Day 4 - Rough
Just having fun exploring and testing different approach for Hair, Karma and Solaris
Have a good day everyone!
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Mardini 2023 » Day 4 | Shape | Rough | Image
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- morneauju66
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MARDINI Daily Challenge 2021 » Day 24 Animation | Creatures | Eat
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- morneauju66
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Mardini Day 24 | Creature Eat
Delicious meal for my creature. Wish I had more time for a Hi-Res sim
Delicious meal for my creature. Wish I had more time for a Hi-Res sim
MARDINI Daily Challenge 2021 » Day 23 Animation | Creatures | Sleep
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- morneauju66
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Mardini Day 23 | Sleep
A lot of work and test in COP context! The radial blur was a fun discovery.
A lot of work and test in COP context! The radial blur was a fun discovery.
MARDINI Daily Challenge 2021 » Day 22 Animation | Creatures | Crawl
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- morneauju66
- 28 posts
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MARDINI Daily Challenge 2021 » Day 21 Animation | Creatures | Run
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- morneauju66
- 28 posts
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Houdini Indie and Apprentice » Instance: Modify frame start
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- morneauju66
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Houdini Indie and Apprentice » Instance: Modify frame start
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- morneauju66
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Hi everyone,
I have a geo node with a cube moving inside and also an “instance” node at OBJ level. Is it possible to modify the frame number currently playing on different “@instance”. (I know there is other way of doing that but I want to know if it's possible with this specific context (instance node with s@instance pointing to another geo node))
Because I use: s@instance = “/obj/moving_cube”; I don't know how to access the current frame to offset every copy
I attached the example file
Thanks
I have a geo node with a cube moving inside and also an “instance” node at OBJ level. Is it possible to modify the frame number currently playing on different “@instance”. (I know there is other way of doing that but I want to know if it's possible with this specific context (instance node with s@instance pointing to another geo node))
Because I use: s@instance = “/obj/moving_cube”; I don't know how to access the current frame to offset every copy
I attached the example file
Thanks

Houdini Indie and Apprentice » Resample node: Curveu is wrong?
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- morneauju66
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Thanks @jsmack for the explanation. 
@Aizatulin, yeah I think that without the resample, it will travel “.25” for each segment even if the length is really different. That explained the speed of the last segment. Thanks for the file and your explanation!

@Aizatulin, yeah I think that without the resample, it will travel “.25” for each segment even if the length is really different. That explained the speed of the last segment. Thanks for the file and your explanation!
Houdini Indie and Apprentice » Resample node: Curveu is wrong?
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- morneauju66
- 28 posts
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Hi everyone,
I want to growth a line using the primuv and curveu of a spline.
It seems that the curveu attribute inside the “resamplenode” doesn't give the same result has this code inside wrangler:
f@curveu = @ptnum / float(npoints(0)-1);
If I want to delete point with the primuv function with the resample node, it seems that the primuv doesnt return the same value so some point will appear or disapear at the wrong time.
Is there something that I dont understand with that resample?
I attach a simple HIP version of my problem for clarity.
I know that it will work with a carve node but that is not my goal here.
thanks!
I want to growth a line using the primuv and curveu of a spline.
It seems that the curveu attribute inside the “resamplenode” doesn't give the same result has this code inside wrangler:
f@curveu = @ptnum / float(npoints(0)-1);
If I want to delete point with the primuv function with the resample node, it seems that the primuv doesnt return the same value so some point will appear or disapear at the wrong time.
Is there something that I dont understand with that resample?
I attach a simple HIP version of my problem for clarity.
I know that it will work with a carve node but that is not my goal here.
thanks!
PDG/TOPs » TOP: Video montage in sequence order
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- morneauju66
- 28 posts
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Thanks @chrisgreb for the answer!!
Finally I have used “partition by expression” to isolate my different sequence and after “partition by frame”. It works
Finally I have used “partition by expression” to isolate my different sequence and after “partition by frame”. It works

Technical Discussion » Houdini Console: Hotkey context error
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- morneauju66
- 28 posts
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Hi everyone,
Every time I open Houdini, I have this warning message in my houdini console:
WARNING: Found hotkey for context ‘h.pane.gview.state.sop.sidefx_stroke’ before the context definition
I'm not sure how to solve that problem.
thank you
Every time I open Houdini, I have this warning message in my houdini console:
WARNING: Found hotkey for context ‘h.pane.gview.state.sop.sidefx_stroke’ before the context definition
I'm not sure how to solve that problem.
thank you
PDG/TOPs » TOP: Video montage in sequence order
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- morneauju66
- 28 posts
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Hi everyone,
In TOPS, my setup is able to render 3 different image sequences from different camera.
After that, I would like to automatically create one montage video that play those sequences in order.
After my “ROP Fetch” node in TOPS, How can I achieve that? or where can I find the information about that
Thanks!
In TOPS, my setup is able to render 3 different image sequences from different camera.
After that, I would like to automatically create one montage video that play those sequences in order.
After my “ROP Fetch” node in TOPS, How can I achieve that? or where can I find the information about that
Thanks!
PDG/TOPs » Render flipbook
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- morneauju66
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PDG/TOPs » Render flipbook
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- morneauju66
- 28 posts
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Is it possible to render flip book from TOP? I want to visualize quickly all my animations without making an actual render.
Thanks
Thanks

Houdini Indie and Apprentice » Python: ROP Context to render multiple cam
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- morneauju66
- 28 posts
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Hi @jsmack. Thanks for the answer!
Yes, I think it can be achieve with the TOP networks. I totally forget about using that.
Thanks
Yes, I think it can be achieve with the TOP networks. I totally forget about using that.
Thanks

Houdini Indie and Apprentice » TOPs: Debug in Sops
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- morneauju66
- 28 posts
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Houdini Indie and Apprentice » Python: ROP Context to render multiple cam
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- morneauju66
- 28 posts
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Hi everyone,
Is there any way to write python code inside ROP context?
I want to write a script that will detect the number of camera in my scene and automatically loop over one redshift output to render every camera. My goal was to create a python node with all the code that will execute, but there is no python node, which is weird.
Thanks
Is there any way to write python code inside ROP context?
I want to write a script that will detect the number of camera in my scene and automatically loop over one redshift output to render every camera. My goal was to create a python node with all the code that will execute, but there is no python node, which is weird.
Thanks

Houdini Indie and Apprentice » TOPs: Debug in Sops
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- morneauju66
- 28 posts
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Hi everyone,
I have a question about TOPS on SOPS level.
In SOP, I create a simple geometry shape with basic transformation. After, I used TOPS to generate multiple variation of the shape. Everything works fine!
The only problem is that now that the attribute from the TOPS are use in SOPS, all the affected attributes have a default value of 0. For visualization, it's hard to debug or experiment after that. What is a good workflow for this situation?
Should a duplicate my node and use a switch? (see reference)
I have a question about TOPS on SOPS level.
In SOP, I create a simple geometry shape with basic transformation. After, I used TOPS to generate multiple variation of the shape. Everything works fine!
The only problem is that now that the attribute from the TOPS are use in SOPS, all the affected attributes have a default value of 0. For visualization, it's hard to debug or experiment after that. What is a good workflow for this situation?
Should a duplicate my node and use a switch? (see reference)
Edited by morneauju66 - 2019年6月15日 11:54:57
Houdini Indie and Apprentice » Deforming Geometry with Moving Particles Conforming to Surface
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- morneauju66
- 28 posts
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Hi chanson78,
Have you tried to use the “point deform” node? I haven't done the tutorial so I'm not sure if it will work but you can try it.
Here is a file of simple setup of the point deform:
Maybe you can do your point/particle animation on the static mesh and use the point deform to follow the animated torus.
Let me know if it works.
Have you tried to use the “point deform” node? I haven't done the tutorial so I'm not sure if it will work but you can try it.
Here is a file of simple setup of the point deform:
Maybe you can do your point/particle animation on the static mesh and use the point deform to follow the animated torus.
Let me know if it works.
Technical Discussion » Font SOP -> individual characters -> randomly copy to points
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- morneauju66
- 28 posts
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Hey coccosoids,
For the -1, it refers to the spare input. By doing that, you can refer to the node Block Begin “CC” and access the point attribute “font” (attribute declare in the previous for each loop).
For the -1, it refers to the spare input. By doing that, you can refer to the node Block Begin “CC” and access the point attribute “font” (attribute declare in the previous for each loop).
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