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Houdini Lounge » Free HDA to fix symmetry
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- toonafish
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Now also available on Gumroad : https://ponnie8.gumroad.com/l/cgtarq [ponnie8.gumroad.com]
Houdini Lounge » TopLeft View Issues
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- toonafish
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It’s a random thing that’s hard to replicate and disappears when restarting Houdini and reloading the scene. I’m still on 550, but I experienced these and many other viewport issues in previous versions as well.
On top of what I mentioned, sometimes the "edit>tweak" stops working, sometimes I suddenly can’t select geo etc.
I have not reported this "invisible geo" issue as far as I can remember. Curious if anyone else noticed this, maybe i’ll report.
On top of what I mentioned, sometimes the "edit>tweak" stops working, sometimes I suddenly can’t select geo etc.
I have not reported this "invisible geo" issue as far as I can remember. Curious if anyone else noticed this, maybe i’ll report.
Houdini Lounge » TopLeft View Issues
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- toonafish
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I often have strange issues with the top left view. Strangely enough it's always this view, I've never experienced these bugs in other views.
Sometimes objects are not showing up, no matter what I do. Or the view keeps focusing ( space+f ) on the wrong coordinates when I have something selected.
Even Resetting the Viewport or reloading the scene doesn't help, it seems the only way to fix this is to restart Houdini.
I attached a screencap where the issue is clearly visible, even when I add a new tube, it doesn't show up in the topleft view.
With all the other issues, especially regarding the viewport it's becoming extremely frustrating to work in Houdini.
Has anyone else noticed this and is there s secret fix ?
H 20.5.550
Sometimes objects are not showing up, no matter what I do. Or the view keeps focusing ( space+f ) on the wrong coordinates when I have something selected.
Even Resetting the Viewport or reloading the scene doesn't help, it seems the only way to fix this is to restart Houdini.
I attached a screencap where the issue is clearly visible, even when I add a new tube, it doesn't show up in the topleft view.
With all the other issues, especially regarding the viewport it's becoming extremely frustrating to work in Houdini.
Has anyone else noticed this and is there s secret fix ?
H 20.5.550
Edited by toonafish - 2025年6月12日 05:30:04
Houdini Lounge » Free HDA to fix symmetry
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- toonafish
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Don't know the first thing about scripting or VEX, but I needed to fix the symmetry of a character without destroying UV's or other attributes.
I've been looking for a tool to fix symmetry based on a symmetry map like in Softimage XSI since it's very easy to screw up symmetry in Houdini because it's not a global setting but has to be toggled on for every single SOP every time a new one is created.
But it seems the only way to fix symmetry in Houdini is to mirror the mesh and thus destroying a lot of attributes like UV's, envelopes and such.
So with a little help from ChatGPT I created a HDA to fix symmetry in X, Y or Z axis without affecting the UV's or other attributes by creating a "Symmetry map" from the original mesh, and to my big surprise it actually works !
So if anyone needs to fix symmetry like this, I attached the HDA.
Besides the non-symmetrical mesh it needs the original mesh that hasn't been edited to create a "symmetry map".
I've been looking for a tool to fix symmetry based on a symmetry map like in Softimage XSI since it's very easy to screw up symmetry in Houdini because it's not a global setting but has to be toggled on for every single SOP every time a new one is created.
But it seems the only way to fix symmetry in Houdini is to mirror the mesh and thus destroying a lot of attributes like UV's, envelopes and such.
So with a little help from ChatGPT I created a HDA to fix symmetry in X, Y or Z axis without affecting the UV's or other attributes by creating a "Symmetry map" from the original mesh, and to my big surprise it actually works !
So if anyone needs to fix symmetry like this, I attached the HDA.
Besides the non-symmetrical mesh it needs the original mesh that hasn't been edited to create a "symmetry map".
Technical Discussion » 3D viewport nad Subnetworks
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- toonafish
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Thanks, I use that setting sometimes.
The downside of setting it to bounding box is that it forces me to edit the display settings every time I need to see the wireframe of the background objects.
The downside of setting it to bounding box is that it forces me to edit the display settings every time I need to see the wireframe of the background objects.
Technical Discussion » 3D viewport nad Subnetworks
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- toonafish
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Yes, I keep running into the same issue of losing focus because Houdini is ignoring transforms at object level when "hiding other objects".
I posted an RFE about this a while ago and it seems to be a long standing issue. But it would be great if someone knew a way to hide background objects without affecting the transforms of the currently active one.
I posted an RFE about this a while ago and it seems to be a long standing issue. But it would be great if someone knew a way to hide background objects without affecting the transforms of the currently active one.
Technical Discussion » Grid misalignment when in Hide Other Objects mode at Geometry Level
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- toonafish
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BUG #138980.
It also happens with parented and constrained objects, extremely annoying when one keeps losing focus when modeling.
I submitted an RFE about this and it seems to be a lóóóng standing issue.
It also happens with parented and constrained objects, extremely annoying when one keeps losing focus when modeling.
I submitted an RFE about this and it seems to be a lóóóng standing issue.
Houdini Indie and Apprentice » Object disappear with "Hide Other Objects"
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- toonafish
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Bump, this is extremely annoying.
Maybe a strange concept, but sometimes one actually needs multiple views but not have all background objects visible. By default it seems Houdini only allows a single viewport when working on transformed objects.
Or does anyone know how to prevent transformed objects from disappearing when "Hiding Other Objects" ?
Edit : Maybe my wording is a bit confusing, of course the active object does not actually "disappear", but all its transforms are back to default so it moves to the center as one can see in the attached screen capture. So it disappears from all views, except for the single "active view" when you zoomed in on it.
Anyone know how to prevent that from happening ?
Maybe a strange concept, but sometimes one actually needs multiple views but not have all background objects visible. By default it seems Houdini only allows a single viewport when working on transformed objects.
Or does anyone know how to prevent transformed objects from disappearing when "Hiding Other Objects" ?
Edit : Maybe my wording is a bit confusing, of course the active object does not actually "disappear", but all its transforms are back to default so it moves to the center as one can see in the attached screen capture. So it disappears from all views, except for the single "active view" when you zoomed in on it.
Anyone know how to prevent that from happening ?
Image Not Found
Edited by toonafish - 2025年5月25日 04:15:16
Houdini Lounge » Integrated AI in Houdini
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- toonafish
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Houdini Lounge » Integrated AI in Houdini
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- toonafish
- 517 posts
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nice one, that looks very interesting.
But I wonder if SideFX moving in that direction as well, AI is moving fast...
But I wonder if SideFX moving in that direction as well, AI is moving fast...
Houdini Lounge » Integrated AI in Houdini
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- toonafish
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Does anyone know if there are any plans to somehow integrate something like an AI bot into Houdini, so one can use plain text instead of having to write scripts for point wrangles and such ?
I was never good at any flavor of scripting, but lately it seems ChatGPT or DeepSeek is becoming really useful for this. So I guess it would be a logical step to integrate something similar to make life easier for dummies like myself.
I was never good at any flavor of scripting, but lately it seems ChatGPT or DeepSeek is becoming really useful for this. So I guess it would be a logical step to integrate something similar to make life easier for dummies like myself.
Houdini Indie and Apprentice » how do you get the corners off the pipe????
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- toonafish
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Your reply is a little cryptic, but I created a screencap video that might help :
https://www.dropbox.com/scl/fi/rbfrqkd14u6vm1y0jis31/sweep.mp4?rlkey=tkqnba8v0p38ggg6bljvu8qbs&dl=0 [www.dropbox.com][
https://www.dropbox.com/scl/fi/rbfrqkd14u6vm1y0jis31/sweep.mp4?rlkey=tkqnba8v0p38ggg6bljvu8qbs&dl=0 [www.dropbox.com][
Edited by toonafish - 2025年4月20日 08:28:38
Technical Discussion » How to drive parameter with point attributes
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- toonafish
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Technical Discussion » How to drive parameter with point attributes
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- toonafish
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I’m running into several tutorials pointing out the Mountain SOP height can be controlled by painting a "height" attribute. And when I download this example scene it works but seems to use an old Mountain SOP.
I tried this in 20.5 and this no longer seems to work with the new Mountain SOP.
"Height" was changed to "Amplitude" and is controlled by a “amplitude" attribute, but no matter what I try, when I paint an "amplitude" attribute nothing happens. Even not when I try to manually reference the painted attribute in the Amplitude channel.
Anyone know how to control the Mountain or Peak SOP with a painted attribute ?
Thanks.
I tried this in 20.5 and this no longer seems to work with the new Mountain SOP.
"Height" was changed to "Amplitude" and is controlled by a “amplitude" attribute, but no matter what I try, when I paint an "amplitude" attribute nothing happens. Even not when I try to manually reference the painted attribute in the Amplitude channel.
Anyone know how to control the Mountain or Peak SOP with a painted attribute ?
Thanks.
Houdini Lounge » Reset joints imported FBX character
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- toonafish
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Houdini Indie and Apprentice » how do you get the corners off the pipe????
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- toonafish
- 517 posts
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Houdini Lounge » Reset joints imported FBX character
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- toonafish
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I imported and animated FBX rig from TurboSquid with the "fbx_characterimport" SOP, but the rig is not at the default pose at frame 0.
In XSI I could just select the enveloped objects and use "reset actor" to reset all the bones to the rotation used for enveloping.
But when I use "reset all transformations to default" in the Apex "rigpose" SOP, it seems to simply resets all rotations to zero without taking the rigpose into account which is the actual default pose.
Does anyone know if there is a way to actually reset all the joints to the pose that was used for enveloping the character ?
In XSI I could just select the enveloped objects and use "reset actor" to reset all the bones to the rotation used for enveloping.
But when I use "reset all transformations to default" in the Apex "rigpose" SOP, it seems to simply resets all rotations to zero without taking the rigpose into account which is the actual default pose.
Does anyone know if there is a way to actually reset all the joints to the pose that was used for enveloping the character ?
Houdini Lounge » Update Cache files
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- toonafish
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Is there a way to make Houdini automagically see when a cache has been deleted from a scene, or a texture file on the HD is adjusted ?
I've been running into issues with adjusted textures not refreshing, or Houdini holding on to Alembic files that have been deleted from a scene until I close Houdini.
One would expect a smart app like Houdini to automatically take care of stuff like this. So me thinks there might be a preference that needs to be set ?
H 20.5.550
I've been running into issues with adjusted textures not refreshing, or Houdini holding on to Alembic files that have been deleted from a scene until I close Houdini.
One would expect a smart app like Houdini to automatically take care of stuff like this. So me thinks there might be a preference that needs to be set ?
H 20.5.550
Houdini Lounge » Hide points of background objects
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- toonafish
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That seems to do the trick, thanks a lot.
What a strange preference, and why does this apply to points only, and not other components one might wonder.
What a strange preference, and why does this apply to points only, and not other components one might wonder.
Houdini Lounge » Hide points of background objects
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- toonafish
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When selecting components in Houdini and point selection is active with "show all objects", so all background objects are clearly visible. Somehow background point visibility works differently then edge or polygon visibility, a bug maybe ?
Because when in point selection mode, the points of all background geometry are visible as well and when working with a lot of high rez geo, the viewport turns into a sea of blue points.
Is there some secret way to hide background points just like edges or polygons ? Because this makes modeling in Houdini even more frustrating then it already is.
btw, I know I can "Ghost Other Object" to hide points, but then background objects are semi transparent, which is something you sometimes don't want.
Because when in point selection mode, the points of all background geometry are visible as well and when working with a lot of high rez geo, the viewport turns into a sea of blue points.
Is there some secret way to hide background points just like edges or polygons ? Because this makes modeling in Houdini even more frustrating then it already is.
btw, I know I can "Ghost Other Object" to hide points, but then background objects are semi transparent, which is something you sometimes don't want.
Edited by toonafish - 2025年3月25日 09:30:53
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