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Technical Discussion » Add Null Node shortcut/script?
- sessionbeer
- 39 posts
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Technical Discussion » Add Null Node shortcut/script?
- sessionbeer
- 39 posts
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I've made a shelf tool and placed the script in there but when I select and node and run the script, nothing happens?
Technical Discussion » Add Null Node shortcut/script?
- sessionbeer
- 39 posts
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Thanks a lot Dean! Yea I just want to assign it to a short so I can create a null quickly.
Thanks again
Thanks again
Technical Discussion » Add Null Node shortcut/script?
- sessionbeer
- 39 posts
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Hello,
Does any have a script or a shortcut to create a new Null Node and connect it to the currently selected node? Would be really handy.
Cheers
Does any have a script or a shortcut to create a new Null Node and connect it to the currently selected node? Would be really handy.
Cheers
Technical Discussion » Ivy Growing
- sessionbeer
- 39 posts
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Hello,
I have a stripped down example scene where by I am trying to achieve a simple (or at least I thought it would be simple) ivy growing type effect. I am trying to get the secondary branches to mimic the initial brans curl movement, but oriented correctly along it's initial normal. That may not make much sense so I have made a quick diagram to help. Does any one have any ideas of what I can do to amend this? Would be grateful for some pointers.
Thanks.
I have a stripped down example scene where by I am trying to achieve a simple (or at least I thought it would be simple) ivy growing type effect. I am trying to get the secondary branches to mimic the initial brans curl movement, but oriented correctly along it's initial normal. That may not make much sense so I have made a quick diagram to help. Does any one have any ideas of what I can do to amend this? Would be grateful for some pointers.
Thanks.
Technical Discussion » Make Transform individually per object
- sessionbeer
- 39 posts
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carlo_c
Here's an example where I've built up a local co-ordinate system and assigned to the orient value which the copy SOP uses if it's available. Hope it makes sense!
Thanks for this Carlo, I think this is more of the thing I need to get my set up working. I'm going to go through it and learn from it. Thanks again!
Technical Discussion » Make Transform individually per object
- sessionbeer
- 39 posts
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I've notice the pivot works as expected when the points are flat, but if you rotate the grid and then try to do the same rotation, the axis is off.
Does anyone know how to perform the rotation but around the normals or another way to do this?
Does anyone know how to perform the rotation but around the normals or another way to do this?
Technical Discussion » Make Transform individually per object
- sessionbeer
- 39 posts
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Technical Discussion » Make Transform individually per object
- sessionbeer
- 39 posts
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Hello,
How do I make use of the Make Transform node so that I can rotate the cubes around their own axis rather then currently just around the middle one? I know I can use the CopySop and instance the points, but this is a striped down scene which requires that I try to achieve the individual rotations in Vop's. Does anyone have any ideas or better solutions they are willing to share?
Thanks
How do I make use of the Make Transform node so that I can rotate the cubes around their own axis rather then currently just around the middle one? I know I can use the CopySop and instance the points, but this is a striped down scene which requires that I try to achieve the individual rotations in Vop's. Does anyone have any ideas or better solutions they are willing to share?
Thanks
Technical Discussion » Loop offset Ramp Parameter
- sessionbeer
- 39 posts
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Technical Discussion » Loop offset Ramp Parameter
- sessionbeer
- 39 posts
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Hello,
I'm still new to Houdini and am trying to work out how things are handled inside the app. In this scene, I originally made it in python and it made sense, inside VOP's I'm a little confused as to how to do it, or if its possible?
I'm basically looking to loop the ramp parameter across the points over and over across all the frames. If you open the file and play it back you'll notice the error half way.
Here is my original python snippet that I am trying to replicate.
The issue I am trying to get my head around, it how to deal with lists inside of VOP's. Any help would be really appreciated by this new Houdini convert
# Offset loop
def list_range(t, totalcount, mylist):
start = t % len(mylist)
end = (start + totalcount) % len(mylist)
if end > start:
return mylist
return mylist + l
I'm still new to Houdini and am trying to work out how things are handled inside the app. In this scene, I originally made it in python and it made sense, inside VOP's I'm a little confused as to how to do it, or if its possible?
I'm basically looking to loop the ramp parameter across the points over and over across all the frames. If you open the file and play it back you'll notice the error half way.
Here is my original python snippet that I am trying to replicate.
The issue I am trying to get my head around, it how to deal with lists inside of VOP's. Any help would be really appreciated by this new Houdini convert
# Offset loop
def list_range(t, totalcount, mylist):
start = t % len(mylist)
end = (start + totalcount) % len(mylist)
if end > start:
return mylist
return mylist + l
Technical Discussion » Align Normals
- sessionbeer
- 39 posts
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Technical Discussion » Align Normals
- sessionbeer
- 39 posts
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Thanks for you're reply Tomas. It makes sense now that you said the Divide SOP may differ every frame, what's weird is that is doesn't show that in the view port, the normals and geometry still align while they are being deformed? I tried to plug in a Timeshift SOP as your recommended, but it still seems to the have the same problem, the copied geometry is still flipped is some places. I don't get it?
Technical Discussion » Align Normals
- sessionbeer
- 39 posts
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Hello,
I seem to be having an issue with this set up and I can't understand why or where the problem is? If you open the file and play the timeline you'll notice that the geometry filps a lot and I presume it's do some Normal issue but cant see where? Does any one have any ideas?
Cheers
I seem to be having an issue with this set up and I can't understand why or where the problem is? If you open the file and play the timeline you'll notice that the geometry filps a lot and I presume it's do some Normal issue but cant see where? Does any one have any ideas?
Cheers
Technical Discussion » Define point number
- sessionbeer
- 39 posts
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Thanks your reply Thomas. I'm still very new to houdini and am trying to understand it's different workflow from other packages. From your reply, I still don't understand how I define where I would like specific point numbers to be? Do I make an attribute from a point selection? The whole promote attribute in houdini is a bit confusing to me at the monment but I'm working on it. Thanks again for your reply.
Technical Discussion » Define point number
- sessionbeer
- 39 posts
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I have been looking into changing the point numbers on a geometry and found the Sort node very useful but I'm wondering is there a way to define which point you want to be which number?
In the image I am trying to show where I would like the points 0,1,2 to be defined along the geometry. Is that possible? And if so could any one please let me know how. Thanks.
In the image I am trying to show where I would like the points 0,1,2 to be defined along the geometry. Is that possible? And if so could any one please let me know how. Thanks.
Technical Discussion » Duplicate and bind a single polygon onto surface of object
- sessionbeer
- 39 posts
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Thanks again. Will dig into this and I'm sure I'll learn some more stuff about Houdini. Cheers
Technical Discussion » Duplicate and bind a single polygon onto surface of object
- sessionbeer
- 39 posts
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Thank you owlYzarc for you quick reply. Thats a very elegant solution for something that was a rather long winded process in other applications. Could I ask, as the blendshapes node is where all the magic seems to be happening, how would you make it work if the single polygon was subdivided in the beginning for example?
Thanks again
Thanks again
Technical Discussion » Duplicate and bind a single polygon onto surface of object
- sessionbeer
- 39 posts
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Hello,
Im new to Houdini and wanted to start with a little challenge which I have completed in another 3D package but with the help of python. I wanted to replicate the same process in Houdini to see what the benefits of everything being procedural is. As a newbie I'm pretty lost already as the names of things are different and the menus will take some time to get used, to but I'm sticking to it.
Could anyone give me any tips as to how I would go about this in Houdini? I made two images that I hope show everyone what I am trying to achieve.
Thanks
Im new to Houdini and wanted to start with a little challenge which I have completed in another 3D package but with the help of python. I wanted to replicate the same process in Houdini to see what the benefits of everything being procedural is. As a newbie I'm pretty lost already as the names of things are different and the menus will take some time to get used, to but I'm sticking to it.
Could anyone give me any tips as to how I would go about this in Houdini? I made two images that I hope show everyone what I am trying to achieve.
Thanks
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