Are you kidding, I'd be honoured. You have no clue how bad it is here to not have someone to talk houdini with. :wink:
But seriously, would love to have you. Would love to go too.
cheers
Lyn
Found 197 posts.
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Houdini Lounge » Let the Magic begin
- tallkien
- 225 posts
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Houdini Lounge » Let the Magic begin
- tallkien
- 225 posts
- Offline
Just recieved my copy of “The Magic of Houdini” and I can't hide my excitement.
Must be the first copy to travel all the way here to Mumbai. So while i head off to devour this book I just wanted to once again thank Will, SESI and all the guys on the forums. Love you all.
Lyn Fernandez
tallkien
Must be the first copy to travel all the way here to Mumbai. So while i head off to devour this book I just wanted to once again thank Will, SESI and all the guys on the forums. Love you all.
Lyn Fernandez
tallkien
Houdini Lounge » The most expensive software !!!
- tallkien
- 225 posts
- Offline
Lage raho majnoo dada, Houdini baaki sab ki waat lagati hai.
I'm sure you'll find out in due course yourself
I'm sure you'll find out in due course yourself
Technical Discussion » different sprites based on SCREEN direction
- tallkien
- 225 posts
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just shooting off a wild theory here since I have no way of verifying this right now
Say your cam has a lookat, the vector << t - t >> is screen centre and vector << t - t >> is the direction of each particle (ignore the y component or set it to 0 to simplify things). The angle between these vectors gives you how far off screen centre each particle is, and the sign of the angle will tell you in which direction.
Then Mod(clamp(Angle)) and use it to drive your textures :? … I think…
Hope this is useful
cheers
tallkien
Say your cam has a lookat, the vector << t - t >> is screen centre and vector << t - t >> is the direction of each particle (ignore the y component or set it to 0 to simplify things). The angle between these vectors gives you how far off screen centre each particle is, and the sign of the angle will tell you in which direction.
Then Mod(clamp(Angle)) and use it to drive your textures :? … I think…
Hope this is useful
cheers
tallkien
Technical Discussion » occlusion question
- tallkien
- 225 posts
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In the specific page somewhere near the bottom you have a field called “trace visible” or “visible trace” or like, not sure, not near houdini/rman right now. this adds the “Attribute” “visibility” “trace” to objects. Having a “*” in that field should add it to all objects.
Also check if you have rat/lib/shaders in your shader path field
If your scene is raytracing( rendering slower) then I think you should play with the shader params (hope you've made the Dialog script) . If its all rendering flat white i suspect it is working, AFAIRemember occlusion has some distance based params that need to be tweaked (max distance or something like that)
Also check if you have rat/lib/shaders in your shader path field
If your scene is raytracing( rendering slower) then I think you should play with the shader params (hope you've made the Dialog script) . If its all rendering flat white i suspect it is working, AFAIRemember occlusion has some distance based params that need to be tweaked (max distance or something like that)
Technical Discussion » Maya Channels to Houdini
- tallkien
- 225 posts
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Not sure this is the same problem but chandump would freeze up on me too whenever i used the “+” button to browse to the out file, so I'd have to explicitly type the path to the chan file I was writing to. If you notice when you use the browse button it doesn't show you the path, just the filename. Just type c:\foo.chan instead and see if that works. Also make sure the object in question is currently selected
Technical Discussion » occlusion question
- tallkien
- 225 posts
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why cant you just use the supplied ratOcclusion shader? Just make sure you pass the trace set in the specific page of the rman rop to the rib to add the “trace” “visibility” attribute to your objects. This turns on raytracing for your geometry
Technical Discussion » RSL and Apprentice
- tallkien
- 225 posts
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Oh mantra is just fine for everything I'd want to do with apptrentice, I was just curious. I'm also trying to show off houdini to management (albeit for selfish reasons- I “want” houdini) :wink:
Plus I'm using delight with liquid for maya tests, so it would be nice to exchange stuff with with maya
Btw, has anyone here used Martian Glue successfully, I'm very interested to know what thats like
Plus I'm using delight with liquid for maya tests, so it would be nice to exchange stuff with with maya
Btw, has anyone here used Martian Glue successfully, I'm very interested to know what thats like
Technical Discussion » RSL and Apprentice
- tallkien
- 225 posts
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reason I asked was coz houdini is looking for prman when I enter the RSL vop context
Oh well… guess I can live without it for now
Oh well… guess I can live without it for now
Technical Discussion » RSL and Apprentice
- tallkien
- 225 posts
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Hi Guys,
Just wondering if its possible to use VOPs' RSL builder with 3Delight on Apprentice. I don't have prman at work :cry: , and would like to play around with shaders. If it is indeed possible, how do I set it up.
Max/Maya shop where I work and I feel like a lone cruisader in trying to get people to hop onto the houdini bandwagon. Man, what I wouldn't give to meet another Huser in my town, maybe someday… :wink:
Thanks
Just wondering if its possible to use VOPs' RSL builder with 3Delight on Apprentice. I don't have prman at work :cry: , and would like to play around with shaders. If it is indeed possible, how do I set it up.
Max/Maya shop where I work and I feel like a lone cruisader in trying to get people to hop onto the houdini bandwagon. Man, what I wouldn't give to meet another Huser in my town, maybe someday… :wink:
Thanks
Houdini Lounge » Hi guys
- tallkien
- 225 posts
- Offline
Been away from the forums {and houdini } for a quite while, and man have things happened since I was last here. just dloaded v7 and can't wait to get my feet wet again
new version
yipee
new version
yipee
Houdini Lounge » Posting errors
- tallkien
- 225 posts
- Offline
I have it on
Testing, testing,…
EDIT: No Error this time although my last 6-7 posts did have them, save for 1
Testing, testing,…
EDIT: No Error this time although my last 6-7 posts did have them, save for 1
Technical Discussion » distance sop?
- tallkien
- 225 posts
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http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/general/index.html [vislab.usyd.edu.au]
First one
Also check exhelp distance (simplest)
chf or a lag chop if you like
First one
Also check exhelp distance (simplest)
chf or a lag chop if you like
Technical Discussion » distance sop?
- tallkien
- 225 posts
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Technical Discussion » OP turning red and error message
- tallkien
- 225 posts
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Technical Discussion » Manipulating channels in CHOP
- tallkien
- 225 posts
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Hey Ben, I just found this out by accident, You can right click an object in the viewport and display origin. (not visible in shaded mode though)
and thanks Steven
and thanks Steven
Technical Discussion » Manipulating channels in CHOP
- tallkien
- 225 posts
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I think Ben is referring to being able to see individual object origin (tripods) in the viewport that update with transformations, so one can know just by looking at the object, which channel needs to be manipulated
Also the ability to translate in a specific plane as opposed to just axes, for example in Maya if you Ctrl click the y axis handle you can move an object in the x-z plane, would be nice to have this ability in houdini
Also the ability to translate in a specific plane as opposed to just axes, for example in Maya if you Ctrl click the y axis handle you can move an object in the x-z plane, would be nice to have this ability in houdini
Technical Discussion » Assigning materials/shaders in SOP possible or not?
- tallkien
- 225 posts
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not sure but i think adding a new shader sop will override the old one, as long as the layer does'nt change
Houdini Lounge » Viewer control hiden in 6.1 vs. 5.5
- tallkien
- 225 posts
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Technical Discussion » Deformed Viewport!
- tallkien
- 225 posts
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no matter what camera you are in, if you hold down alt when you zoom in/out, it will change what appears to be its focal length. but in actuality, it is changing the param. ‘window size’ in the crop tab of you camera. if it's occuring in an actual camera, then fine, just go set ‘window size’ back to 1 and all fixed. but unfortunately, alt+zoom will still change it even in ‘no camera’ and you have no params to change it back (just have to hold alt in and zoom in/out to correct it back by eye).
Space + H not worky? Usually sets everything back to default
Barring any driver issues I think deecue might be right , you may have just pressed Alt instead of space. Happens to me a lot, especially when I return from a maya session, as a resul i've become well acquainted with space+h
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