Found 466 posts.
Search results Show results as topic list.
Houdini Lounge » Meaning of this subscript number in the geo spreadsheet?
- ajz3d
- 466 posts
- Offline
Houdini Lounge » Orbolt - dead or alive?
- ajz3d
- 466 posts
- Offline
Paul GriswoldJust tested and it's working on my end. Perhaps you're using very restrictive browser settings or a configuration which blocks some parts of the site? Or maybe Orbolt content is not associated with Orbolt in browser settings?
I am unable to log in to Orbolt from within Houdini anymore.
Why not integrate an asset store into the launcherI have to disagree with this idea. Not everyone uses the launcher.
Edited by ajz3d - 2023年9月18日 14:30:19
Houdini Lounge » Houdini 20
- ajz3d
- 466 posts
- Offline
oldteapot7Be careful what you wish for, you may just get it.
I WANT AI IN HOUDINI ALL OVER PLACE NOW!
Edited by ajz3d - 2023年9月8日 14:50:51
Technical Discussion » Can the Floating gnomon be scaled bigger?
- ajz3d
- 466 posts
- Offline
Technical Discussion » Weird behaviour on boolean and polyextrude SOPs
- ajz3d
- 466 posts
- Offline
Use Sweep SOP instead of PolyExtrude and resample the curve before feeding it into backbone curve input.
Also, you don't need to use boolean at all. Create a cross-section shape with curves (or however you like), convert it to polygons, and feed it into the second input of the Sweep SOP.
Also, you don't need to use boolean at all. Create a cross-section shape with curves (or however you like), convert it to polygons, and feed it into the second input of the Sweep SOP.
Technical Discussion » Programmatically Create SOP Import Node using Selected Node
- ajz3d
- 466 posts
- Offline
You don't need to switch to stage context. You can just create an operator there using
If you wish to use relative paths instead of absolute in the
createNode()
method.def create_sop_import_lop(): """Creates SOP Import node from the first node in selection.""" selection = hou.selectedNodes() if len(selection) == 0: hou.ui.setStatusMessage( 'Nothing was selected', severity=hou.severityType.Warning ) return selected_node = selection[0] lop_node = hou.node('/stage').createNode('sopimport') lop_node.parm('soppath').set(selected_node.path()) create_sop_import_lop()
If you wish to use relative paths instead of absolute in the
soppath
parameter, look up hou.Node.relativePathTo()
method.
Edited by ajz3d - 2023年9月1日 15:54:07
Houdini Lounge » Any luck finding a fix for the SystemD service REHL9 ?
- ajz3d
- 466 posts
- Offline
Was the service enabled? If not, maybe something went wrong during installation and you need to do it manually?
If
systemctl enable sesinetd.service
sesinetd
service still fails to start, check the logs!tanguybcI'm not sure what you mean by that. Systemd starts on boot. If it didn't on systemd-dependent distros, many services, including important ones like udev, dbus, NetworkManager, etc. wouldn't start. In fact, I think your whole user space wouldn't bootstrap at all.
After my boot I need to start the License tools and fire up systemd from there (...)
SWestCorrectamundo. Can't agree more.
All I can say is that Debian11 (XFCE) is playing nicely with Houdini and everything else I throw at it. (...) Timeshift for system backup and custom scripts for file backups. (...) Overall I feel I'm in control and the system gets out of the way as it should. Even ZBrush play okay with the stable Wine, and it just feels too good.
SWestAlien also worked fantastically for Indie versions of Substance Painter and Designer which were released as RPMs in the good old times when Allegorithmic was still an awesome independent company.
Being able to run RenderMan using alien conversion (think it was) was also a surprise.
Edited by ajz3d - 2023年8月4日 18:09:53
Technical Discussion » Robot arm rig best practices
- ajz3d
- 466 posts
- Offline
SWest
(...) is it possible to do this without the Point Wrangle node? I.e. just some snippet in the shelf? Otherwise, I'll be exporting my skeleton parts as modules so eventually it does not matter that much.
Without VEX? You can create helper joints to direct joint orientation and then blast those temporaries to kingdom come afterward. I've updated the example file a while a go, in case you've missed it. It now includes a basic helper joint workflow.
I guess Rig Attribute VOP is also an option. And surely custom joint orienting can be done in many other ways, but I can't think of any at the moment.
To address the rest of your question, if you want to work with snippets to create skeleton modules, and by snippets I mean anything from pure code to whole networks, AND you don't want to use HDAs, then I'll take this opportunity to do a small self-promotion here by suggesting you to try out my Houclip [www.sidefx.com] tool. I know that you're using Debian, just like myself, so this tool might be of interest to you as it utilizes
dmenu
or rofi
as a UI, which makes it very fast to search for, add, get or delete snippets. And, its integration with Houdini, if I may call it so, is virtually seamless.There's a Node Gallery feature of Houdini, which works similarly to Houclip. But, it can store only single nodes and I find it too cumbersome to use. I guess there's a lot of room for improvement here.
Shelf tools with Python scripts generating wrangles along with their VEX code would work too. Also don't forget about node presets, but their list is not searchable, so working with them wastes a lot of time if the list is too long.
Technical Discussion » Robot arm rig best practices
- ajz3d
- 466 posts
- Offline
Apprentice license is gratis and can be installed alongside other licenses. If you don't have it installed, you're missing a lot of great example files posted here on the forum.
I'm using Orient Joints only to set root joint transform, then in a Point Wrangle I'm setting
Child-parent relationship is completely ignored in this setup.
PS. I've updated the file with an additional non-VEX setup.
swdgame
(...) I'm guessing what you mean is that, instead of using OrientJoints node to setup axis towards child, you would be using RigAttributeWrangle node to setup a straight-up axis for rotation control, and ignore pointing-to-child thing?
I'm using Orient Joints only to set root joint transform, then in a Point Wrangle I'm setting
transform
matrices of the two remaining rotator joints. Root transform can also be set here, but I found dropping Orient Joints to be faster than typing in another condition in the wrangle.Child-parent relationship is completely ignored in this setup.
#include "kinefx.h" vector dirx; vector diry; vector dirz; vector up; if(@name == "base"){ dirx = set(0, 0, 1); diry = set(1, 0, 0); dirz = set(0, 1, 0); up = dirx; 3@transform = set(dirx, diry, dirz); } if(@name == "arm_rotator"){ dirx = set(0, 0, 1); diry = set(0, -1, 0); dirz = set(1, 0, 0); up = dirx; 3@transform = set(dirx, diry, dirz); }
PS. I've updated the file with an additional non-VEX setup.
Edited by ajz3d - 2023年8月4日 08:06:44
Technical Discussion » Robot arm rig best practices
- ajz3d
- 466 posts
- Offline
There are probably better ways to deal with this, but personally I would set orientations with VEX.
Take a look at the example file.
Take a look at the example file.
Edited by ajz3d - 2023年8月4日 07:55:45
Houdini Engine for Unreal » Flipping Normals
- ajz3d
- 466 posts
- Offline
Technical Discussion » Network view bug
- ajz3d
- 466 posts
- Offline
There's a chance you will see it once you upgrade to Debian 12 (XFCE), which I'm currently on.
Technical Discussion » Network view bug
- ajz3d
- 466 posts
- Offline
It seems to be caused by MMB-invoked "Node Information" window. Occurrence appears to be random.
Houdini Engine for Unreal » Flipping Normals
- ajz3d
- 466 posts
- Offline
I added two Reverse SOPs (one per method) to the network that are reversing the candidate group, and now PolyExtrude returns correct result.
There were ill-formed primitives in the input geometry, so I cleaned them up by recreating primitives from their edges. This might not be a perfect solution, but it works on geometry data you provided.
There were ill-formed primitives in the input geometry, so I cleaned them up by recreating primitives from their edges. This might not be a perfect solution, but it works on geometry data you provided.
Technical Discussion » SSS Anisotropy (MaterialX) - negative values not available
- ajz3d
- 466 posts
- Offline
Technical Discussion » SSS Anisotropy (MaterialX) - negative values not available
- ajz3d
- 466 posts
- Offline
Possible bug report.
MaterialX Standard Surface shader has Subsurface Anisotropy parameter (
In Houdini 19.5.640 it's not possible to set this parameter to negative values (and I recall that it was possible in older versions). For some reason, this parameter's lowest end of the range that it accepts is hardlocked to 0.
MaterialX Standard Surface shader has Subsurface Anisotropy parameter (
subsurface_anisotropy
). The tooltip of this parameter, as well as its docs entry, state the following:The direction of subsurface scattering. 0 scatters light evenly, positive values scatter forward and negative values scatter backward.
In Houdini 19.5.640 it's not possible to set this parameter to negative values (and I recall that it was possible in older versions). For some reason, this parameter's lowest end of the range that it accepts is hardlocked to 0.
Technical Discussion » Network view bug
- ajz3d
- 466 posts
- Offline
From time to time I'm getting this weird bug while working with the Network View.
Has anyone experienced something similar?
Has anyone experienced something similar?
Houdini Engine for Unreal » Flipping Normals
- ajz3d
- 466 posts
- Offline
gallerykimDepends.
Do I need to modify @N to change the normal vector?
- If you have no existing vertex normals and it is only primitive winding that is wrong, then obviously no.
- If you have existing vertex normals, then regardless of primitive winding you will also need to reverse vertex normals.
When instructed to multiply by -1 when @N.y < 0, in the spread sheet, the N value became positive, but the actual normal did not flip.It would be best if you could post a sample scene.
Maybe it's a viewport bug? Or perhaps you're multiplying only one vector component instead of negating the full vector?
Houdini Engine for Unreal » Flipping Normals
- ajz3d
- 466 posts
- Offline
If this is the case, then perhaps it will be enough to reverse all primitives which have normals within a specific spread angle from the (0, -1, 0) vector? It should work for this kind of data.
Edited by ajz3d - 2023年7月6日 06:30:17
Houdini Engine for Unreal » Flipping Normals
- ajz3d
- 466 posts
- Offline
Do prims that you're generating always lie on a flat plane, like on the screenshot?
Edited by ajz3d - 2023年7月5日 08:56:20
-
- Quick Links