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SI Users » Freeze transforms
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- tamte
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Houdini Learning Materials » Disconnected poly's after sweep
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- tamte
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you can maybe just use Polywire SOP
but if you want to use Sweep SOP you need to join the lines together as Sweep SOP is treating each primitive separately
so append fuse SOP if points are not fused yet
and then Join SOP with Only Connected Checked
then your sweep should do what you expect
but if you want to use Sweep SOP you need to join the lines together as Sweep SOP is treating each primitive separately
so append fuse SOP if points are not fused yet
and then Join SOP with Only Connected Checked
then your sweep should do what you expect
Houdini Learning Materials » new sopsolver H14
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- tamte
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it was changed this way to be more compatible with POP workflow, so now you can chain SOP solvers together with other POP nodes
so to apply SOP Solver::2.0 just add multiple solver, connect your object to grey input and SOP solver to purple one
if you already have some solver that accepts other solvers to be plugged in (like POP Solver, Pyro, …), just plug SOP Solver to them directly
so to apply SOP Solver::2.0 just add multiple solver, connect your object to grey input and SOP solver to purple one
if you already have some solver that accepts other solvers to be plugged in (like POP Solver, Pyro, …), just plug SOP Solver to them directly
Technical Discussion » Transfering colour from UV textured mesh to verts
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- tamte
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for H13:
point uv's are not the problem as scatter automatically transfers them to points
so let's assume you have object with vertex uv's
1. append Facet SOP, check Unique Points (to simply make points independent, simply one point per vertex, therefore you would be able to promote uv's without them being averaged or simply messed up)
2. append Attribute Promote SOP and promote uv from vertex to point
3. append your Scatter SOP, since uv's are now point attrib, scattered points will have correct uv's and AttribFromMap SOP will work
point uv's are not the problem as scatter automatically transfers them to points
so let's assume you have object with vertex uv's
1. append Facet SOP, check Unique Points (to simply make points independent, simply one point per vertex, therefore you would be able to promote uv's without them being averaged or simply messed up)
2. append Attribute Promote SOP and promote uv from vertex to point
3. append your Scatter SOP, since uv's are now point attrib, scattered points will have correct uv's and AttribFromMap SOP will work
Technical Discussion » Transfering colour from UV textured mesh to verts
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- tamte
- 9204 posts
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if you are scattering using Scatter SOP, you can inherit uvs from original mesh (Output Attributes tab)
then just use Attribute From Map SOP to get color from texture, which will use uv attrib for lookup
then just use Attribute From Map SOP to get color from texture, which will use uv attrib for lookup
Houdini Learning Materials » micro solvers (beginner)
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- tamte
- 9204 posts
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this is where you can begin learning about microsolvers
https://www.sidefx.com/index.php?option=com_content&task=view&id=2200&Itemid=344 [sidefx.com]
https://www.sidefx.com/index.php?option=com_content&task=view&id=2200&Itemid=344 [sidefx.com]
Technical Discussion » Houdini Alembic Export Multiple Color Attributes
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- tamte
- 9204 posts
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not sure if it helps, as I can't try in MAX, but try to make sure all your color attributes have the qualifier set as color as well, some importers require that to recognize color attributes
Houdini Lounge » Houdini 15 Sneak Peak
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- tamte
- 9204 posts
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martinkindl83I know what you mean, I'm big fan of Softimage's renderpasses myself, been using them for years, hopefully we'll have same or better flexibility/usability with Houdini soon
I know Tomáš. I'm not judging yet. If it's there and it's working that's awesome. It it doesn't work as we need in the company, not a big deal. We will just stick to Softimage one more year.

Houdini Lounge » Houdini 15 Sneak Peak
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- tamte
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martinkindl83sure, but we are talking here about 15 and UI for stylesheets which you can see glimpse in the video
Style sheets are already in houdini h14,but they are not even close to the usability of bundles with materials. I will just stay in Softimage for another year for heavy cg projects. CG light project are already done with h14.
so I wouldn't be saying that that feature is not there without first trying it
Houdini Lounge » Houdini 15 Sneak Peak
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- tamte
- 9204 posts
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mtuckermartinkindl83
again, no material overrides and bundles with material assignment.
Lets hope for H16.
Maybe not quite what you mean, but have a look at material style sheets when the release comes out…
or maybe exactly what you mean
Technical Discussion » python:node=kwargs['node'] in Hscript?
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- tamte
- 9204 posts
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Technical Discussion » Hard Constraint Relationship with multiple packed objects
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- tamte
- 9204 posts
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just make sure the name attribute is different for all of them
or if you want them to have the same names make sure you create name attrib for your constraint anchors containing objname/packedprimname syntax
like stated here:
http://www.sidefx.com/docs/houdini14.0/news/14/dynamics#misc [sidefx.com]
or if you want them to have the same names make sure you create name attrib for your constraint anchors containing objname/packedprimname syntax
like stated here:
http://www.sidefx.com/docs/houdini14.0/news/14/dynamics#misc [sidefx.com]
Houdini Indie and Apprentice » Better Tumbling Methods?
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- tamte
- 9204 posts
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Houdini Indie and Apprentice » Number of Groups
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- tamte
- 9204 posts
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you can use
primgrouplist() - to get space separeated list of prim groups
or
primgroupmask() - to get space separated list of prim groups by pattern
then argc() - will give you number of elements in that list
so
argc(primgroupmask(opinputpath(“.”,0), “grp*”) )
will give you number of groups matching grp* pattern from the first input, etc.
primgrouplist() - to get space separeated list of prim groups
or
primgroupmask() - to get space separated list of prim groups by pattern
then argc() - will give you number of elements in that list
so
argc(primgroupmask(opinputpath(“.”,0), “grp*”) )
will give you number of groups matching grp* pattern from the first input, etc.
Houdini Lounge » Houdini 15 Teaser
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- tamte
- 9204 posts
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Houdini Lounge » Houdini 15 Teaser
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- tamte
- 9204 posts
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Technical Discussion » 16bit image separation
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- tamte
- 9204 posts
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I think in theory you can split it bytewise into 2 8bit chunks (that would not make sense visually), but that would probably be easier in Python COP rather than VEX
Technical Discussion » Is there a way to activate/deactive sin wave in hscript?
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- tamte
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davidavewhile you can do that be aware that the expressions are set for channel segments, so from current to next keyframe
So adding a sin() on top of keyed animation, never realized that can done!!!!
Thanks for the tip, Tomas!
so if you do sin($FF*100)*bezier() and place several more keyframes and adjust the bezier, the expression on each would be unique, meaning that if you then change it to sin($FF*10)*bezier() it would change the expression only for current segment and not for others, making it slightly more tricky to mantain continuity and keep it transparent
Technical Discussion » difference between Render view and MPlay!?!
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- tamte
- 9204 posts
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it's probably just gamma
while you can edit it nn Mplay or Render View color correct panel, it's best to set the defaults for both to be the same
so go to Edit/Color Settings/Color Correction and make sure all checkboxes are checked and to work in correct colorspace you would want gamma to be around 2.2 or use proper LUT
the look in render view is probably gamma 1 and while you may like it better it's physically incorrect (unless you have linear monitor), so it would be better if you can be looking at your render with gamma 2.2 (like you see currently in Mplay) and adjust your lights and materials to your liking
while you can edit it nn Mplay or Render View color correct panel, it's best to set the defaults for both to be the same
so go to Edit/Color Settings/Color Correction and make sure all checkboxes are checked and to work in correct colorspace you would want gamma to be around 2.2 or use proper LUT
the look in render view is probably gamma 1 and while you may like it better it's physically incorrect (unless you have linear monitor), so it would be better if you can be looking at your render with gamma 2.2 (like you see currently in Mplay) and adjust your lights and materials to your liking
Technical Discussion » Collada and FBX Don't Support Rigging?
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- tamte
- 9204 posts
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arctoreven though good exporter should handle this in the first place
and remember to bake your constraints - everyone forgets this…
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