hi Jeff,
yes you´re right, i forgot to mention that i did (as always) hold down Ctrl
while creating a new light (as i usually do with new geo, too).
so my lack of knowledge - but now i know.
thank you very much.
fuat
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SI Users » always looking through new light?
- fuat
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SI Users » always looking through new light?
- fuat
- 537 posts
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still being a noob in H, i wonder why every time i put a new light into my scene i am looking through it - until i navigate once in my scene and let go space bar - then i turn back into cam view.
my fault?
missing something?
has to be like that?
thanks
fuat
my fault?
missing something?
has to be like that?
thanks
fuat
Houdini Learning Materials » voronoifracturepoints exterior?
- fuat
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Houdini Learning Materials » voronoifracturepoints exterior?
- fuat
- 537 posts
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ok, got it.
outside means not outside of the geo but outside of the metaballs which are created for generating the cells.
thanks anyway.
fuat
outside means not outside of the geo but outside of the metaballs which are created for generating the cells.
thanks anyway.
fuat
Houdini Learning Materials » voronoifracturepoints exterior?
- fuat
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thank you very much, Joker.
i dont know why but your scene makes my Apprentice crash when opening it.
i will try nevertheless.
but from the screenshots you attached, i get a better understanding, thanks a lot. one question though: it seems like the blue/exterior scatter points affect the parts inside the geo. is this true? and if yes, how? i thought they are outside?
or do i miss somehtin crucial here?
fuat
EDIT: i managed to open the scene and had a look inside. i guess it has something to do with the “impact offset” (which is set to -1.55), right?
that would make sense to me. am i right or totally wrong?
i dont know why but your scene makes my Apprentice crash when opening it.
i will try nevertheless.
but from the screenshots you attached, i get a better understanding, thanks a lot. one question though: it seems like the blue/exterior scatter points affect the parts inside the geo. is this true? and if yes, how? i thought they are outside?
or do i miss somehtin crucial here?
fuat
EDIT: i managed to open the scene and had a look inside. i guess it has something to do with the “impact offset” (which is set to -1.55), right?
that would make sense to me. am i right or totally wrong?
Houdini Learning Materials » voronoifracturepoints exterior?
- fuat
- 537 posts
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hello.
in the voronoifracturepoints-sop, what is the “exterior” scattering of points good for?
i understand that the SDF/IsoLevel is being used for scattering inside and on the surface, where the voronoi pieces are being generated.
but outside? where are these pieces?
i am a houdini noob….
thank you in advance
fuat
in the voronoifracturepoints-sop, what is the “exterior” scattering of points good for?
i understand that the SDF/IsoLevel is being used for scattering inside and on the surface, where the voronoi pieces are being generated.
but outside? where are these pieces?
i am a houdini noob….
thank you in advance
fuat
SI Users » "Show Values" equivalent in Houdini?
- fuat
- 537 posts
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since i am very new to H i never used the printVOP, so maybe some other experts here can tell better, but i think what you describe is exactly what “Show Values” does, so this would be perfect, yes!
fuat
fuat
SI Users » "Show Values" equivalent in Houdini?
- fuat
- 537 posts
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sekowjeff
It's a printf VOP but with it's output in the viewport?
What if you have a million points?
in ICE there is an option to display just a percentage of the whole data set.
exactly. plus you can offset your label in the viewport, which is very useful when displaying arrays for example, you can have them next to each other or move them to the corners of your viewport so they don´t cover the screen.
SI Users » "Show Values" equivalent in Houdini?
- fuat
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SI Users » "Show Values" equivalent in Houdini?
- fuat
- 537 posts
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hello forum,
being an absolute noob in Houdini:
in ICE you have this great debugging funtionality where you can just RMB on a connection/wire and choose “show values”, which shows the corresponding attribute (any kind of - vectors, colors, arrays, floats, whatever) in the viewport.
see two examples here:
http://xsisupport.files.wordpress.com/2012/02/parametric-cloud-without-repeats.png [xsisupport.files.wordpress.com]
http://xsisupport.files.wordpress.com/2012/05/random-polygon-index-for-extrude-polygon-island.png [xsisupport.files.wordpress.com]
(the small circled V on the connection refers to the values in the viewport).
is there something like that in VOPSOPS?
the only thing i could get working so far is to create a basic attrib like a vector and set it in the display settings.
or am i wrong or missing something obvious?
thanks.
fuat
great forum by the way.
being an absolute noob in Houdini:
in ICE you have this great debugging funtionality where you can just RMB on a connection/wire and choose “show values”, which shows the corresponding attribute (any kind of - vectors, colors, arrays, floats, whatever) in the viewport.
see two examples here:
http://xsisupport.files.wordpress.com/2012/02/parametric-cloud-without-repeats.png [xsisupport.files.wordpress.com]
http://xsisupport.files.wordpress.com/2012/05/random-polygon-index-for-extrude-polygon-island.png [xsisupport.files.wordpress.com]
(the small circled V on the connection refers to the values in the viewport).
is there something like that in VOPSOPS?
the only thing i could get working so far is to create a basic attrib like a vector and set it in the display settings.
or am i wrong or missing something obvious?
thanks.
fuat
great forum by the way.
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