it's telling you that it can't find any capture regions - so that node in the Extra Regions parameter doesn't contain a capture region.
click the Operator Choose on the Extra Regions parameter and then select only the Bone objects that you want to use to capture your geometry.
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Technical Discussion » Capture geometry
- goldfarb
- 3455 posts
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Technical Discussion » Procedural racing track generation methods
- goldfarb
- 3455 posts
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Houdini Learning Materials » Group node bounding object doesnt pick my object
- goldfarb
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since this is a sim it looks like the get_metaball merge is only bringing in any geometry from frame 3 on…
I just cleared out the 1 from the base group and turned OFF Enable
and it seems to work just fine,
I just cleared out the 1 from the base group and turned OFF Enable
and it seems to work just fine,
Technical Discussion » Capture geometry
- goldfarb
- 3455 posts
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Houdini Learning Materials » Group node bounding object doesnt pick my object
- goldfarb
- 3455 posts
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Houdini Learning Materials » Group node bounding object doesnt pick my object
- goldfarb
- 3455 posts
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Houdini Indie and Apprentice » error generating autorig with advanced face
- goldfarb
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strange - I can't reproduce this
but when I load your hip file I'm seeing some strange things with the dashed line indicators
are you seeing this?
also I've noticed an issue with the Tongue.
I'll keep looking into this
thanks for the files - they really help
but when I load your hip file I'm seeing some strange things with the dashed line indicators
are you seeing this?
also I've noticed an issue with the Tongue.
I'll keep looking into this
thanks for the files - they really help
Houdini Indie and Apprentice » Scatter Some Megascan Assets
- goldfarb
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chanson78
Now what if I had 100 different Megascan primitves in one file? That would take forever to blast out.
I'd separate these and manage them as individual assets - easier to deal with/update etc
Houdini Indie and Apprentice » error generating autorig with advanced face
- goldfarb
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I'm not able to reproduce this error…
are you able to send me an example file that I can test?
are you able to send me an example file that I can test?
Technical Discussion » Dynamically create nodes in a locked asset
- goldfarb
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not knowing your exact setup…
if you have an Object node that contains the SOP network where you are creating these groups you can set this node to be Editable
see > link [www.sidefx.com]
if you have an Object node that contains the SOP network where you are creating these groups you can set this node to be Editable
see > link [www.sidefx.com]
Houdini Indie and Apprentice » error generating autorig with advanced face
- goldfarb
- 3455 posts
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Please update to the latest Production Build (at the moment H17.5.425) and try again.
thanks
thanks
Houdini Lounge » Question: scatter system with weights in Houdini?!
- goldfarb
- 3455 posts
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https://www.sidefx.com/tutorials/h17-terrain-master-class-part-02-heightfield-scatter/ [www.sidefx.com]
there are a few more tutorials that talk about scattering
there are a few more tutorials that talk about scattering
Houdini Indie and Apprentice » What would you recommend me to learn?
- goldfarb
- 3455 posts
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DragonSpike
Would you advise against learning it the let's say .. high school way? First the list with these OPS, this does this, this does that, etc, then the following list with these OPS, etc?
lots of Operators are used in all kinds of areas - some, like the Heightfield SOP are used mostly for Terrains, but the, lets say ‘top 30 nodes’ are used for everything…
learning the nodes on their own can be useful - most/all have example files linked in their doc page - but without some context it will be pretty boring.
First, go through all the Introduction/Basics tutorials to get familiar with Houdini's UI and workflow then find a SMALL project that you'd like to do and give it a try. Pop back here if you get stuck or have a question.
Technical Discussion » 3ds max rig to houdini
- goldfarb
- 3455 posts
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there really isn't anything that will allow the importing of a rig from one app to another - the best you can do is use a format like FBX and re-rig.
Houdini Indie and Apprentice » What would you recommend me to learn?
- goldfarb
- 3455 posts
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you'd be better off taking something that you like - an example image from your list - and try to reproduce it in Houdini
you'll learn how to break down an image/effect into it's smaller parts
and by trying to re-create these things you'll start learning how to use Houdini and the operators that are most applicable to that task.
HTH
you'll learn how to break down an image/effect into it's smaller parts
and by trying to re-create these things you'll start learning how to use Houdini and the operators that are most applicable to that task.
HTH
Houdini Lounge » Importing orbital satellite data into Houdini
- goldfarb
- 3455 posts
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hurrrmmmm….
I think you'll have to translate that data into something useful yourself…
I'm sure there are apps/scripts out there to do this - since NASA etc do use commercial software (Houdini, Maya etc) when they do visualisations…
then you could make a Houdini Digital Asset (HDA) that could read in that data and create an orbit.
I think you'll have to translate that data into something useful yourself…
I'm sure there are apps/scripts out there to do this - since NASA etc do use commercial software (Houdini, Maya etc) when they do visualisations…
then you could make a Houdini Digital Asset (HDA) that could read in that data and create an orbit.
Houdini Lounge » Importing orbital satellite data into Houdini
- goldfarb
- 3455 posts
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Houdini Lounge » Houdini as an all-rounder for a beginner?
- goldfarb
- 3455 posts
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kessel
these animations should include primarily scenery with nature, buildings and some custom designed characters.
before you spend any money/time it would be best to break down all the tasks in the above list and research each of them - tons on YouTube to help - depending on what you want your final result to be this is can be a huge amount of work.
It might also help to think about using a game engine like Unreal - you can build assets/tools in Houdini and then use them in Unreal/Unity - this might help getting something a bit faster depending on how much time you want to spend learning how to model/texture/rig/animate/light/render.
Technical Discussion » Python get 'Display Flagged' child node
- goldfarb
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import hou nodes = hou.selectedNodes() for n in nodes: clean = n.node(".").createNode("clean") print(clean.path()) display = n.displayNode() # finds the node in this nework that has the Display Flag ON clean.setFirstInput(display) # wires the first input of clean to the output of display
check out the Cookbook for lots of tips like this
https://www.sidefx.com/docs/houdini17.5/hom/cb/index.html [www.sidefx.com]
Technical Discussion » Add or edit digital asset parameters via Python?
- goldfarb
- 3455 posts
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the basic method is to:
make a copy of the asset's parmTemplateGroup - https://www.sidefx.com/docs/houdini/hom/hou/ParmTemplateGroup.html [www.sidefx.com]
then add/edit/remove templates (folders/parms etc)
then you set the asset's parmTemplateGroup using setParmTemplateGroup
example:
say you have an asset called foo.hda
make a copy of the asset's parmTemplateGroup - https://www.sidefx.com/docs/houdini/hom/hou/ParmTemplateGroup.html [www.sidefx.com]
then add/edit/remove templates (folders/parms etc)
then you set the asset's parmTemplateGroup using setParmTemplateGroup
example:
say you have an asset called foo.hda
asset = hou.node('/obj/foo') ptg = asset.parmTemplateGroup() # make a copy of the parmTemplateGroup folder = hou.FolderParmTemplate("test", "Test") # create a folder template folder.addParmTemplate(hou.FloatParmTemplate("test", "Test", 3, default_value=(0.0,))) # create a float template inside the folder ptg.addParmTemplate(folder) # add the folder template to the copy of the parmTemplateGroup asset.setParmTemplateGroup(ptg) # set the asset to use the new parmTemplateGroup
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