is there someway using Python to interactively place geometry on a surface, like:
https://www.youtube.com/watch?v=4JNXcadmq1c [youtube.com]
or maybe a feature in 16 ?
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Technical Discussion » Iteractively place geometry on surface
- omgeric
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Technical Discussion » Boolean Modelling Resources for Houdini
- omgeric
- 48 posts
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there are ways of getting around retopoing. there's some smooth edge shader someone wrote a while back that I used to have, but I can't find it.
Technical Discussion » Is there anyway to make a CVEX SOP digital asset?
- omgeric
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thanks.
I'm writing a bunch of tools in CVEX so I want to be able to have a node that gets updated everywhere, automatically. Also, attribwrangles don't let you declare structs I don't think, you have to go into the underlying vop
I'm writing a bunch of tools in CVEX so I want to be able to have a node that gets updated everywhere, automatically. Also, attribwrangles don't let you declare structs I don't think, you have to go into the underlying vop
Technical Discussion » Is there anyway to make a CVEX SOP digital asset?
- omgeric
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I simply want to be able to write in CVEX to create geometry in its own sop without having to use an attribWrangle
Technical Discussion » Is there anyway to make a CVEX SOP digital asset?
- omgeric
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but neither of the two options work: geometry operator or cvex operator
geometry operator creates a vex sop, cvex creates a shop.
even “Compile VEX code to SOP type” with an attribvop that creates geo gives me the error “ ‘cvex’ does not match the required context ‘sop’ ”
geometry operator creates a vex sop, cvex creates a shop.
even “Compile VEX code to SOP type” with an attribvop that creates geo gives me the error “ ‘cvex’ does not match the required context ‘sop’ ”
Technical Discussion » Is there anyway to make a CVEX SOP digital asset?
- omgeric
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Technical Discussion » Basic questions about H15 texture baking tools
- omgeric
- 48 posts
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Technical Discussion » Trouble getting Bake Texture work
- omgeric
- 48 posts
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mdavies
Hi,
I've found that this is related to the UVs of the box object. If you rotate them by 1 degree the bake works as expected. I will need to look a bit deeper, but I believe this is an issue with the tangent basis, which seems to be degenerate in some cases. Note that this issue only affects the tangent-space normals; all other bake channels work as expected.
The attached shows the working setup. I've also had success using a different UV layout for the box (try UV Unwrap, for example).
~M
thanks
Technical Discussion » Trouble getting Bake Texture work
- omgeric
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Technical Discussion » Trouble getting Bake Texture work
- omgeric
- 48 posts
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Yeah I think the problem is that you can get a baked shading normal (Nb) which is what you have there, but not for tangent normals. the only transform i've seen from worldspace normals to tangent is in a vex shader context.
also the edge padding(border expansion) doesn't work either.
(same file just increased the crease weight on the subd)
also the edge padding(border expansion) doesn't work either.
(same file just increased the crease weight on the subd)
Technical Discussion » Trouble getting Bake Texture work
- omgeric
- 48 posts
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Bake Texture ROP seems not to bake down the normals from a high poly to a low poly (I think I've selected all the correct options eg ‘bake texture’ and ‘tangent normals’ etc). Also post processing options like “ Border Expansion” don't do anything. File attached, is anyone else having the same problem?
Houdini Indie and Apprentice » Using Indie and updated by OTLs to .otllcs and still project
- omgeric
- 48 posts
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s are saved as *.hipnc
has this happened to anyone else and have you found a way to fix it?
has this happened to anyone else and have you found a way to fix it?
Technical Discussion » Rendering To UVs - is it possible to have Edge Padding?
- omgeric
- 48 posts
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Technical Discussion » Rendering To UVs - is it possible to have Edge Padding?
- omgeric
- 48 posts
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Technical Discussion » Inset with straight skeleton implementation
- omgeric
- 48 posts
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fusing points and edges
sort of like this blender script:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Inset-Polygon [wiki.blender.org]
has anyone done this before in Houdini?
sort of like this blender script:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/Inset-Polygon [wiki.blender.org]
has anyone done this before in Houdini?
The Orbolt Smart 3D Asset Store » I can't buy anything on the Asset Store
- omgeric
- 48 posts
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Whenever I log in and click to purchase something, I get a perpetual loading symbol. I've tried using IE, Firefox and Chrome to no avail. I'd like to purchase https://www.orbolt.com/asset/Twan_de_Graaf::TdG_UVgen [orbolt.com]
Technical Discussion » Loading operator presets programatically
- omgeric
- 48 posts
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I have a subnet with operators inside of a certain type. I want to use a menu to select from different presets and then have the operators inside change to that preset, without having to delete and load from the gallery.
hou.hscript( oppresetload operator_name preset_name )
http://www.sidefx.com/docs/houdini13.0/commands/oppresetload [sidefx.com]
I know I can use that, but how do I pass in the relative operator path for operator_name
hou.hscript( oppresetload operator_name preset_name )
http://www.sidefx.com/docs/houdini13.0/commands/oppresetload [sidefx.com]
I know I can use that, but how do I pass in the relative operator path for operator_name
Technical Discussion » Is there a simple way to group primitives NOT yet in a group
- omgeric
- 48 posts
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Technical Discussion » My digital asset doesn't update with the variables passed in
- omgeric
- 48 posts
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when instantiated.
It arranges details with a python node via a copy SOP and when you instantiate it through something like a shelf tool, the changes you've passed in won't take place until you manually edit the actual node itself. I'm using this to create lots of detail so having to manually change an arbitrary parameter is a pain in the butt.
So far I've tried forcing the node to cook, changing a parameter value from python and maybe some other attempts. I know my descriptions might be vague (and I can't post the file) but has anyone else encountered this or could offer help? Much thanks.
It arranges details with a python node via a copy SOP and when you instantiate it through something like a shelf tool, the changes you've passed in won't take place until you manually edit the actual node itself. I'm using this to create lots of detail so having to manually change an arbitrary parameter is a pain in the butt.
So far I've tried forcing the node to cook, changing a parameter value from python and maybe some other attempts. I know my descriptions might be vague (and I can't post the file) but has anyone else encountered this or could offer help? Much thanks.
Technical Discussion » Possible to instantiate a viewport handle from python?
- omgeric
- 48 posts
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I have an asset that can uses many parameters and I'd like to be able to click into the viewport and modify a parameter depending on where I click. Can handles or any interface type things be instantiated by python scripts?
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