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HOULY Daily Challenge » Day 24 | Worlds: Ancient
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HOULY Daily Challenge » Day 23 | Worlds: Waterway
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HOULY Daily Challenge » Day 7 | Motion: Speed
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HOULY Daily Challenge » Day 2 | Elements: Wind
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HOULY Daily Challenge » Day 1 | Elements: Earth
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Houdini Lounge » Voronoi Fracture Mask?
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You could try using the ‘cluster’ attribute on the points before it goes into the voronoi fracture.
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
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What issues are you running into?
I was successful porting models and materials using fbx 2013 and making sure there's no overlapping uvs.
I was successful porting models and materials using fbx 2013 and making sure there's no overlapping uvs.
Technical Discussion » Fracturing OBJ Problem
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On the static object under Collisions > Bullet Data, there's a ‘Show Guide Geo’ toggle that you can use to visualize the collider.
It's probably doing what you're showing because it's represented as a convex hull. Changing it to concave should help.
It's probably doing what you're showing because it's represented as a convex hull. Changing it to concave should help.
Houdini Lounge » Powerful engine but very poor interface design
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As someone who was in graphic design, personally I've always thought the Houdini icons were top notch.
Houdini Lounge » mantra.exe has stopped working or just nothing
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Houdini Lounge » What is a Linear Vertex?
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ndicksonfoamCorrect… for pretty much any use case inside Houdini.
Is it a representation of 0 to Last vertex? Instead of prim:vert index (if that's what it is) in the details view?
To clarify, you probably don't need to worry about this distinction, but the order of vertex indices may not correspond with the order of the primitives then the order of the vertices within the primitives. For example, if you do a Reverse SOP, the order of the vertices within the primitives change, but the vertex indices don't usually get changed. It's still 0 to the last vertex; the order may just not be consistent with the other order.
You can check this by putting down a grid, then adding an AttribWrangle on vertices, with “i@vertex_index = @vtxnum;” as the VEXpression. Open up the spreadsheet on vertex attributes, and vertex_index will show 0 to 323. If you put down a reverse in between the two SOPs, all of the same numbers will still be there; they'll just be in a different order, since the spreadsheet for vertices sorts by primitive, then by vertex order within a primitive.
Random trivia. :wink:
Awesome, I get it now - thanks a ton for clearing that up!!
Houdini Lounge » What is a Linear Vertex?
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Houdini Lounge » What is a Linear Vertex?
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Is it a representation of 0 to Last vertex? Instead of prim:vert index (if that's what it is) in the details view?
Houdini Lounge » What is a Linear Vertex?
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I came across it in the vertexindex VEX function helpcard and couldn't figure out what it means.
Also, I was wondering why when I select vertices in the viewport some of them don't get highlighted at all in the details pane.
Thanks!
Also, I was wondering why when I select vertices in the viewport some of them don't get highlighted at all in the details pane.
Thanks!
Houdini Lounge » strange VopSop behaviour
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Houdini Lounge » H12.5 viewport displays geometry that it's NOT SUPPOSED TO!
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Try switching to an adjacent pane tab so your viewport is no longer visible and switch back. Might save some restarting
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