there is a good habit of using search function before posting the question
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15521&highlight=motion+vectors [sidefx.com]
http://www.sidefx.com/exchange/info.php?fileid=608&versionid=608 [sidefx.com]
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Houdini Indie and Apprentice » motion vectors
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- tamte
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Houdini Indie and Apprentice » Interior Renders
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- tamte
- 9118 posts
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krizard
i think its becouse ambient oclusion works like a sky dome.
and in your scene, the outside of the box its casting shadows to it self inside part
…
actually it is not working that way
it is sending rays in direction of the shading point normal with variation of “sampling angle”, and because it hits the surface with all rays (because you are inside the box) it returns black.
what you can try is reducing Maximum Intersect Distance parameter to value less than box dimensions
Houdini Indie and Apprentice » "cheat code" to XFORM everything in scene?
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- tamte
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to move scene level transforms into geometry level (xform SOP) use Freeze button from Modify shelf
also take look at pre-transforms, which may be what you need sometimes
http://www.sidefx.com/docs/houdini10.0/shelf/freeze [sidefx.com]
also take look at pre-transforms, which may be what you need sometimes
http://www.sidefx.com/docs/houdini10.0/shelf/freeze [sidefx.com]
Houdini Indie and Apprentice » How fill polycap with polygons
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- tamte
- 9118 posts
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you can try ClothRefine SOP
but since it is using triangulate2D you can use it only for planar shapes
so look at the file for example workflow
maybe it can be done easier, but it should work
but since it is using triangulate2D you can use it only for planar shapes
so look at the file for example workflow
maybe it can be done easier, but it should work
Technical Discussion » Fetch Data from another DOP network
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- tamte
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I want to Fetch Data from Allready simulated DOP network but i am not able to do this with Fetch Data DOP, i tried typing /obj/AutoDopNetwork:smoke as Source Object but it does not seem to work
i am now doing this through SOPs and SOP Vector Field and it is working
but i feel like i am doing unnecessary steps
is there a direct way to do this?
i am now doing this through SOPs and SOP Vector Field and it is working
but i feel like i am doing unnecessary steps
is there a direct way to do this?
Technical Discussion » How to make points combine become line?
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- tamte
- 9118 posts
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Houdini Indie and Apprentice » Parenting and Position constraining?
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- tamte
- 9118 posts
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if you are trying to grab world space transforms from any object and apply them to xform SOP you can use origin() expression for that
Houdini Lounge » Error in cloth
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- tamte
- 9118 posts
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your tube is a primitive
like the error says Static/RBD Objects have bad or non-polygonal geometry
so it refers to tube RBD object
like the error says Static/RBD Objects have bad or non-polygonal geometry
so it refers to tube RBD object
Houdini Indie and Apprentice » Merge geometry
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- tamte
- 9118 posts
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it is just warning you that some attributes are not present on all inputs of the merge node
and since the result geometry will keep all attributes it has to fill in some values for parts that didn't have that attribute
you should get the same warning with object merge method
just to make it clear
imagine obj1 has Cd attribute with values 1,0,0 (red clor)
obj2 does not have Cd attribute
when you merge them together the result will have Cd attribute
for part that belonged to obj1 it will be 1,0,0
but what about obj2 part ?
it will be filled with 1,1,1 (just the default value)
and this is all this warning is about.
so nothing bad, just to keep in mind what's happening
and since the result geometry will keep all attributes it has to fill in some values for parts that didn't have that attribute
you should get the same warning with object merge method
just to make it clear
imagine obj1 has Cd attribute with values 1,0,0 (red clor)
obj2 does not have Cd attribute
when you merge them together the result will have Cd attribute
for part that belonged to obj1 it will be 1,0,0
but what about obj2 part ?
it will be filled with 1,1,1 (just the default value)
and this is all this warning is about.
so nothing bad, just to keep in mind what's happening
Houdini Indie and Apprentice » Merge geometry
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- tamte
- 9118 posts
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you can also use Combine button from Modify shelf
just select your objects ant hit Combine
just select your objects ant hit Combine
Houdini Indie and Apprentice » cloning a geometry specific amoung of space
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- tamte
- 9118 posts
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try variables $SIZEX, $SIZEY, $SIZEZ
if you are duplicating along x axis then type $SIZEX in translatex parameter of the Copy SOP and so on
at the bottom right corner of the screen you can see menu button which can say
Auto Update, On Mouse Up, Manual
you probably have it set to On Mouse Up right now
so set it to Auto Update
if you are duplicating along x axis then type $SIZEX in translatex parameter of the Copy SOP and so on
at the bottom right corner of the screen you can see menu button which can say
Auto Update, On Mouse Up, Manual
you probably have it set to On Mouse Up right now
so set it to Auto Update
Technical Discussion » "Visible through camera" expression?
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- tamte
- 9118 posts
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you can allways use very low poly geo for points not visible to camera for shadows/refl/refr if you need them
Technical Discussion » "Visible through camera" expression?
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- tamte
- 9118 posts
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you do not have to delete those points as in example, just use the created group for copy sop or whatever (this way pointcount/$PT will stay the same)
EDIT: $PT will not be the same for group filtered op e.g copy SOP, sorry for confusion
you can also introduce some tolerance so you will include points slightly outside the camera view (like in range to )
to prevent appearing and disappearig objects as the point just enter/leave the camera space (because obj is bigger than the point it needs to be there even before the camera sees the point)
however i am not sure what Mblur issue is keyframe talking about, i should probably read the previous thread
EDIT: $PT will not be the same for group filtered op e.g copy SOP, sorry for confusion
you can also introduce some tolerance so you will include points slightly outside the camera view (like in range to )
to prevent appearing and disappearig objects as the point just enter/leave the camera space (because obj is bigger than the point it needs to be there even before the camera sees the point)
however i am not sure what Mblur issue is keyframe talking about, i should probably read the previous thread
Edited by - 2009年7月3日 10:32:26
Houdini Indie and Apprentice » Render Passes and alphas
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- tamte
- 9118 posts
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check Matte shading checkbox on your geometry object in render Tab
or use VEX Matte SHOP
or use VEX Matte SHOP
Technical Discussion » Min And Max Values From A Point Attribute
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- tamte
- 9118 posts
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alejandro
…
But if i want to do in the VOP SOP; how is the workflow for looping all the points?
…
you probably do not want to do that
because it will be run for every point of your geo
so imagine you have 1000 points
when 1st point is processed it will invoke for loop which will import point 1000 times and calculate min, max, avg or whatever
and use that value for something
so far so good
but 2nd point will do the same thing, it has to loop through 1000 points to compute the value for itself because it cannot access min, max, avg computed by 1st point
so if 1000 points compute this value 1000 times then your code will be way slower than if you bring allready precomputed value from outside this VOP
this is how i understand VOPs, if it is wrong or not completely accurate please correct me someone
Technical Discussion » "Visible through camera" expression?
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- tamte
- 9118 posts
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but easier and faster solution would be
append UVtexture SOP to your points
set it to Perspective From Camera and choose your camera
the UVs will be created
now every point that has uv in range 0,0 - 1,1 is visible by that camera
points behind the camera will have uv 0,0,0 so you may want to filter them out
append UVtexture SOP to your points
set it to Perspective From Camera and choose your camera
the UVs will be created
now every point that has uv in range 0,0 - 1,1 is visible by that camera
points behind the camera will have uv 0,0,0 so you may want to filter them out
Technical Discussion » "Visible through camera" expression?
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- tamte
- 9118 posts
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you can use group geometry SOP with bounding object to create group from points inside the object
Houdini Lounge » Texture repeat
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- tamte
- 9118 posts
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you can either alter your uvs in SOPs with UVtransform SOP
or in your shader with UVposition VOP or UVtransform VOP
for your case scaling uvs might be what you want
or in your shader with UVposition VOP or UVtransform VOP
for your case scaling uvs might be what you want
Houdini Indie and Apprentice » particle ribbons
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- tamte
- 9118 posts
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here is the polywire technique
the wires are polygonal, but if you need smooth surfaces i suggest you to render them as subds instead of converting them to nurbs
the wires are polygonal, but if you need smooth surfaces i suggest you to render them as subds instead of converting them to nurbs
Technical Discussion » A very strange problem.
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- tamte
- 9118 posts
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it is working here exactly the same with or without attribute1 pop in stream
the one difference can be if the attribute created with attribute1 pop had exactly the same name as some parameter in voppop1
which is not the case in the file, but if the attribute was called drg1 instead of drg, then it would override drg1 parameter in voppop and it would behave differently
not sure if this is your problem or maybe you can post a file with one pop stream working and one not, to help you find the problem
the one difference can be if the attribute created with attribute1 pop had exactly the same name as some parameter in voppop1
which is not the case in the file, but if the attribute was called drg1 instead of drg, then it would override drg1 parameter in voppop and it would behave differently
not sure if this is your problem or maybe you can post a file with one pop stream working and one not, to help you find the problem
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