I tried it on H 20.0.527 and I can't confirm. Try it with a fresh user preference folder and see if the problem persists.
Cheers
CYTE
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Technical Discussion » Curve Poly tool makes problems
- CYTE
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Houdini Lounge » How to snap to a primitive's center?
- CYTE
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You can use the "Start Orientation Picking" invoked by the ":" key. It snaps to Primitive centers.
Cheers
CYTE
Cheers
CYTE
Houdini Lounge » The viewport rendering time jumps from 1 second to 40 second
- CYTE
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Technical Discussion » carving sequentially?
- CYTE
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I doubt that it can be done in one wrangle, so my scene ended up a little bit more complex.
I still use the https://www.orbolt.com/asset/ynkr::curvecarve node as I prefer its constant carving speed.
The new H20 carve by attribute is great, but still, the carving speed is dependent on the curve length.
So if you want to try my setup you need the linked hda.
Cheers
CYTE
I still use the https://www.orbolt.com/asset/ynkr::curvecarve node as I prefer its constant carving speed.
The new H20 carve by attribute is great, but still, the carving speed is dependent on the curve length.
So if you want to try my setup you need the linked hda.
Cheers
CYTE
Technical Discussion » carving sequentially?
- CYTE
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You will need the edge transport. Make sure to fuse your points first and set the edge transports mode to edge network. Otherwise, you can't decide which primitive to carve when. Even when using sekow method.
You can either use the hda I linked or the adjustPrimLength function.
You can either use the hda I linked or the adjustPrimLength function.
Technical Discussion » Why doesn't node clip work on NURBS curve?
- CYTE
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Technical Discussion » carving sequentially?
- CYTE
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I think there is no out of the box solution. I recommend this carve hda as it uses the curve length and not a 0-1 range like the
default carve: https://www.orbolt.com/asset/ynkr::curvecarve
You can use an edge transport node to calculate the total distance of your curves from a selected start point. feed that distance into the ynkr carvenode and it should work quite well. Let me know if you have any troubles.
Cheers
CYTE
default carve: https://www.orbolt.com/asset/ynkr::curvecarve
You can use an edge transport node to calculate the total distance of your curves from a selected start point. feed that distance into the ynkr carvenode and it should work quite well. Let me know if you have any troubles.
Cheers
CYTE
Work in Progress » Performance Compare Tool
- CYTE
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Hey Andr,
This looks super useful!
I hope you have time to make progress with this.
Cheers
CYTE
This looks super useful!
I hope you have time to make progress with this.
Cheers
CYTE
Houdini Lounge » Snapping stopped working in H 20?
- CYTE
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Im not sure if I understand completely, but snapping works on my end.
If you haven't already delete your preference folder and start from scratch?
Im just saying because I have my own fair share of problems with keybindings and stuff...
If you haven't already delete your preference folder and start from scratch?
Im just saying because I have my own fair share of problems with keybindings and stuff...
Edited by CYTE - 2023年11月9日 09:51:06
Houdini Lounge » Snapping stopped working in H 20?
- CYTE
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Maybe you are using your keymap from H19.5?
https://www.sidefx.com/docs/houdini20.0/news/20/hotkeys.html [www.sidefx.com]
Cheers
CYTE
https://www.sidefx.com/docs/houdini20.0/news/20/hotkeys.html [www.sidefx.com]
Cheers
CYTE
Technical Discussion » Is there a way to emulate Maya's "Unfold Along U/V"?
- CYTE
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you can use an uvlayout first and then this grid hda. should yield the same result as Unfold along u?
Technical Discussion » Is there a way to emulate Maya's "Unfold Along U/V"?
- CYTE
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I recommend this tool, to gridify your uvs.
https://www.orbolt.com/asset/mifth::mifth_uv_grid
Cheers
CYTE
https://www.orbolt.com/asset/mifth::mifth_uv_grid
Cheers
CYTE
Edited by CYTE - 2023年11月4日 10:38:09
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- CYTE
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I also would like to have the gizmos stay visible in the viewport even if the object leaves the screen.
I think the way Softimage had it was great.
I think the way Softimage had it was great.
Edited by CYTE - 2023年11月4日 07:32:59
Houdini Lounge » Houdini expression $Pi question in Learning Materials
- CYTE
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if you click on the word Rotate that is labeling your parameter field it should toggle between the expression and the value.
Cheers
CYTE
Cheers
CYTE
Technical Discussion » Best way to kill lone particles in FLIP sim?
- CYTE
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Hey purps,
you can utilize the pcopen and pcnumfound vex functions.
Use this in a point wrangle it will create an attribute for you called density.
you can blast points after that based on a density threshold.
Cheers
CYTE
you can utilize the pcopen and pcnumfound vex functions.
Use this in a point wrangle it will create an attribute for you called density.
you can blast points after that based on a density threshold.
float radius = chf("Radius"); int number = chi("Number"); int pcloud = pcopen(0,"P",@P, radius, number); int amount = pcnumfound(pcloud); f@density = fit(amount,0,number,0,1); @density= chramp("Ramp",@density);
Cheers
CYTE
Edited by CYTE - 2023年11月1日 08:17:43
Technical Discussion » Finding a 'best fit' plane through a set of 3D points
- CYTE
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ah thank you Konstantin and animatrix, I missed the part that the detail attribute needs to be named centroid!
edit: ah bummer I thought it would respect the nonuniform scale of the target, too....
Cheers
CYTE
edit: ah bummer I thought it would respect the nonuniform scale of the target, too....
Cheers
CYTE
Edited by CYTE - 2023年10月27日 07:26:31
Technical Discussion » subdivision on grid
- CYTE
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You guys need to put it in the correct setting. Although it is counterintuitive I have to admit.
Technical Discussion » How to bridge curved connection?
- CYTE
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I guess you could do this with expressions in the vector Parameter. Alternatively you could extrude your mesh first, then bridge the corresponding Faces (this way it use the normal) and delete the unwanted extrude part afterwards.
Cheers
CYTE
Cheers
CYTE
Technical Discussion » How to bridge curved connection?
- CYTE
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Houdini Lounge » Houdini Color Schemes
- CYTE
- 679 posts
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@jlait
Hi, I have a question regarding configuring color schemes:
I'm looking for the colors that define the Motion FX View.
I worked a lot with CHOPS recently and couldn't find anything related
to the Motion FX View in any config file. Do you know where these are stored?
Cheers
CYTE
Hi, I have a question regarding configuring color schemes:
I'm looking for the colors that define the Motion FX View.
I worked a lot with CHOPS recently and couldn't find anything related
to the Motion FX View in any config file. Do you know where these are stored?
Cheers
CYTE
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