There is a topic in Houdini help about “Construction Plane Editing” (http/###.###.###.###/nodes/generic_state/floor)
I never could find this construction plane mode / tool ? (operations with the c-plane handle do not correspond to what is described here)
and there is this mysterious “Click over the construction plane any time during a Houdini session to bring up the construction plane menu regardless of what operation is current.” ???
Any one knows about this stuff?
Thanks
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Technical Discussion » Construction Plane Editing
- NAHASSIA
- 125 posts
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Technical Discussion » EMBEDDED GEOMETRY IN CLOTH
- NAHASSIA
- 125 posts
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Hi!
On the cloth object, here is an “Embedded Gemetry” parameter along with an “Enable Embedding” toggle.
The embedded gemetry workflow works perfectly well with solid objects but I cant get it to work with cloth.
Is it a bug? Someone in sideFx could explain it to me?
P.S. yes I know the Cloth Capture and Cloth Deform nodes but I would like to know how to do directly in the solver…
THANX
Technical Discussion » change shapes scale during rbd simulation
- NAHASSIA
- 125 posts
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Hello everyone,
Trying to do a simulation of balls falling in a tube closed at the bottom, and I would like to progressively change the scale of the balls.
Tried with classic fractured RBD, packed RBD, point RBD each time along with a sop solver to update the geometry but each time with different issues.
Hard time to get all the fractured objects into the SOP solver, and when I do I can't get the geometry to update in the sim, or if it updates (case of the packed RBD) it is not reflected in the collision behaviour even if I check “always” ecerywhere I can think of inside the packedObject.
In short balls falling in a glass and starting to scale down after a certain time and acting accordingly …
Any help appreciated
Thanks in advance
Trying to do a simulation of balls falling in a tube closed at the bottom, and I would like to progressively change the scale of the balls.
Tried with classic fractured RBD, packed RBD, point RBD each time along with a sop solver to update the geometry but each time with different issues.
Hard time to get all the fractured objects into the SOP solver, and when I do I can't get the geometry to update in the sim, or if it updates (case of the packed RBD) it is not reflected in the collision behaviour even if I check “always” ecerywhere I can think of inside the packedObject.
In short balls falling in a glass and starting to scale down after a certain time and acting accordingly …
Any help appreciated
Thanks in advance
Technical Discussion » per object render quality
- NAHASSIA
- 125 posts
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well, any of those (exept vm_samplesx, y of course)
tried mainly with vm_variance & vm_maxraysamples at object, primitive, shader level and could not get any of them working. no visible effect in the image itself nore in the diagnostic passes (direct samples for example)…
obviously I must be missing something…..
here a simple not working test with vm_variance
THX
tried mainly with vm_variance & vm_maxraysamples at object, primitive, shader level and could not get any of them working. no visible effect in the image itself nore in the diagnostic passes (direct samples for example)…
obviously I must be missing something…..
here a simple not working test with vm_variance
THX
Technical Discussion » per object render quality
- NAHASSIA
- 125 posts
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Hello everybody
cant get to implement “per object render quality” as mentionned in the documentation. (pbr)
Tried to add rendering properties, parametter,s attribute,s at object level, geometry level, shader level… Nothig seems to work…
Is there realy a way to improve rendering on a per object (primitive, shader) basis with mantra PBR ?????
THX
P.S. If it is possible I would say it's prety badly documented….
cant get to implement “per object render quality” as mentionned in the documentation. (pbr)
Tried to add rendering properties, parametter,s attribute,s at object level, geometry level, shader level… Nothig seems to work…
Is there realy a way to improve rendering on a per object (primitive, shader) basis with mantra PBR ?????
THX
P.S. If it is possible I would say it's prety badly documented….
Technical Discussion » $HIP not correct in Hbatch with mapped drives on Windows
- NAHASSIA
- 125 posts
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Hi!
starting a new job in a Cie whitcht is new to Houdini and still working on Windows, I'm stuck with this very annoying problem that my hip_files dont render properly on the render farm if I use $HIP qitch is not corectly interpreted in Hbatchwhen working with mapped drives.
Anyone knows a workaround without writing the full path in every output & input ???
Thx
starting a new job in a Cie whitcht is new to Houdini and still working on Windows, I'm stuck with this very annoying problem that my hip_files dont render properly on the render farm if I use $HIP qitch is not corectly interpreted in Hbatchwhen working with mapped drives.
Anyone knows a workaround without writing the full path in every output & input ???
Thx
Technical Discussion » new vs old foreach
- NAHASSIA
- 125 posts
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Technical Discussion » new vs old foreach
- NAHASSIA
- 125 posts
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Cant find a simple way to do with the new for workflow what I used to do with the old subnet for…
Cant make the new “for number of iterations” system to work as the okd one, the new one is accumulating everything inside the loop rather than to do it once at each iteration
I'v found a workaround wit copy / assemble adn foreach loop but its kind of cumbersome and I wonder if I'm missing something in the new for each…
See attatched hipfile.
By the way, when I use the new thing inside an attribute vop more than often the vop goes in error and i have to setup manualy the variable type for each output in the end block.
THANKS
Cant make the new “for number of iterations” system to work as the okd one, the new one is accumulating everything inside the loop rather than to do it once at each iteration
I'v found a workaround wit copy / assemble adn foreach loop but its kind of cumbersome and I wonder if I'm missing something in the new for each…
See attatched hipfile.
By the way, when I use the new thing inside an attribute vop more than often the vop goes in error and i have to setup manualy the variable type for each output in the end block.
THANKS
Technical Discussion » remove point inside if block
- NAHASSIA
- 125 posts
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THX
it's what I did but it did not seem to work, did it in a fresh new scene and it works perfectly. I must have done it wrong the firs time.
Thanks anyway
it's what I did but it did not seem to work, did it in a fresh new scene and it works perfectly. I must have done it wrong the firs time.
Thanks anyway
Technical Discussion » remove point inside if block
- NAHASSIA
- 125 posts
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used to remove points conditionnaly inside vops with an if then node “old school” cant find a way to do the same with the new if block workflow…?
thx for any help
thx for any help
Technical Discussion » embedded gemetry in cloth
- NAHASSIA
- 125 posts
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Hi
I'v tried to use the embeded geometry slot on the cloth object node to deform high res geometry with low res simulation but I could not figure how to make it work???
Reverted to the old cloth capture and cmloth deform but would be intersested in knowing more about this embedded thing.
Thanks
I'v tried to use the embeded geometry slot on the cloth object node to deform high res geometry with low res simulation but I could not figure how to make it work???
Reverted to the old cloth capture and cmloth deform but would be intersested in knowing more about this embedded thing.
Thanks
Technical Discussion » quick help and path in parameters
- NAHASSIA
- 125 posts
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What about quickhelp and path that have very annoyingly desapeared from parameters when typing an expression. A real huge loss to my point of view and a considerable slowdown in my workflow!!!
What happened? And Why? And When will it be back? Is it? Please say it is comming back soon.
THX
What happened? And Why? And When will it be back? Is it? Please say it is comming back soon.
THX
Technical Discussion » Box handles
- NAHASSIA
- 125 posts
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Technical Discussion » Box handles
- NAHASSIA
- 125 posts
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can't find a way to do zero centered uniform scale with the nex Box handles?? witch I found a little confusing and uneasy to use.
Is there?
THX
Is there?
THX
Technical Discussion » visualizer vith uv
- NAHASSIA
- 125 posts
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Hello
When visualizing uv with a visualizer it only shows $UV1 & $UV2 !!!
Is there a way to visalize also the third component directly from uv attribute???
any thought?
When visualizing uv with a visualizer it only shows $UV1 & $UV2 !!!
Is there a way to visalize also the third component directly from uv attribute???
any thought?
Technical Discussion » RBD_packed keep accelerating after release
- NAHASSIA
- 125 posts
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With deforming active or passive active my fragment keep on speeding after activating active attribute
Whats'up ?
THX in advance;
Whats'up ?
THX in advance;
Technical Discussion » RBD_packed Collision detecrtion with POP nodes
- NAHASSIA
- 125 posts
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I'm trying to have a RBD_packed ignore collisions on another object after a certain amount of bounces. According to what's new in h14 I could use the POP_collision_ignore to disable specific collisions of RBD_Ppacked…. (and it effectively works but could not make it work dynamicaly)
Well I assumed that all the POP_Collision.. nodes would also work in this RBD_packed context but I cant find a way to record collisions with this node to group points according to theses recors. Even if collision_detect triggers corresponding attributes on the RBD_paced at first collision, it does not record collisions….
Any other way to detect and avoid collisions with bullet? Thanks for your help?
MK
Well I assumed that all the POP_Collision.. nodes would also work in this RBD_packed context but I cant find a way to record collisions with this node to group points according to theses recors. Even if collision_detect triggers corresponding attributes on the RBD_paced at first collision, it does not record collisions….
Any other way to detect and avoid collisions with bullet? Thanks for your help?
MK
Work in Progress » VEXify Geometry
- NAHASSIA
- 125 posts
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Work in Progress » VEXify Geometry
- NAHASSIA
- 125 posts
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sounds exciting and a very good idea but iit gives me an error on the python node (line 15.. could not figure it thow)
Woud like to have it working..
THX
(H14.0.201.13)
Woud like to have it working..
THX
(H14.0.201.13)
Technical Discussion » Bullet mystery
- NAHASSIA
- 125 posts
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