I've hit another wall with this.
Now I have primitive groups on my building geometry sequence that are consistently named according to building materials for shading purposes. I want to randomly cycle say five kinds of brick on a group called BRICK on each model and I want to stamp attributes on the Instancer object's points to randomly pick one type of brick. So how can I reference the group BRICK on my instance points, since I'm using a vm_surface attribute on the points. This also means I need multiple shader calls, one for each group on the Instancee geometry.
Is there some way I can do this?
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Technical Discussion » Rendering Procedural city...HELP!
- tallkien
- 225 posts
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Technical Discussion » Rendering Procedural city...HELP!
- tallkien
- 225 posts
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Ok so I got both instancing and archiving to work courtesy of some custom attributes, also had to change my stamp expression a bit but all is good now and it works like a dream,
thanks steven
thanks steven
Technical Discussion » Rendering Procedural city...HELP!
- tallkien
- 225 posts
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No luck, Could I trouble you with a small example?
I've got the buildings bounds into the copy network but rendering that network only renders the bounding boxes of the buildings I'm merging from. How do I tell mantra to obey the link to archive.
By themselves, the boxes render as correctly as buildings but not within the copy sop
I've got the buildings bounds into the copy network but rendering that network only renders the bounding boxes of the buildings I'm merging from. How do I tell mantra to obey the link to archive.
By themselves, the boxes render as correctly as buildings but not within the copy sop
Technical Discussion » Rendering Procedural city...HELP!
- tallkien
- 225 posts
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Thanks Steven,
I thought it would be something like that, hehe, All this procedural mojo can make a guy lazy,
I'll try that and keep you posted
Edit: Not sure I understand the second part. The source geometry in the copy sop right now is a file sequence, should I replace that with individual object merge sops going into a switch, or are you saying something else?
I thought it would be something like that, hehe, All this procedural mojo can make a guy lazy,
I'll try that and keep you posted
Edit: Not sure I understand the second part. The source geometry in the copy sop right now is a file sequence, should I replace that with individual object merge sops going into a switch, or are you saying something else?
Technical Discussion » Rendering Procedural city...HELP!
- tallkien
- 225 posts
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I'm setting up a procedurally generated street section that generates at one end and deletes itself at the other (think static car, moving BG). Currently I've set it up so that the buildings are a geo sequence copy stamped, referencing $TPT in the Copy SOP. The system works great but my problem is that each building in the sequence is fairly highly detailed and they are also randomly scaled and oriented via stamping and as a result the whole thing slows down to a crawl. I've created a switchable branch that displays the BBoxes for performance's sake but I'm not exactly sure how to use instancing and/or archiving with copy stamped gometry .
Essentially I want to create an archive of each building on disk and reference it at render time via It's bounding box in the copy network. How should I best set this up? I'm using Hfs 8.2 NC for this
Thanks,
Lyn
Essentially I want to create an archive of each building on disk and reference it at render time via It's bounding box in the copy network. How should I best set this up? I'm using Hfs 8.2 NC for this
Thanks,
Lyn
Technical Discussion » pattern matching within group sop
- tallkien
- 225 posts
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I found a workaround with the delete sop. Delete *oo* worked for islolating the offending groups, i renamed the groups to something sensible and got it to work. I do get a warning if that group is not available on a certain frame but at least it cooks so I'll take it
Technical Discussion » pattern matching within group sop
- tallkien
- 225 posts
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My first guess was a sed script on the same lines but I thought something like this might just be right up houdnik's alley,
so how do I access group names within houdini for something like repalcing *oo*. The group sops edit tab doesn't seem to work with pattern matching symbols
so how do I access group names within houdini for something like repalcing *oo*. The group sops edit tab doesn't seem to work with pattern matching symbols
Technical Discussion » pattern matching within group sop
- tallkien
- 225 posts
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Ok so I have a geometry sequence that I'm reading in with inconsistently ( although similarly) named primitive groups, eg (foo, Foo_, foo01, etc.) but they all represent a group I want to isolate. Is there a simple way I can change that group to say FOO without renaming each instance individually?
Thanks in advance
Lyn
Thanks in advance
Lyn
Houdini Lounge » Side Effects Hits 20 years today!
- tallkien
- 225 posts
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Houdini Lounge » Dynamics and Effects tutorials..
- tallkien
- 225 posts
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Hey, welcome to the party Akshay, Houdini sure is a lot of fun, If things go as planned it might just become a fulltime job soon too.
Nice to see more folks this side of the ponds hopping onto the bandwagon
cheers
Nice to see more folks this side of the ponds hopping onto the bandwagon
cheers
Akshay
hi everyone..
I have just started to learn houdini and had been creating effects in
maya since quite some time..Could anyone help with any links or
tutorials of dynamis and effects in Houdini..
Also one more question, If any1 who had worked in maya creating
effects and now creating in Houdini..could u please share the difference
and any advantages of creating effects in Houdini as compared to maya..
Cheers..
Akshay..
Technical Discussion » Hkey on Suse Linux
- tallkien
- 225 posts
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run a SUSE search on these forums. There's a lot of info on the subject. Most probably your sesinetd is not starting up on boot. You don't need to reinstall the license each time. I had the same problem. I tried all kinds of tips mentioned elsewhere in these forms but what ultimately worked was this
Login as root, go to yast->System->System Services (Runlevel) and find sesinetd.startup there and enable it in runlevel 2.
Hope this helps
cheers
Login as root, go to yast->System->System Services (Runlevel) and find sesinetd.startup there and enable it in runlevel 2.
Hope this helps
cheers
Technical Discussion » smedge - IFD/configuration issue
- tallkien
- 225 posts
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might help to post your config settings for the houdini driver. we'd done a custom setup for mayaman. Love its ease of use. not to mention cheap
Technical Discussion » extruded font with rounded edges?
- tallkien
- 225 posts
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I'm assuming you are converting to polygons prior to beveling,
Make sure to append a fuse sop before you bevel. By default the top faces are cusped
Bevels working fine for otherwise
cheers
Make sure to append a fuse sop before you bevel. By default the top faces are cusped
Bevels working fine for otherwise
cheers
Technical Discussion » houdini on suse 9.3 32 questions...
- tallkien
- 225 posts
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Technical Discussion » Install on Ubuntu
- tallkien
- 225 posts
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In a terminal, browse to that folder and do this
./houdini.install
and follow the prompts
./houdini.install
and follow the prompts
Houdini Lounge » newbie question. Shatter object?
- tallkien
- 225 posts
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Houdini Lounge » bugged
- tallkien
- 225 posts
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hey manleystanley, didn't realize I was pushing the wrong buttons man, I was just clowning around. My humble apologies if you felt insulted. Don't like it - Trash it! Now you even know how.
cheers
tallkien
cheers
tallkien
Technical Discussion » RFE: Mantra: Disk filter for shadowmaps
- tallkien
- 225 posts
- Offline
Is'nt that “halo” supposed to be a perceptual anomaly? A trick our minds play on us. Can't quite remember where I read something about it
Houdini Lounge » bugged
- tallkien
- 225 posts
- Offline
Aah.. You have been smitten… Such is the lure of the most powerful 3D package on the planet..resistence is futile… Your only way out is to surrender to it.. Join us or pay the price…
On a side note, you might actually get somewhere if you mentioned “what files” were getting left behind. Somehow I don't see people uninstalling houdini just to answer your question
On a side note, you might actually get somewhere if you mentioned “what files” were getting left behind. Somehow I don't see people uninstalling houdini just to answer your question
Technical Discussion » Linux/nVidia working installations??
- tallkien
- 225 posts
- Offline
Only about half the users on this forum.. Run a search for ATI. Those cards seem to have history with houdini
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