures to refresh.
Anyway, at least it's working.
Let me know if there's a better way to do it.
Via the updated H19+ supported link
https://bereg.gumroad.com/l/IMnXfK [bereg.gumroad.com]
I downloaded put the new
mapbox_on_steroids.1.1.hda
And put it in:
Documents/Houdini19.5/otls
(I made the otls folder to put it in)
Now it seems to work when I start up H19.5
I'm still a bit fresh to Houdini, especially when it comes to plugins, system variables, paths etc, but it seems to work.
Let me know if it should go somewhere else though. It feels like I've put a car wheel on back-to-front. The car drives, it steers, but I get the feeling the wheel might come off going around a corner.
There are a few things to watch out for though.
- When you pull a new node up to start with you have to stick the API key in each time (doesn't seem to remember you did it before)
- When you start the first Lookup it still gives this error:
Invalid source /obj/geo1/mapbox_on_steroids2/load_height_information/cop2net1
Error: Failed to open COP network.
(I think it might just be looking for un-generated data)
Just put some coords in and hit lookup and it seems to come right.
- It seems to download data that is one zoom out... i.e. if you have zoom 14, you'll get an area that covers a zoom of 13.
- And, it doesn't seem to refresh the texture when you update with a new position/zoom so you have to hit Render->Update Textures to refresh.
Anyway, at least it's working.
Let me know if there's a better way to do it.
Technical Discussion » Constrain a Group (e.g. of points) to a Null (at Geo level)
- adamseeley
- 15 posts
- Offline
Hi,
Basically (for my immediate need anyway), is there a straight forward way to constrain a group of points to a Null's position?
Current hoop-jumping solution seems to be having to use expressions to pipe the Null's World coordinate values (hoop within a hoop), into the transform SOP.
This is my current point of reference for solving it.
https://www.youtube.com/watch?v=nn8UtXerCGk [www.youtube.com]
Many thanks,
Adam.
I was spoilt in Softimage where Create Cluster(group) Centre or Constrain Cluster to Object were the equivalents.
Basically (for my immediate need anyway), is there a straight forward way to constrain a group of points to a Null's position?
Current hoop-jumping solution seems to be having to use expressions to pipe the Null's World coordinate values (hoop within a hoop), into the transform SOP.
This is my current point of reference for solving it.
https://www.youtube.com/watch?v=nn8UtXerCGk [www.youtube.com]
Many thanks,
Adam.
I was spoilt in Softimage where Create Cluster(group) Centre or Constrain Cluster to Object were the equivalents.
Edited by adamseeley - 2023年2月28日 10:42:28
Technical Discussion » List of media/external files used in a Hip scene?
- adamseeley
- 15 posts
- Offline
Hi Tomas,
Thanks for that.
I did find a thread that highlighted the Pre-Flight Scene run a little earlier on as well.
Will definitely check out the Labs option as well though.
I'll stick a "Migrate HIP to New Project (with assets)" onto the request pile.
Cheers,
Adam.
Thanks for that.
I did find a thread that highlighted the Pre-Flight Scene run a little earlier on as well.
Will definitely check out the Labs option as well though.
I'll stick a "Migrate HIP to New Project (with assets)" onto the request pile.
Cheers,
Adam.
Technical Discussion » List of media/external files used in a Hip scene?
- adamseeley
- 15 posts
- Offline
Is there way to see a list of all the referenced external media used in a scene so the scene can be migrated to another project with all the relevant files it needs?
i.e. Where the hip expects to find
- Images
- Audio
- external cached files etc.
We all sometimes want to repurpose an old scene, but not have to duplicate the entire project contents that the scene was in.
At the moment you have to go into each node (e.g. texture nodes) to check which textures are needed before copying them into the new project.
It would be great if there's a single list to show all files that are needed in a scene.
Even better to have a Migrate Hip with content script of course, if one's been created.
Many thanks,
Adam
(Softimage refugee who's missing the External Files page)
i.e. Where the hip expects to find
- Images
- Audio
- external cached files etc.
We all sometimes want to repurpose an old scene, but not have to duplicate the entire project contents that the scene was in.
At the moment you have to go into each node (e.g. texture nodes) to check which textures are needed before copying them into the new project.
It would be great if there's a single list to show all files that are needed in a scene.
Even better to have a Migrate Hip with content script of course, if one's been created.
Many thanks,
Adam
(Softimage refugee who's missing the External Files page)
Technical Discussion » MOPS Instancer + Redshift proxies - do they play nicely?
- adamseeley
- 15 posts
- Offline
Technical Discussion » MOPS Instancer + Redshift proxies - do they play nicely?
- adamseeley
- 15 posts
- Offline
Hi folks,
Wondering if redshift Proxies work with MOPS Instancer.
When I plug them together I'm just getting the Proxy's geometry stand in shape instanced instead.
Would be good to know if anyone has had success with this or if there's a small hoop to jump through that I've missed.
Many thanks,
Adam.
Wondering if redshift Proxies work with MOPS Instancer.
When I plug them together I'm just getting the Proxy's geometry stand in shape instanced instead.
Would be good to know if anyone has had success with this or if there's a small hoop to jump through that I've missed.
Many thanks,
Adam.
Houdini Lounge » Lock node render flag without locking/caching the whole node
- adamseeley
- 15 posts
- Offline
Hi,
Thanks CYTE! that's the one.
Fairly new to H (from Soft) and haven't seen that used where I'm working... will suggest it's adopted as part of the workflow!
They've been using a null as an output node but obviously that can be a bit error prone.
Cheers,
Adam.
Thanks CYTE! that's the one.
Fairly new to H (from Soft) and haven't seen that used where I'm working... will suggest it's adopted as part of the workflow!
They've been using a null as an output node but obviously that can be a bit error prone.
Cheers,
Adam.
Houdini Lounge » Lock node render flag without locking/caching the whole node
- adamseeley
- 15 posts
- Offline
Hi,
Is it possible to lock the Render status of the node so that I don't accidentally set another node in a network to be the render output?
I don't want to lock/cache the whole node state though.
Thanks,
Adam.
Is it possible to lock the Render status of the node so that I don't accidentally set another node in a network to be the render output?
I don't want to lock/cache the whole node state though.
Thanks,
Adam.
Houdini Lounge » View all animated channels inside a geo node
- adamseeley
- 15 posts
- Offline
Thanks, this is the nugget a friend pointed out though...
Preferences>animation
Add Parameters From Descendants
Preferences>animation
Add Parameters From Descendants
Edited by adamseeley - 2022年11月10日 11:10:46
Houdini Lounge » Slider range
- adamseeley
- 15 posts
- Offline
Houdini Lounge » View all animated channels inside a geo node
- adamseeley
- 15 posts
- Offline
Hi,
ex Soft - 4 months into Houdini assimilation...
How can I see/select all the animated channels/fcurves of nodes inside a geometry node without having to dive in and select the actual animated node(s) the animation is applied directly to?
Been trying to find a simple button but not much luck.
Thanks,
Adam.
ex Soft - 4 months into Houdini assimilation...
How can I see/select all the animated channels/fcurves of nodes inside a geometry node without having to dive in and select the actual animated node(s) the animation is applied directly to?
Been trying to find a simple button but not much luck.
Thanks,
Adam.
SI Users » MPLAY - load a rendered sequence without searching for it.
- adamseeley
- 15 posts
- Offline
Hi,
new user here..
Is there a way to load a rendered sequence directly into Mplay without having to navigate to the disk location?
Or should I just request a new feature?
i.e.
New button in ROP window "Play Rendered Images in Mplay"
Thanks,
Adam.
new user here..
Is there a way to load a rendered sequence directly into Mplay without having to navigate to the disk location?
Or should I just request a new feature?
i.e.
New button in ROP window "Play Rendered Images in Mplay"
Thanks,
Adam.
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