here are parts 3 and 4, follow up videos on youtube describing further some techniques to animate the sculpt brush sculpt sop in houdini....
https://youtu.be/f8ldp07T8n0 [youtu.be]
and
https://youtu.be/SG4I5EsrtrQ [youtu.be]
Found 245 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Sculpt SOP Tool: Animated Sculpting (easy trick)
- markerline
- 245 posts
- Offline
Houdini Indie and Apprentice » Sculpt SOP Tool: Animated Sculpting (easy trick)
- markerline
- 245 posts
- Offline
https://youtu.be/4KAjoM5-lMg [youtu.be]
above is a link to a part 2 video on this same topic. if you want to sculpt on top of a model other than a box and have the sculpt brush animate, then using the Ray SOP as described in this video is one approach. keep in mind that this technique simulates a Sculpt Brush but is not exactly a Sculpt Brush. while i have used Houdini casually for many years i am not an expert and this is just one technique that came to mind when i thought of trying to solve this problem.
thanks.
Rene aka think
above is a link to a part 2 video on this same topic. if you want to sculpt on top of a model other than a box and have the sculpt brush animate, then using the Ray SOP as described in this video is one approach. keep in mind that this technique simulates a Sculpt Brush but is not exactly a Sculpt Brush. while i have used Houdini casually for many years i am not an expert and this is just one technique that came to mind when i thought of trying to solve this problem.
thanks.
Rene aka think
Houdini Indie and Apprentice » Sculpt SOP Tool: Animated Sculpting (easy trick)
- markerline
- 245 posts
- Offline
hi guys and gals:
This demo I have on YouTube is something geared for beginners but experts might find it useful as well.
It is quite easy to animate the Sculpt SOP Brush along the surface of a polygon (maybe NURBS as well?) and all you need to do is check out the link and see it in action. I won't post the file because the node network is so simple and easy to replicate on one's own workstation.
Thanks for checking it out. Hopefully I can come up with more basic and easy things to share in Houdini as I think of them.
YouTube Video Demo Link:
https://youtu.be/BIikzT013xI [youtu.be]
Peace, René aka THINK
This demo I have on YouTube is something geared for beginners but experts might find it useful as well.
It is quite easy to animate the Sculpt SOP Brush along the surface of a polygon (maybe NURBS as well?) and all you need to do is check out the link and see it in action. I won't post the file because the node network is so simple and easy to replicate on one's own workstation.
Thanks for checking it out. Hopefully I can come up with more basic and easy things to share in Houdini as I think of them.
YouTube Video Demo Link:
https://youtu.be/BIikzT013xI [youtu.be]
Peace, René aka THINK
Houdini Indie and Apprentice » Houdini Interactive Typewriter
- markerline
- 245 posts
- Offline
here is the downloadable hip file (same file at Dropbox link available in YouTube video description).
https://www.dropbox.com/s/fprb5ot6ijxy8od/typewriter_attr_strcmp_expr_015_028_1.hip?dl=0 [www.dropbox.com]
ok, i just got feedback from the web browser that my file is too big to upload to this post... so just go to the youtube link and download the file from the description.
https://www.dropbox.com/s/fprb5ot6ijxy8od/typewriter_attr_strcmp_expr_015_028_1.hip?dl=0 [www.dropbox.com]
ok, i just got feedback from the web browser that my file is too big to upload to this post... so just go to the youtube link and download the file from the description.
Edited by markerline - 2021年5月1日 01:43:38
Houdini Indie and Apprentice » Houdini Interactive Typewriter
- markerline
- 245 posts
- Offline
hi everyone :-)
i have seen some posts here and on odforce about creating a typewriter effect in Houdini.
personally i was looking for an interactive typewriter where you could record the typing process into CHOPs for animation and timeline playback.
i ended up needing to create my own file.
i used my trusty H13 but the file also works in H18.5 .
i will upload the file later so that people get a chance to view my process. i tried several different approaches beforehand which did not work accurately before i settled on using the strcmp() expression.
here is the YouTube link to the video of the file ..
https://youtu.be/OPEvQL7HTCY [youtu.be]
thanks for viewing this post.
peace,
Rene / think
i have seen some posts here and on odforce about creating a typewriter effect in Houdini.
personally i was looking for an interactive typewriter where you could record the typing process into CHOPs for animation and timeline playback.
i ended up needing to create my own file.
i used my trusty H13 but the file also works in H18.5 .
i will upload the file later so that people get a chance to view my process. i tried several different approaches beforehand which did not work accurately before i settled on using the strcmp() expression.
here is the YouTube link to the video of the file ..
https://youtu.be/OPEvQL7HTCY [youtu.be]
thanks for viewing this post.
peace,
Rene / think
Houdini Indie and Apprentice » expand vex array from [A,B,C] to [A,A,A,B,B,C,C] ?
- markerline
- 245 posts
- Offline
i see this post and think what i am asking might not be possible, due to the nature of arrays in vex...
https://www.sidefx.com/forum/topic/60382/?page=1#post-269797 [www.sidefx.com]
https://www.sidefx.com/forum/topic/60382/?page=1#post-269797 [www.sidefx.com]
Houdini Indie and Apprentice » expand vex array from [A,B,C] to [A,A,A,B,B,C,C] ?
- markerline
- 245 posts
- Offline
hi. this was cool to try out but i now need to modify this so that i can use it for an interactive typewriter effect. (i have seen some typewriter effect demos/files but they are not interactive).
what i need is to grow an array at every keystroke entry from a keyboard CHOP. i have the logic to map the channels from the keyboard chop (letters A, B, C, etc, numbers 0, 1, 2, etc) to an array value, working. however i get stuck on the part to grow the array and have each new array replace the old one. in other words the array values would look like this in order at each keyboard stroke:
initialize the array s@myarr;
>>>> type "A", array result would be {A}
>>>> type a subsequent "C", array result would be {A, C}
>>>> type a third letter "F", array result would be {A, C, F}
>>>> then type a backspace (NUM-0), array result would be {A, C}
>>>> type a new letter "G", array result would be {A, C, G}
if I can get that to work then I can convert the entire array into a single compounded string "ACG" which would be displayed with the Font SOP using a points() expression, for example.
any assistance? thanks in advance.
what i need is to grow an array at every keystroke entry from a keyboard CHOP. i have the logic to map the channels from the keyboard chop (letters A, B, C, etc, numbers 0, 1, 2, etc) to an array value, working. however i get stuck on the part to grow the array and have each new array replace the old one. in other words the array values would look like this in order at each keyboard stroke:
initialize the array s@myarr;
>>>> type "A", array result would be {A}
>>>> type a subsequent "C", array result would be {A, C}
>>>> type a third letter "F", array result would be {A, C, F}
>>>> then type a backspace (NUM-0), array result would be {A, C}
>>>> type a new letter "G", array result would be {A, C, G}
if I can get that to work then I can convert the entire array into a single compounded string "ACG" which would be displayed with the Font SOP using a points() expression, for example.
any assistance? thanks in advance.
Houdini Indie and Apprentice » appending values to an array, making array grow or shrink?
- markerline
- 245 posts
- Offline
hi all...
let's say i have an array
string myarr={"A","B","C","D","E"};
string mynewarr={};
and
int myz=@P.z;
i want to append values from the "myarr" array into "mynewarr" array by using the Keyboard CHOP.
so far when i use the
append(mynewarr,myarr);
i only get one value appended to the at-first-empty "mynewarr" and when I run the playhead using scroll-lock to access the keyboard for interaction, i still only get the last key pressed appended to the array. the array is not growing let's say
{A}
{A,C}
{A,C,D}
etc.
it is doing this instead:
{A}
{C}
{D}
and as you can see it is the last key i pressed rather than growing.
i think what is happening is that since I have to define the array at the top of my attribute wrangle sop as an empty array, it is getting re-initialized at every frame and then appending the last key pressed to that newly initialized array, rather than building the array as i desire.
I can't seem to pass the array from an upstream previous attribute wrangle sop into the downstream second attribute wrangle where I am doing the array-building.
can anyone provide insight on how to fix my problem? it seems i am missing something really basic, and i am very new to using the attribute wrangle, even after several iterations of houdini.
thanks in advance.
let's say i have an array
string myarr={"A","B","C","D","E"};
string mynewarr={};
and
int myz=@P.z;
i want to append values from the "myarr" array into "mynewarr" array by using the Keyboard CHOP.
so far when i use the
append(mynewarr,myarr);
i only get one value appended to the at-first-empty "mynewarr" and when I run the playhead using scroll-lock to access the keyboard for interaction, i still only get the last key pressed appended to the array. the array is not growing let's say
{A}
{A,C}
{A,C,D}
etc.
it is doing this instead:
{A}
{C}
{D}
and as you can see it is the last key i pressed rather than growing.
i think what is happening is that since I have to define the array at the top of my attribute wrangle sop as an empty array, it is getting re-initialized at every frame and then appending the last key pressed to that newly initialized array, rather than building the array as i desire.
I can't seem to pass the array from an upstream previous attribute wrangle sop into the downstream second attribute wrangle where I am doing the array-building.
can anyone provide insight on how to fix my problem? it seems i am missing something really basic, and i am very new to using the attribute wrangle, even after several iterations of houdini.
thanks in advance.
Houdini Indie and Apprentice » basic python question (python newbie)
- markerline
- 245 posts
- Offline
i should add...
my goal is to use the previously mentioned python expression for locking the flags of nodes in an attribute wrangle sop.
thanks
my goal is to use the previously mentioned python expression for locking the flags of nodes in an attribute wrangle sop.
thanks
Houdini Indie and Apprentice » basic python question (python newbie)
- markerline
- 245 posts
- Offline
greetings guys and gals,
i can't seem to find the right documentation for the hou.SopNode.setHardLocked(on|off) syntax.
I want to call a node *by name* and set it's lock flag on or off using CHOPs.
in hscript this is easy enough
opset -l hard /obj/geo1/add1
for example.
(why does python seem so difficult and why after umpteen iterations of houdini am i only now beginning to turn the corner to try to learn python?)
thanks for any assistance.
(i am thinking i need to use hou.SopNode.name() somewhere but i really can't find the right syntax.)
i can't seem to find the right documentation for the hou.SopNode.setHardLocked(on|off) syntax.
I want to call a node *by name* and set it's lock flag on or off using CHOPs.
in hscript this is easy enough
opset -l hard /obj/geo1/add1
for example.
(why does python seem so difficult and why after umpteen iterations of houdini am i only now beginning to turn the corner to try to learn python?)
thanks for any assistance.
(i am thinking i need to use hou.SopNode.name() somewhere but i really can't find the right syntax.)
Technical Discussion » Prevent (Block) Houdini from reading a specific MIDI Device
- markerline
- 245 posts
- Offline
and now that i think about it. even if Houdini would work, if i launch BOME first to initially capture the Rane MIDI signal and then launch Serato to try to also secondly, it still might not work as BOME has captured control of the Twelve first and exclusively. but i will try in a few hours just to rule out the off chance.
Technical Discussion » Prevent (Block) Houdini from reading a specific MIDI Device
- markerline
- 245 posts
- Offline
Hi.
I have posted about my developments with MIDI In as it relates to Denon SC3900 Media Turntables long ago. Specifically I was able to use the 2 outputs from the Denon to have one read into Serato and the other read into Houdini, effectively allowing me to scratch on the turntable and have the audio go to Serato and the 3D Geometry in Houdini to follow the action of the scratch in an animated fashion.
I now have Rane Twelve turntables and they are MIDI HID Devices. They only have one output altogether: MIDI over USB.
I am wondering if there is a way for me to block the MIDI signal coming from the Ranes (perhaps on a per-channel basis or otherwise) so that I can read the internal MIDI in Serato and also read the signal in Houdini via BOME MIDI Translator Pro. The BOME Translator would hopefully read the MIDI from the turntable and pass that signal on a different channel to Houdini. I am not sure if this would work, though because once Serato captures the MIDI signal, it might prevent BOME from receiving any input whatsoever.
Unfortunately I cannot pass the MIDI from the BOME Translator to Serato as this will not allow for the scratching of the platter to be read as it would be with the Rane Signal directly. Somehow the Ranes and Serato have an inseparable communication or marriage so to speak. If I run BOME first then launch Serato, Serato won't read the Ranes and I cannot scratch audio with them.
In the past it worked only with the Denons as I could pass the Serato TimeCode signal over the RCA plugs to my Serato mixer while passing the MIDI over USB to the BOME Translator which would pass the signal to Houdini.
Any help on this is appreciated and I apologize for being so verbose in my initial message.
I have posted about my developments with MIDI In as it relates to Denon SC3900 Media Turntables long ago. Specifically I was able to use the 2 outputs from the Denon to have one read into Serato and the other read into Houdini, effectively allowing me to scratch on the turntable and have the audio go to Serato and the 3D Geometry in Houdini to follow the action of the scratch in an animated fashion.
I now have Rane Twelve turntables and they are MIDI HID Devices. They only have one output altogether: MIDI over USB.
I am wondering if there is a way for me to block the MIDI signal coming from the Ranes (perhaps on a per-channel basis or otherwise) so that I can read the internal MIDI in Serato and also read the signal in Houdini via BOME MIDI Translator Pro. The BOME Translator would hopefully read the MIDI from the turntable and pass that signal on a different channel to Houdini. I am not sure if this would work, though because once Serato captures the MIDI signal, it might prevent BOME from receiving any input whatsoever.
Unfortunately I cannot pass the MIDI from the BOME Translator to Serato as this will not allow for the scratching of the platter to be read as it would be with the Rane Signal directly. Somehow the Ranes and Serato have an inseparable communication or marriage so to speak. If I run BOME first then launch Serato, Serato won't read the Ranes and I cannot scratch audio with them.
In the past it worked only with the Denons as I could pass the Serato TimeCode signal over the RCA plugs to my Serato mixer while passing the MIDI over USB to the BOME Translator which would pass the signal to Houdini.
Any help on this is appreciated and I apologize for being so verbose in my initial message.
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
it is rendering at 10 frames per 39 seconds whereas before each individual frame was taking over 1 minute to render a single bgeo file. and there is more data in these new frames as well as I have selected a slightly different set of color ranges and deleted based on the new group expression. i thank you immensely for your help! blackpixel and tamte
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
ok i got it!! i had tried to place the path string directly into the vex expression but i see you need to use “map” and place the path into the parameter interface separately. in H13 there is no quick shortcut button to create parameters based on ch strings in the expression. so i had to click the gear icon.
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
oddly enough i just tried using one of the methods with an attribute wrangle in H13 and it fails unless I am doing something wrong, which is also likely. the grid shows up white instead of with the texture.
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
wow! yes, it works! i will let you know how fast it is in comparison when i try to apply the 7000 animated texture frames. I was using “$F” in the name of the textures. how is this done now with the “@frame” call?
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
Houdini Learning Materials » Convert Shop Material attribute to CD (color) attribute?
- markerline
- 245 posts
- Offline
Hi. unfortunately this doesn't work as i cannot group the primitives after applying the attribute. the texture from the attribute wrangle is not baked in. zero primitives are grouped.
I have shown the way I use the Primitive SOP to apply the texture and the red from the Houdini logo is somewhat orange showing the yellow grouping interaction with the colors of the logo.
I have shown the way I use the Primitive SOP to apply the texture and the red from the Houdini logo is somewhat orange showing the yellow grouping interaction with the colors of the logo.
-
- Quick Links