Just pinging this thread to see if there is any built in way to do this, since there was a comment that they were working on it for the new version. I havent seen it mentioned anywhere…
Thanks.
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SI Users » Zooming in/out + panning on Camera backplate, SI style?
- lawrencen
- 16 posts
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Technical Discussion » Rendering to .ASS and then to Arnold with limited Engine Licenses
- lawrencen
- 16 posts
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Hi! Currently I only have 5 Engines with a couple FX Licenses. I have 35+ nodes on the render farm that all have arnold licenses. I use deadline. Has anyone set up an elegant system to daisy chain in the ROP a way to generate .ass with my Engines licenses and then automatically cue those up to to render using a bigger pool of machines in Arnold? Im starting to look into this but am getting a little lost.
thanks!
Lawrence
thanks!
Lawrence
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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galagast
Hi, here's a vex approach (assuming I understood what you were after).Attachment Not Found
H16.5.268 Indie - font_rand.rar
If you are in New York I will buy you a beer, just say when.
This is awesome and very helpful
**that being said, come on sidefx - lets add some versatility to the Round to Integer (make it rough and be to integer or decimal) and have the ability to truncate as well easily***
Thanks so much galagast!
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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Ok. I have used all the expression tricks and seems it is impossible to do what I want and I need to use Python as you say - which I don't know so won't do. I find this to be kinda crazy. Needs to be a away in Vex and in VOP to round to x decimal places (and paid before like pad zero). I am stunned this is so hard. I need to do numbers like in a stock app so they need to be clean and to two decimal places. for some mograph work and Im off to another DCC
L
L
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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Ok. I have used all the expression tricks and seems it is impossible to do what I want and I need to use Python as you say - which I don't know so won't do. I find this to be kinda crazy. Needs to be a away in Vex and in VOP to round to x decimal places (and paid before like pad zero). I am stunned this is so hard. I need to do numbers like in a stock app so they need to be clean and to two decimal places. for some mograph work and Im off to another DCC
L
L
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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That also seems to pad zeros to the left of the number and truncates the decimals, or am I using it wrong? I need to keep 2 decimal places.
thanks for your help.
thanks for your help.
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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And how do I apply that to a float attribute that has been generated already before it gets passed onto the copy stamp?
Houdini Lounge » Font tool and generated numbers....
- lawrencen
- 16 posts
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Hi guys. Im new to Houdini and don't really script. Coming from Softimage I am able to do most things I want in Vops & Sops so am enjoying my stay in Houdiniville so far.
I am trying to generate Type (Numbers) that are random to two decimal places. Now, the Font tool and using the Copy Stamp and using the variables. Got that far so I can put a different number on each point of my grid. Currently I have an attribute that I am creating a random number for in a Point Vop (could be quicker with wrangle Im sure). And that random number is the number copy stamp of the font is making. Awesome.
My problem is I can either seam to get my VOP to make a number that is an integer (by rint) or a number that has lots and lots of decimal places. there is no way to round it to two decimal places easily. I tried using nodes to multiply the number to make it big, then truncating it as an integer then dividing by 100 etc to introduce decimal places. but that doesn't work either.
How can I make a random number between a range but have it stick to two decimal places, and yes have a zero if its a clean 10th so it might be 14.30 for instance.
Any help would be awesome. This is automatic option in the type tool in Maya but I really want to keep this in Houdini if I can.
Lawrence
I am trying to generate Type (Numbers) that are random to two decimal places. Now, the Font tool and using the Copy Stamp and using the variables. Got that far so I can put a different number on each point of my grid. Currently I have an attribute that I am creating a random number for in a Point Vop (could be quicker with wrangle Im sure). And that random number is the number copy stamp of the font is making. Awesome.
My problem is I can either seam to get my VOP to make a number that is an integer (by rint) or a number that has lots and lots of decimal places. there is no way to round it to two decimal places easily. I tried using nodes to multiply the number to make it big, then truncating it as an integer then dividing by 100 etc to introduce decimal places. but that doesn't work either.
How can I make a random number between a range but have it stick to two decimal places, and yes have a zero if its a clean 10th so it might be 14.30 for instance.
Any help would be awesome. This is automatic option in the type tool in Maya but I really want to keep this in Houdini if I can.
Lawrence
Technical Discussion » Group Question, is this a bug or correct behavior?
- lawrencen
- 16 posts
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Hi. Im cranking through some Houdini Tut's and am having a problem with replicating the group nodes being used. In Houdini 16 there is a “Group” and “Group Create” with different icons in the Tab Menu. But when I drop them into a network, they have the same icons and seem to be identical functions. Is this correct behavior?
thanks!
Lawrence
thanks!
Lawrence
Technical Discussion » Items that are in graph view are not showning up in List View.
- lawrencen
- 16 posts
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Technical Discussion » Items that are in graph view are not showning up in List View.
- lawrencen
- 16 posts
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Hi. Im new to Houdini so forgive me if this is obvious. I am jumping back and forth between Node view and List view, using list view to select some basic Nulls I'm using to animate transforms. But for some reason, there is a set of nulls and objects that are not showing up in the List view, but they are there in the Node View. Please see the image. Any thoughts on what I did to mess this up?
**They do show up if its not Input/Output - which I want so I can see the hierarchy.
thanks!
Lawrence
**They do show up if its not Input/Output - which I want so I can see the hierarchy.
thanks!
Lawrence
Houdini Lounge » Definitive guide to Render Pass Setup??
- lawrencen
- 16 posts
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As I try to find an elegant solution that works for me, It does seam to me that in testing Houdini as an option for our primary DCC this aspect needs more love… Has there been discussion or talk about creating a more complete or standardize way to do this in the future?
SI Users » Ex SI user --> First day with Houdini
- lawrencen
- 16 posts
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I bought Indie a couple weeks ago after a lifetime of SI. So far so good! The parts of houdini I have experienced so far make me feel more at home than any part of Maya I've used the past couple years.
Best of luck!
Lawrence
Best of luck!
Lawrence
Houdini Lounge » Definitive guide to Render Pass Setup??
- lawrencen
- 16 posts
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Houdini Lounge » Houdini Indie 15.5 and upgrading to 16
- lawrencen
- 16 posts
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I am running Indie and am running 15.5 and 16 side by side. You can get licenses for both versions now in the license manager.
Good luck!
Lawrence
Good luck!
Lawrence
Houdini Lounge » Definitive guide to Render Pass Setup??
- lawrencen
- 16 posts
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Hi. I'm new to Houdini. I used Softimage for 20 years then went to Maya but am giving AD the bird and learning Houdini. Something I haven't found is a clear definitive guide on how to set up different render passes in Houdini. I see a few different approaches but none seem like the THE definitive way it should be done. Is there a tutorial or video or something about the best way to do render passes in Houdini?
Thanks!
Lawrence
Thanks!
Lawrence
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