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Found 5904 posts.

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SI Users » Freeze transforms

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tamte
9204 posts
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 2015年8月16日 00:05:25
Modify Shelf/Freeze
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Houdini Learning Materials » Disconnected poly's after sweep

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tamte
9204 posts
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 2015年8月15日 13:21:52
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
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Houdini Learning Materials » new sopsolver H14

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tamte
9204 posts
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 2015年8月15日 13:14:33
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
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Technical Discussion » Transfering colour from UV textured mesh to verts

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tamte
9204 posts
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 2015年8月14日 22:37:57
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
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Technical Discussion » Transfering colour from UV textured mesh to verts

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tamte
9204 posts
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 2015年8月14日 19:37:03
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
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Houdini Learning Materials » micro solvers (beginner)

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tamte
9204 posts
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 2015年8月12日 19:12:09
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]
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Technical Discussion » Houdini Alembic Export Multiple Color Attributes

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tamte
9204 posts
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 2015年8月11日 19:28:42
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
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Houdini Lounge » Houdini 15 Sneak Peak

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tamte
9204 posts
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 2015年8月10日 19:36:18
martinkindl83
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.
I 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
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Houdini Lounge » Houdini 15 Sneak Peak

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tamte
9204 posts
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 2015年8月10日 17:43:25
martinkindl83
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.
sure, but we are talking here about 15 and UI for stylesheets which you can see glimpse in the video
so I wouldn't be saying that that feature is not there without first trying it
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Houdini Lounge » Houdini 15 Sneak Peak

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tamte
9204 posts
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 2015年8月10日 15:09:06
mtucker
martinkindl83
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
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Technical Discussion » python:node=kwargs['node'] in Hscript?

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tamte
9204 posts
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 2015年8月10日 01:44:26
for hscript arguments should be in variables
$arg1, $arg2, …
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Technical Discussion » Hard Constraint Relationship with multiple packed objects

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tamte
9204 posts
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 2015年8月6日 14:14:02
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]
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Houdini Indie and Apprentice » Better Tumbling Methods?

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tamte
9204 posts
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 2015年8月4日 17:37:09
Space+H ?
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Houdini Indie and Apprentice » Number of Groups

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tamte
9204 posts
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 2015年8月2日 16:26:47
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.
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Houdini Lounge » Houdini 15 Teaser

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tamte
9204 posts
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 2015年7月31日 15:41:41
oh, cool, I didn't notice that
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Houdini Lounge » Houdini 15 Teaser

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tamte
9204 posts
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 2015年7月31日 15:34:43
just read the icons on the caps , that's such a nice idea for teaser
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Technical Discussion » 16bit image separation

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tamte
9204 posts
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 2015年7月31日 15:09:00
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
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Technical Discussion » Is there a way to activate/deactive sin wave in hscript?

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tamte
9204 posts
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 2015年7月31日 03:08:05
davidave
So adding a sin() on top of keyed animation, never realized that can done!!!!
Thanks for the tip, Tomas!
while you can do that be aware that the expressions are set for channel segments, so from current to next keyframe
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
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Technical Discussion » difference between Render view and MPlay!?!

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tamte
9204 posts
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 2015年7月30日 20:59:09
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
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Technical Discussion » Collada and FBX Don't Support Rigging?

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tamte
9204 posts
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 2015年7月30日 19:52:18
arctor
and remember to bake your constraints - everyone forgets this…
even though good exporter should handle this in the first place
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