Wouahoo that's just one node !
Next step is only magic !
Thank you @tamte for this quick and short solution.
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Solaris and Karma » Transformed asset to point instancer
- julca
- 216 posts
- Online
Solaris and Karma » Transformed asset to point instancer
- julca
- 216 posts
- Online
Hello @npetit,
Super, thank you for your explanation and solution.
That's simple to use and very useful.
Super, thank you for your explanation and solution.
That's simple to use and very useful.
Solaris and Karma » Transformed asset to point instancer
- julca
- 216 posts
- Online
Hello,
I want to convert duplicated and transformed asset into a point instancer for further operations. I can get all positions but I don't know how to get back their orientations.
Cf. screenshot, on the left what I do manually and on the right when I try to get back in instancer, from source node "out_for_transform", the transformations.
Do you know how to do ?
(cf. simple scene file)
Thank you.
I want to convert duplicated and transformed asset into a point instancer for further operations. I can get all positions but I don't know how to get back their orientations.
Cf. screenshot, on the left what I do manually and on the right when I try to get back in instancer, from source node "out_for_transform", the transformations.
Do you know how to do ?
(cf. simple scene file)
Thank you.
Solaris and Karma » TimeShift And MotionBlur
- julca
- 216 posts
- Online
Solaris and Karma » TimeShift And MotionBlur
- julca
- 216 posts
- Online
Hello,
I can't have MotionBlur when use I use a TimeShift node.
Do you know how I can make it work ? I really need to use the timeShift node.
Thank you.
I can't have MotionBlur when use I use a TimeShift node.
Do you know how I can make it work ? I really need to use the timeShift node.
Thank you.
Houdini Indie and Apprentice » Hard Edges
- julca
- 216 posts
- Online
Pacman972Hello @Pacman972, I think you miss the @probiner response that give you the straigth way to do this without litteraly cut the geo.
The issue with the solution provided with Cusp : you litteraly cut the geometry and it gives overlapping points...
I'm surprised Houdini does not provide simple tool to crease/hard edge as you can do with other software like Max.
Cf. below quick illustrated example, hope that help.
Houdini Engine for Unreal » Unreal Engine 5.2 support
- julca
- 216 posts
- Online
TwinSnakes007Hello,
I copied:
C:\Program Files\Side Effects Software\Houdini Engine\Unreal\19.5.605\5.1\HoudiniEngine
To:
C:\Program Files\Epic Games\UE_5.2\Engine\Plugins
I still havn't try to update to 5.2 but from the doc it says :
"For Unreal Engine 5, you must use Unreal's project directory."
cf. getting_started.html [www.sidefx.com]
Hope that help !
MARDINI Daily Art Challenge 2022 » MISSING PRIZES
- julca
- 216 posts
- Online
Mardini 2023 » Day 1 | Shape | Round | Animation
- julca
- 216 posts
- Online
Houdini Indie and Apprentice » Houdini Indie freezes when creating or deleting nodes
- julca
- 216 posts
- Online
traileverseHello @trailverse, thank you for info, I also have same behavior regulary and also when open houdini it often open my Internet navigator to show my licenses (which are ok) or tell me I'm not connected with the opening the houdini license administrator tool.
I change the license server from sidefx.com to local server and it seems to be working fine now, so that was the problem.
I'm curious if that's a sidefx server problem that can be resolved in future or a limitation of this kind of Online licensing.
MARDINI Daily Art Challenge 2022 » Prize Pack Delivery
- julca
- 216 posts
- Online
With all this time to wait, @rmagge is probably preparing more extra goodies like pants, hats, pens, etc.
Houdini Learning Materials » Houdini 19.5 | Epic Speed Modeling | Kitchen
- julca
- 216 posts
- Online
Hello @SIgor420, thank you to show this.
It's happy to this in the light because yes we can use houdini for any kind of modeling stuff and also for "architectural" work.
I personally use it for this without need of any sort of "modeler" plugin (as well it can be) to achieve lot of stuff with te benefit of the proceduralism way on the fly when needed.
It's happy to this in the light because yes we can use houdini for any kind of modeling stuff and also for "architectural" work.
I personally use it for this without need of any sort of "modeler" plugin (as well it can be) to achieve lot of stuff with te benefit of the proceduralism way on the fly when needed.
Solaris and Karma » Save used usd assets from library to current project
- julca
- 216 posts
- Online
@goldleaf, Thanks you for your quick response.
Ok so I'll copy for now my full library into each project, hope there is a day a one button solution for this !
Ok so I'll copy for now my full library into each project, hope there is a day a one button solution for this !
Solaris and Karma » Save used usd assets from library to current project
- julca
- 216 posts
- Online
Hello,
Admit I have an asset library with all my source assets contained in the folder "D:\globalAssetLibrary"
With all usd and textures associated stored inside this folder.
Now I have a project located here "E:\project_A\myFirstLop_01.hiplc"
Is there a way to import all usd assets used with their externals files used (typically the textures) inside current project automatically ?
I would like to recreate the library hierarchy (only part used) inside current project for sending on rendering farm for example.
I hope it was clear enough
Thanks
Admit I have an asset library with all my source assets contained in the folder "D:\globalAssetLibrary"
With all usd and textures associated stored inside this folder.
Now I have a project located here "E:\project_A\myFirstLop_01.hiplc"
Is there a way to import all usd assets used with their externals files used (typically the textures) inside current project automatically ?
I would like to recreate the library hierarchy (only part used) inside current project for sending on rendering farm for example.
I hope it was clear enough
Thanks
Houdini Indie and Apprentice » How easily cycle an agent "in-place" animation clip ?
- julca
- 216 posts
- Online
Hello,
I export an walk animation clip with shape as an agent.
The animation is cached as "in-place" type to be ready compatible for crowd sim.
And it's works well at this point.
When loaded and checked with the "agentclipproperties" node, the walk anim is cycling well over time.
But now I want to cycle this clip to manualy animate the character along a curve instead of within a sim.
When I unpack the agent animation, I put a motionClipCycle node but I get a strange offset (cf. curved trajectory bellow).
I must now set a strange value in the "Shift Cycles" parameter to make it run straight.
Why my current cached "in-place" agent animation are so complicated to make it cycle when I unpacked my clip ?
Thank you.
I export an walk animation clip with shape as an agent.
The animation is cached as "in-place" type to be ready compatible for crowd sim.
And it's works well at this point.
When loaded and checked with the "agentclipproperties" node, the walk anim is cycling well over time.
But now I want to cycle this clip to manualy animate the character along a curve instead of within a sim.
When I unpack the agent animation, I put a motionClipCycle node but I get a strange offset (cf. curved trajectory bellow).
I must now set a strange value in the "Shift Cycles" parameter to make it run straight.
Why my current cached "in-place" agent animation are so complicated to make it cycle when I unpacked my clip ?
Thank you.
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
- julca
- 216 posts
- Online
Perception from outside is that houdini isn't a generalist software for doing simple task. Which is mainly wrong.
There a lack of "human" tutorials which don't go into network unnecessarily.
The fact, as others said, is that UX could be better and sop modeling tool hasn't well updated.
Hard to develop more without fall in a sort of wish list..
Just to name few points :
- Coming from a softimage background, pivot/handle/snap aren't well arranged here to make them as efficient as they must be to use (even if functionalities are here).
- About modelling tools, all little sop experience/ability improvement can make difference, listen feedbacks users and more invest time on it.
We all come from different horizons, just mix all ours feedbacks and get the best !
- There terribly missing 3d library models on houdini side.
The lack of a complete model file format (which include materials), sort of subscene, make unable to simply "share/sell" models. hda, as powerful it is, isn't adapted for this so simple task.
So it take it time at the beginning to build our 3d library and still the question is "how to save it ?".
- Management of external files is terrible : "Pre-Flight Scene.." way too long on larger scene with many dependencies (more than 30min) and unusable.
So we can't use references outside project structure folder and decide at the end to copy/move all dependencies to local (to share/archive project for example).
One real benefit of houdini that is we can work like in any other softwares, create geo, move, deform interactively inside viewport AND the bonus is we can go further with nodes when needed.
There a lack of "human" tutorials which don't go into network unnecessarily.
The fact, as others said, is that UX could be better and sop modeling tool hasn't well updated.
Hard to develop more without fall in a sort of wish list..
Just to name few points :
- Coming from a softimage background, pivot/handle/snap aren't well arranged here to make them as efficient as they must be to use (even if functionalities are here).
- About modelling tools, all little sop experience/ability improvement can make difference, listen feedbacks users and more invest time on it.
We all come from different horizons, just mix all ours feedbacks and get the best !
- There terribly missing 3d library models on houdini side.
The lack of a complete model file format (which include materials), sort of subscene, make unable to simply "share/sell" models. hda, as powerful it is, isn't adapted for this so simple task.
So it take it time at the beginning to build our 3d library and still the question is "how to save it ?".
- Management of external files is terrible : "Pre-Flight Scene.." way too long on larger scene with many dependencies (more than 30min) and unusable.
So we can't use references outside project structure folder and decide at the end to copy/move all dependencies to local (to share/archive project for example).
One real benefit of houdini that is we can work like in any other softwares, create geo, move, deform interactively inside viewport AND the bonus is we can go further with nodes when needed.
Houdini Indie and Apprentice » How to preserve distances between to surface
- julca
- 216 posts
- Online
Hello, probably not the most elegant solution but still work here to prevent intersection.
Hope that help.
Other way would be to do more math and done this purely in vex.. but that's another task.
Hope that help.
Other way would be to do more math and done this purely in vex.. but that's another task.
MARDINI Daily Art Challenge 2022 » Day 12 Animation | Vellum | Tet Softbody
- julca
- 216 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 10 Animation | Vellum | Grains
- julca
- 216 posts
- Online
This is my first jump here in the Mardini Challenge !
Happy to participate along all artists here !
Happy to participate along all artists here !
MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- julca
- 216 posts
- Online
Hello,
Is build-in postfx effects inside third party renderengine is allowed (photographic exposure, LUT, bloom, vignetting, etc.) ?
Is build-in postfx effects inside third party renderengine is allowed (photographic exposure, LUT, bloom, vignetting, etc.) ?
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