Hello! Working on a copystamp expression at the moment. It's fairly simple. Wondering why this equation in houdini works: ch(“../circle1/radius`ceil(($PT/8) + 0.000000001)`”)
But this one errors out: ch(“../circle1/radius`ceil(($PT/ch(”../circle8/divs“)) + 0.000000001)`”) with the error message Unable to evaluate expression (Syntax error - extra tokens detected in expression
Would love some input on the proper way to pull this info into my hscript expression!! Thanks!
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Houdini Indie and Apprentice » Backticks in HScript
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- shaneroshea
- 42 posts
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Houdini Indie and Apprentice » Adaptive Sampling?
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- shaneroshea
- 42 posts
- オフライン
Hello! Trying to learn better optimized Mantra render optimization and I'm looking for the Adaptive Sampling checkbox but I don't see it in the new H16 version.
Did they change the name of it or remove it completely? :O
Also cannot find the old Color Limit Decay; but I do see a color limit depth… can someone explain the difference?
*ALSO* If anyone has any good pro-tips/resources with lots of great info on the topic I'd love to know. Been going through the basic documentation and awesome Mantra User Guide posted earlier this month for info.
Thanks!
Did they change the name of it or remove it completely? :O
Also cannot find the old Color Limit Decay; but I do see a color limit depth… can someone explain the difference?
*ALSO* If anyone has any good pro-tips/resources with lots of great info on the topic I'd love to know. Been going through the basic documentation and awesome Mantra User Guide posted earlier this month for info.
Thanks!
Edited by shaneroshea - 2017年5月19日 02:52:52
Houdini Indie and Apprentice » Importing Baked Blendshapes
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- shaneroshea
- 42 posts
- オフライン
WOOP. Fixed it by changing it to FBX standard import rather than Maya compatible. Interesting… Now the blendshapes work.
Houdini Indie and Apprentice » Importing Baked Blendshapes
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- shaneroshea
- 42 posts
- オフライン
Hello! I have a character from Maya with blendshapes for facial expressions.
All is baked into an FBX. The blendshapes show up if importing the FBX into new Maya scenes but when I import into Houdini as an FBX even with the blendshape button checked off the mesh animates just fine but the blendshapes for the face don't change the imported face at all even though the data is there as Maya can pick it up from the FBX but I'm having trouble on figuring out why it's not being picked up in Houdini.
Am I missing a setting in Maya or Houdini? Would love to hear some thoughts!
All is baked into an FBX. The blendshapes show up if importing the FBX into new Maya scenes but when I import into Houdini as an FBX even with the blendshape button checked off the mesh animates just fine but the blendshapes for the face don't change the imported face at all even though the data is there as Maya can pick it up from the FBX but I'm having trouble on figuring out why it's not being picked up in Houdini.
Am I missing a setting in Maya or Houdini? Would love to hear some thoughts!
Houdini Indie and Apprentice » Hair Collisions
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- shaneroshea
- 42 posts
- オフライン
Hello! So I have hair on my character made, and the typical guide curves controlling the shape and are dynamic as a wire solver. However currently the wire solver is working just fine but when I make the animated geometry a deforming or RBD object and try to run a flipbook the computer instantly hangs and can't handle the calculations.
Is there anyway I might be doing something wrong? I'm new so this clearly must not be the most optimized method but as usual I can't seem to find enough documentation on how to get hair collisions to really get started so if anyone has any good sources I'd also take that!
Thanks so much for your time as always!!!
Is there anyway I might be doing something wrong? I'm new so this clearly must not be the most optimized method but as usual I can't seem to find enough documentation on how to get hair collisions to really get started so if anyone has any good sources I'd also take that!

Thanks so much for your time as always!!!
Houdini Indie and Apprentice » Points from Volume node on animated geometry.
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- shaneroshea
- 42 posts
- オフライン
Yesss! Figured this one out. Using a Point Deform node is all you need to get any points to follow the animated volume using a Scatter SOP *or* a Points from Volume SOP.
Houdini Indie and Apprentice » Points from Volume node on animated geometry.
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- shaneroshea
- 42 posts
- オフライン
Hello! I have a Points from Volume SOP being created on an animated piece of geometry and every frame the scatter points change positions. Is there anyway to make them stick? Would there be a same achievable look using a scatter node+point node instead, and also achieve the tetrahedral scatter effect the Points from Volume node produces?
Thanks for your thoughts!
Thanks for your thoughts!
Houdini Learning Materials » Animated objects in Sovler Nodes
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- shaneroshea
- 42 posts
- オフライン
Hello! I've been working with the pipe generation tutorial Entagma has up on Houdini's website and I have an animated point cloud connecting points to make lines that connect the points on a piece of animated geometry. In the Solver node there's some vex code but it only generates the pipes and connects the points on the first frame rather than moving with the animated geometry.
When I plug in the point animation data using the first input node it messes up and stretches out the formation of the pipe lines. However if I move to a frame and refresh the solver it holds the shape and position.
For this reason is there any way to have the solver reset per frame and/or write out the solver per frame after the reset so I have a cohesive animated point cloud work through the solver?
Thanks for the help!
When I plug in the point animation data using the first input node it messes up and stretches out the formation of the pipe lines. However if I move to a frame and refresh the solver it holds the shape and position.
For this reason is there any way to have the solver reset per frame and/or write out the solver per frame after the reset so I have a cohesive animated point cloud work through the solver?
Thanks for the help!
Houdini Indie and Apprentice » 3DS Rigged Character into Houdini?
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- shaneroshea
- 42 posts
- オフライン
If what software you're animating your rigged character doesn't matter, I've definitely had success in the past exporting my final rigged character as an FBX into Houdini after animation was done in an external software, but that definitely gives you way less control of handling things in one software as a downside.
Houdini Learning Materials » PolyReduce jumping topology
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- shaneroshea
- 42 posts
- オフライン
Oooo! Thanks! I was trying to use this before but I was implementing it wrong! Really appreciate the help!!!!!
Houdini Learning Materials » PolyReduce jumping topology
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- shaneroshea
- 42 posts
- オフライン
Hello! I'm trying to polyreduce an animated mesh as part of an effect I'm working on. The issue I'm having however, is that per-frame of the animation the poly reduce spits out a new similar point/edgeflow which messes up the simulation I'm doing which requires the static edgeflow on the animated mesh.
Any idea how to make the polyreduce do the reduction, and then not change topology again but still maintain the animation?
Thanks!
Any idea how to make the polyreduce do the reduction, and then not change topology again but still maintain the animation?
Thanks!
Houdini Indie and Apprentice » Dynamic Flower and Growth effects?
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- shaneroshea
- 42 posts
- オフライン
Technical Discussion » Sand Not Rendering any Sprites?
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- shaneroshea
- 42 posts
- オフライン
Anyone have any ideas? It's for a project and I really want to have it for the deadline. :3
Technical Discussion » Sand Not Rendering any Sprites?
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- shaneroshea
- 42 posts
- オフライン
Hello! I'm having a weird issue where I can simulate sand just fine and slap any texture on it such as metal, or ramp shaders, but the second it stops rendering as spheres with textures and I want it to render from my sprites that I've set up (or even render the default sprite dust texture) it won't render and I was wondering if anyone had a good troubleshooting eye for why this might be.
.hip file is attached HERE [drive.google.com] if anyone wants to take a look! Would really appreciate it!
.hip file is attached HERE [drive.google.com] if anyone wants to take a look! Would really appreciate it!
Houdini Indie and Apprentice » Dynamic Flower and Growth effects?
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- shaneroshea
- 42 posts
- オフライン
Thanks for the post! I think I understand how that opening flower might work, but then there's the whole concept of the growing vine and leaves it originated from, and how it all develops into the plant final form which is what really pushes forward the animation.
Houdini Indie and Apprentice » Dynamic Flower and Growth effects?
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- shaneroshea
- 42 posts
- オフライン
Hello! I love the work done here: https://www.youtube.com/watch?v=fpbw82uS0xI [youtube.com]
I would love some insight as to how this might have been done and how I could replicate some of the animation and procedural modeling and growth effects… I have been taring my hair out looking for a tutorial more relevant to this type of plant versus a tree or bush.
More artistically directed visually pleasing flowers and smaller vines/plants is the look development I'm going for and I would like any and all help you guys can give me! If you know of any tutorials, resources or other things I could use please let me know!
I'm also curious if studios usually *make* the plants and trees using Houdini or pull them from some other software/nature generation software and somehow use it in conjunction with Houdini for their needs.
Please please please let me know any info you can helps a newbie like me!
Thanks for your time!!!!
I would love some insight as to how this might have been done and how I could replicate some of the animation and procedural modeling and growth effects… I have been taring my hair out looking for a tutorial more relevant to this type of plant versus a tree or bush.
More artistically directed visually pleasing flowers and smaller vines/plants is the look development I'm going for and I would like any and all help you guys can give me! If you know of any tutorials, resources or other things I could use please let me know!
I'm also curious if studios usually *make* the plants and trees using Houdini or pull them from some other software/nature generation software and somehow use it in conjunction with Houdini for their needs.
Please please please let me know any info you can helps a newbie like me!

Thanks for your time!!!!
Houdini Indie and Apprentice » Sand pile won't render with sprites?
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- shaneroshea
- 42 posts
- オフライン
Houdini Indie and Apprentice » Sand pile won't render with sprites?
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- shaneroshea
- 42 posts
- オフライン
Hello! I'm having a weird issue where I can simulate sand just fine and slap any texture on it such as metal, or ramp shaders, but the second it stops rendering as spheres with textures and I want it to render from my sprites that I've set up (or even render the default sprite dust texture) it won't render and I was wondering if anyone had a good troubleshooting eye for why this might be.
.hip file is attached HERE [drive.google.com] if anyone wants to take a look! Would really appreciate it!
.hip file is attached HERE [drive.google.com] if anyone wants to take a look! Would really appreciate it!
Houdini Indie and Apprentice » Clustering Particles into planet?
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- shaneroshea
- 42 posts
- オフライン
Oh awesome! Thanks so much for sharing this, it's helping me develop my look a ton!!!!
Houdini Indie and Apprentice » Clustering Particles into planet?
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- shaneroshea
- 42 posts
- オフライン
Yeah! I've done that Varomix Tutorial before which was super cool. I was thinking of having a bunch of curves that lead into a main center but my biggest issue I'm having is with that first part you said.
I can't seem to figure out how to coalesces dust into a ball like the man did above with the dice. I can get things to follow the curves and be influenced in directions but I just don't see any real way to cluster all the particles into a sphere.
I can't seem to figure out how to coalesces dust into a ball like the man did above with the dice. I can get things to follow the curves and be influenced in directions but I just don't see any real way to cluster all the particles into a sphere.
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- Quick Links

I can't get it to work at all with any sand grains I generate in any scene….