Hi,
I have a lsystem that has many leaves. I have a particle system picking up the points on these leaves by their specific number.
Can I get a leaf to register under one point so the whole leaf can fall together? I would leave the lsystem alone but one side becomes bare first because the leaves are numbered by which ones are created first. Maybe I dont know how to use a sort properly?
Any ways can i get a geometry to register under one point… besides point instancing.
Thank you,
Cory
Found 13213 posts.
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Technical Discussion » Can you convert something with many points to one?
- 3DTransformer
- 32 posts
- Offline
Houdini Lounge » Grats!
- chrism
- 2490 posts
- Online
Grats to all the nominees and a special congrats to R&H and Framestore on their Golden Compass win! Woot!
Houdini Indie and Apprentice » and again... COP Flipbook Cache BUG
- aliax
- 58 posts
- Offline
This bug is first appear in 9.0 and still exist in 9.1.x. COP Flipbook Cache isn't freezing correctly when using file sequence (FILE COP). And it eat my memory until it not finished.
vista 64 (32) sp1 4gb ram
vista 64 (32) sp1 4gb ram
Technical Discussion » BUG: certain .svg files don't load in houdini 9.1.124 win32
- mark_visser
- 71 posts
- Offline
I'm using svg files I downloaded from the openclipart.org as icons. They render fine under linux, but barf under windows. Interestingly, an svg I edited in inkscape works OK, so for now I'm going to try running all my icons through inkscape.
Here's the error:
(hsvg.exe:1952): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file ‘C:\PROGRA~1\SIDEEF~1\HOUDIN~1.124\hsvg\etc\gtk-2.0\gdk-pixbuf.loaders’: No such file or directory
sample svg file attached.
Here's the error:
(hsvg.exe:1952): GdkPixbuf-WARNING **: Cannot open pixbuf loader module file ‘C:\PROGRA~1\SIDEEF~1\HOUDIN~1.124\hsvg\etc\gtk-2.0\gdk-pixbuf.loaders’: No such file or directory
sample svg file attached.
Houdini Indie and Apprentice » how to import .palette files?
- MAN9A
- 43 posts
- Offline
y try to use palette files of some tuts and I can't do it in houdini 9.1
can it be done? how?
can it be done? how?
Technical Discussion » Apply fog only to some geometry?
- emcjagger
- 36 posts
- Offline
Hello,
I'm trying to apply a fog shader to only certain geometry. Is this possible? I created an atmosphere object and assigned a material to it with a fog shader, which works but it puts the fog effect on everything, which is not what I want.
I'm using this fog shader as a bit of a hack to effectively add another layer of surface shading to geo without altering the surface shader. Specifically, I'm trying to add impressionistic forests to a mountain. I'm using VEX Mountain shader for the mountain and a custom fog shader for the forest. I know this kind of layered shading can be done in VOPs or VEX, but I'm trying to add a layer of shading onto a precompiled surface shader without modifying the VEX code (too hard to asset-manage) or redoing it in VOPs. Anyone have any suggestions on how to do this?
Thanks in advance,
Jeremy.
I'm trying to apply a fog shader to only certain geometry. Is this possible? I created an atmosphere object and assigned a material to it with a fog shader, which works but it puts the fog effect on everything, which is not what I want.
I'm using this fog shader as a bit of a hack to effectively add another layer of surface shading to geo without altering the surface shader. Specifically, I'm trying to add impressionistic forests to a mountain. I'm using VEX Mountain shader for the mountain and a custom fog shader for the forest. I know this kind of layered shading can be done in VOPs or VEX, but I'm trying to add a layer of shading onto a precompiled surface shader without modifying the VEX code (too hard to asset-manage) or redoing it in VOPs. Anyone have any suggestions on how to do this?
Thanks in advance,
Jeremy.
Technical Discussion » Polish: MPlay, remove frame, save sequence...
- hoknamahn
- 398 posts
- Offline
Hey guys,
Try to remove several frames from MPlay and do Save sequense. Mplay propose to save the same number of frames as it was before removing. Probably most of the people expect to see N number less frames.
Try to remove several frames from MPlay and do Save sequense. Mplay propose to save the same number of frames as it was before removing. Probably most of the people expect to see N number less frames.
Houdini Lounge » Ramp editor
- buki
- 1768 posts
- Offline
hi!
Can we get back please the standalone ramp editor, redit.exe?
It's not in the win32 version of the latest 9.1 build, but it is present in v8.2 apprentice too.
I think it dissapeared with v9
thanks
Can we get back please the standalone ramp editor, redit.exe?
It's not in the win32 version of the latest 9.1 build, but it is present in v8.2 apprentice too.
I think it dissapeared with v9
thanks
Technical Discussion » Houdini in stand alone python script
- jmacey
- 1 posts
- Offline
I'm writing a python script to allow us to submit a simulation from a .hip file to our renderfarm.
The process is the students run a python script which parses the hip file to find any dop's and are presented with ones in the hip to process on the farm.
I have the following example python file
#!/usr/bin/python
import sys, os
sys.path.append(os.environ+“/houdini/scripts/python”)
import hou
hou.hipFile.load(sys.argv)
DOPS=
for object in hou.node(“/out”).children():
DOPS.append(object.name())
print “We have the following DOP Nodes ”,
print DOPS
etc etc
If I run it as is I get a core dump on the file read. If I run it in hython it all works ok,
If I chage the #!/usr/bin/python to /#!/opt/houdini/hython I get the following errors
import: unable to open X server `'.
What I really want to do is run it as a normal command line python script (as I need to do a load of sql stuff to submit to the farm) as in the students will type the name of the script and any command line options
Anyone have any ideas?
Cheers in advance
Jon
The process is the students run a python script which parses the hip file to find any dop's and are presented with ones in the hip to process on the farm.
I have the following example python file
#!/usr/bin/python
import sys, os
sys.path.append(os.environ+“/houdini/scripts/python”)
import hou
hou.hipFile.load(sys.argv)
DOPS=
for object in hou.node(“/out”).children():
DOPS.append(object.name())
print “We have the following DOP Nodes ”,
print DOPS
etc etc
If I run it as is I get a core dump on the file read. If I run it in hython it all works ok,
If I chage the #!/usr/bin/python to /#!/opt/houdini/hython I get the following errors
import: unable to open X server `'.
What I really want to do is run it as a normal command line python script (as I need to do a load of sql stuff to submit to the farm) as in the students will type the name of the script and any command line options
Anyone have any ideas?
Cheers in advance
Jon
Technical Discussion » using python is a way too tricky 4me )) please help
- nikaragua
- 1 posts
- Offline
hi to all ))
so, i have some questions… please make it clear
1. how i can access global variables in python, i haven`t seen any replacements for hscript variables
2. how i can access local variables inside nodes
3 how i can use python expressions in parameters
4 how i can get reference to a parameter
so, i have some questions… please make it clear
1. how i can access global variables in python, i haven`t seen any replacements for hscript variables
2. how i can access local variables inside nodes
3 how i can use python expressions in parameters
4 how i can get reference to a parameter
Houdini Lounge » mplay
- havana
- 67 posts
- Offline
After installing the latest version of houdini, mplay won't display for renderman anymore even after proto install. Here's the Houdini console message:
CPROGRA~1/SIDEEF~1/HOUDIN~1.156/bin/ri_shaders/d_houdini.dll (The specified module could not be found.)
R90011 {SEVERE} Can't open display image socket:1570
D04001 {WARNING} DspyName: couldn't find requested driver:
It is probably something to do with path setting where houdini can't find d_houdini dll
but why would it change for
a different version of houdini. :?:
EDIT: ok it's all sorted out now. Mplay and prman works well for me only on the VC7 version which is cool.
Doh!!! Just realized that version 9.1.156 was on red alert. :?
CPROGRA~1/SIDEEF~1/HOUDIN~1.156/bin/ri_shaders/d_houdini.dll (The specified module could not be found.)
R90011 {SEVERE} Can't open display image socket:1570
D04001 {WARNING} DspyName: couldn't find requested driver:
It is probably something to do with path setting where houdini can't find d_houdini dll
but why would it change for
a different version of houdini. :?:
EDIT: ok it's all sorted out now. Mplay and prman works well for me only on the VC7 version which is cool.
Doh!!! Just realized that version 9.1.156 was on red alert. :?
Technical Discussion » auto rig question
- brucelay
- 313 posts
- Offline
Hi there,
I just had my human character rigged with the auto rigged tool but I find the auto rig skeleton ‘s heel (which is supposed to be touching the ground) is missing. This means the animator is unable to rotate the character foot up (with the toe pointing about 45 degrees upward) while the character’s heel is touching the ground (just like the pivot is located right at the bottom part of the heel). Does anyone knows the solution for this for the autorig user? or I have to re-build the leg's joint?
I hope there will be some more tutorial about how we make changes on top of the existing auto-rig biped.
thanks for your attention!
I just had my human character rigged with the auto rigged tool but I find the auto rig skeleton ‘s heel (which is supposed to be touching the ground) is missing. This means the animator is unable to rotate the character foot up (with the toe pointing about 45 degrees upward) while the character’s heel is touching the ground (just like the pivot is located right at the bottom part of the heel). Does anyone knows the solution for this for the autorig user? or I have to re-build the leg's joint?
I hope there will be some more tutorial about how we make changes on top of the existing auto-rig biped.
thanks for your attention!
Houdini Lounge » FBX, COLLADA and UNC path from windows
- aliax
- 58 posts
- Offline
Houdini Lounge » BUG: Slow viewport redraw with Cd per-prim attr
- aliax
- 58 posts
- Offline
When I set per-primitive color attribute - viewport redrawing become very slow. See attach.
9.1.148x64, 9.1.106x32
Vista64sp1, nvidia7600go
9.1.148x64, 9.1.106x32
Vista64sp1, nvidia7600go
Houdini Indie and Apprentice » How to render sun ?
- MaxStalker
- 1 posts
- Offline
Hi to all 0/
I have a question - how to visualize the sun in Houdini?
I remember at Maya there was a tool to visualize point source of light and if add on it displace noise shader - then we could achieve interesting effect, which looked almost like a sun
But how to make something similar in Houdini ? :\
I have a question - how to visualize the sun in Houdini?
I remember at Maya there was a tool to visualize point source of light and if add on it displace noise shader - then we could achieve interesting effect, which looked almost like a sun
But how to make something similar in Houdini ? :\
Houdini Lounge » GeForce 8 Cards to Gain PhysX Engine Support
- kemijo
- 87 posts
- Offline
Just putting this on the radar…would be great to see support for this in Houdini if possible. According to a CGTalk post Maya and Max already have hooks for this available.
http://www.shacknews.com/onearticle.x/51321 [shacknews.com]
http://www.shacknews.com/onearticle.x/51321 [shacknews.com]
Technical Discussion » unrecognised parameters while loading scene with hou module
- kuba
- 345 posts
- Offline
Greetings,
Once loading a hip file to my python script I am getting error messages of unrecognised parameters. This is related to some additional dso files, plugins, assets which are present in my scene. It looks like not all of installed otls are loaded while importing of hou module - is it true? Is there any way I can, before loading hip file with custom otls/plugins, check or load all of the custom assets? Can I bypass this exceptions in python, or somehow load missing assets?
What is the difference between hython and loading hou module into standard python shelf. Anyway in this case hython have problems loading this scene as well
thanks
kuba
PS. HFS is set up properly
I'm on XP 9.0.782
Once loading a hip file to my python script I am getting error messages of unrecognised parameters. This is related to some additional dso files, plugins, assets which are present in my scene. It looks like not all of installed otls are loaded while importing of hou module - is it true? Is there any way I can, before loading hip file with custom otls/plugins, check or load all of the custom assets? Can I bypass this exceptions in python, or somehow load missing assets?
What is the difference between hython and loading hou module into standard python shelf. Anyway in this case hython have problems loading this scene as well
thanks
kuba
PS. HFS is set up properly
I'm on XP 9.0.782
Houdini Lounge » Kansas City user group meeting?
- dlugo
- 29 posts
- Offline
Hello fellow Houdini users! I'm new to these forums. I'm wanting to setup a usergroup meeting here in KC. If anyone's interested shoot me an e-mail
Technical Discussion » CHOPS : exporting channels to groups ?
- vinz
- 113 posts
- Offline
Hello,
Can't seem to find a way to do this :
I have a dynamic simulation, imported in chop with a dynamic chop and reworked there with some fun time remapping stuff.
Now how do I export this back to the original objects ?
My problem is that I have a fractured object in the sim, so my original object is just one object with groups.
So the long way would be for each piece, import it in a separate geometry object and export the corresponding tweaked channel to this geo. However I have 100+ pieces in my fractured object…
Tried with a geometry chop too, but since it works with points, it's really really heavy and not manageable.
In fact I'd like something like the dop import, but instead of taking the data from a dop network, take it from a chop network.
I've tried something with an object merge -> transform node -> copy, with
chop(“/chopnet/object`stamp(”../copy1“, ”cn“, 0)`:tx”) in the transform node and so on, but this syntax doesn't work.
Thanks a lot for any help.
Vincent
Can't seem to find a way to do this :
I have a dynamic simulation, imported in chop with a dynamic chop and reworked there with some fun time remapping stuff.
Now how do I export this back to the original objects ?
My problem is that I have a fractured object in the sim, so my original object is just one object with groups.
So the long way would be for each piece, import it in a separate geometry object and export the corresponding tweaked channel to this geo. However I have 100+ pieces in my fractured object…
Tried with a geometry chop too, but since it works with points, it's really really heavy and not manageable.
In fact I'd like something like the dop import, but instead of taking the data from a dop network, take it from a chop network.
I've tried something with an object merge -> transform node -> copy, with
chop(“/chopnet/object`stamp(”../copy1“, ”cn“, 0)`:tx”) in the transform node and so on, but this syntax doesn't work.
Thanks a lot for any help.
Vincent
Technical Discussion » anti-aliasing of Wren
- uniqueloginname
- 330 posts
- Offline
i find Wren does a great job of outlines but i'd like to get better quality lines out of it.
in particular can i improve the anti-aliasing of Wren? i added the Super Sample parameter (after finding it) and the difference between default and 32x32 seems to be nothing.
if there is no way to improve it directly, are there any tricks like rendering double size then scaling it down or anything like that?
i am only rendering at the maximum apprentice allows in case thats a factor
below is an example of what i mean… am i being too fussy? it looks worse on some monitors than others
in particular can i improve the anti-aliasing of Wren? i added the Super Sample parameter (after finding it) and the difference between default and 32x32 seems to be nothing.
if there is no way to improve it directly, are there any tricks like rendering double size then scaling it down or anything like that?
i am only rendering at the maximum apprentice allows in case thats a factor
below is an example of what i mean… am i being too fussy? it looks worse on some monitors than others
-
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