Looks like this forum became more active than odforce, so maybe some of you guys can help in this 2 problems:
1. http://odforce.net/forum/index.php?showtopic=3090 [odforce.net]
2. http://odforce.net/forum/index.php?showtopic=3064 [odforce.net]
Thanks in advance.
Szymon.
Found 12748 posts.
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Houdini Lounge » fracture and point cloud problems
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- szymon
- 7 posts
- Offline
Houdini Lounge » derivatives' touch live visuals at love parade 2005
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- rabbitslave11
- 1 posts
- Offline
join us for the 2nd annual “love parade” in san francisco, ca
september 23,24,25, 2005!!! www.loveparadesf.org
“dj white rabbit”-deep house & trance
our studio is located in orange county,ca. we are currently producing w/“reason” and “logic” using apple macintosh exclusively..seeking artists familiar to “touchmixer” software, for the show in s.f. & interviewing dj's & vj's to join us for the trip. also, looking for collaborators for other live events in california and beyond.
september 23,24,25, 2005!!! www.loveparadesf.org
“dj white rabbit”-deep house & trance
our studio is located in orange county,ca. we are currently producing w/“reason” and “logic” using apple macintosh exclusively..seeking artists familiar to “touchmixer” software, for the show in s.f. & interviewing dj's & vj's to join us for the trip. also, looking for collaborators for other live events in california and beyond.
Technical Discussion » clay sop question
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- brucelay
- 313 posts
- Offline
Does anyone know where I can download an example scene of “clay sop”?
I have been trying to learn it but it is still a bit vague for me to understand the UV vector deforming idea.
thanks
I have been trying to learn it but it is still a bit vague for me to understand the UV vector deforming idea.
thanks
Technical Discussion » wacom right click problems on linux
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- thomas.waldinger
- 10 posts
- Offline
i get some strange behavior when right-clicking in the viewport with certain operators.
if i r_click on the Handles of a Geometry,the handle menu pops up(as expected),
but as i'm right clicking the Geo itself, it's the same as i'd r_clicking anywhere in the viewport.
(means moving the viewport in view-state or nothing happening in other states)
when i use the mouse evering works as expected.(i get the Geometry menu)
the same happens in Geomode or in the Linearkeyer.
it seems to me that the program can't read out the cursor position when it's over
ceratin opbjects.
has anyone expected similar problems and knows how to solve this?
Thomas Waldinger
if i r_click on the Handles of a Geometry,the handle menu pops up(as expected),
but as i'm right clicking the Geo itself, it's the same as i'd r_clicking anywhere in the viewport.
(means moving the viewport in view-state or nothing happening in other states)
when i use the mouse evering works as expected.(i get the Geometry menu)
the same happens in Geomode or in the Linearkeyer.
it seems to me that the program can't read out the cursor position when it's over
ceratin opbjects.
has anyone expected similar problems and knows how to solve this?
Thomas Waldinger
Houdini Lounge » Houdini 8 Public Beta
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- Bernard
- 523 posts
- Offline
Technical Discussion » diffuse maps on lights and environment maps in shaders
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- MWainwright
- 119 posts
- Offline
ive figured out a lighting technique which relies on applying a map to a light (at 0,0,0) in order to get specular highlights and and environment reflection taken from chrome spheres shot on a location and converted to longditude/latitude enviro nment maps in HDR shop.. the problem is i dont know where the lights get their orientation from for applying the map.. i want to replicate the orientation of the diffuse mapped lights environment in a shop environment shader so thaat i can use modulation on teh intensity of the map.
does anyone know how to do thisa, or can tell me how the light orients its diuffuse maps.. i`m assuming it is aligned to the world but dont know how to tell vexbuilder reflective/environment map to do the same.
cheers,
Mark
does anyone know how to do thisa, or can tell me how the light orients its diuffuse maps.. i`m assuming it is aligned to the world but dont know how to tell vexbuilder reflective/environment map to do the same.
cheers,
Mark
Houdini Lounge » Tutorials
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- Bernard
- 523 posts
- Offline
Technical Discussion » rf .bin export issue
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- Houdini
- 7 posts
- Offline
Now, I'm gonna pass Houdini particles 2 Maya using rf .bin file. Just wondering about attribute mapping things.
velocity -> rfForce(vector) : working
initPosition -> rfMass( vector? ) : maya don't understand.
Is there any other extra variables in .bin(format) can mapping from Houdini.
EX1. I guess, below attributes are vector.(kinda strange)
mass: 0.1/$F*$PT, 1.2/$F*$PT, 0.3/$F*$PT, 1, 1, 1
temperature: 0.5/$T, 0.4/$T, 0.3/$T, 1, 1, 1
force: 0.5/$PT, 0.4/$PT, 0.3/$PT, 1, 1, 1
velocity -> rfForce(vector) : working
initPosition -> rfMass( vector? ) : maya don't understand.
Is there any other extra variables in .bin(format) can mapping from Houdini.
EX1. I guess, below attributes are vector.(kinda strange)
mass: 0.1/$F*$PT, 1.2/$F*$PT, 0.3/$F*$PT, 1, 1, 1
temperature: 0.5/$T, 0.4/$T, 0.3/$T, 1, 1, 1
force: 0.5/$PT, 0.4/$PT, 0.3/$PT, 1, 1, 1
Technical Discussion » vops: blurring one map with another
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- MWainwright
- 119 posts
- Offline
hi.. i wondered if anyone knows a way to blur and image (texture map) with another texture map in vops.. so that, for example, a black and white texture map could control the sharpness of an environment map.
cheers,
Mark
cheers,
Mark
Technical Discussion » shadow bias in non shop shadow shaders
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- MWainwright
- 119 posts
- Offline
hi, i was just wondering if theres a shadow bias setting for z depth and fast shadows?
i can do it within a shop shadow shader, but not from a shadow shader aplied within light object.
any help appreciated, cheers,
Mark
i can do it within a shop shadow shader, but not from a shadow shader aplied within light object.
any help appreciated, cheers,
Mark
Houdini Lounge » houdini animation highlights?
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- wNz
- 1 posts
- Offline
Hi,
I am a student from the university of braunschweig, germany and I am going to deliver a small lecture on animation systems in about a week. One of the softwares i have to cover is Houdini but I never worked with it before. Now I need something like an overview and a short description of Houdini's special features for animation because it seemes to be impossible to find out everything for myself in that short time.
Points of interest are such things like cloth animation, muscles, fluids, special features for particles and so on. But feel free to point out anything you think is worthwhile mentioning.
thanks in advance
I am a student from the university of braunschweig, germany and I am going to deliver a small lecture on animation systems in about a week. One of the softwares i have to cover is Houdini but I never worked with it before. Now I need something like an overview and a short description of Houdini's special features for animation because it seemes to be impossible to find out everything for myself in that short time.
Points of interest are such things like cloth animation, muscles, fluids, special features for particles and so on. But feel free to point out anything you think is worthwhile mentioning.
thanks in advance
Houdini Lounge » How many Houdini people per project and per studio?
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- charlie_houdini
- 29 posts
- Offline
Hi I'm curious about the number of Houdini people per project. Sometimes the interns don't make it to the end credits so I'm sure there are many unaccounted for.
Sony or R&H for example.

Sony or R&H for example.
Houdini Lounge » Mantra & Precision of calculations?
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- hoknamahn
- 398 posts
- Offline
Numbers of what precision are used by Mantra at rendering? And whether this precision is constant or it is various at different stages of the rendering process?
The question interests in view of a theoretical opportunity of use of Cell processors for rendering. As is known, SPEs of Cell are able to process numbers with 32bit FP accuracy for 1 tact . And 64bit FP numbers need 7-14 tacts. Whether enough 32bit FP precision for needs of rendering?
The question interests in view of a theoretical opportunity of use of Cell processors for rendering. As is known, SPEs of Cell are able to process numbers with 32bit FP accuracy for 1 tact . And 64bit FP numbers need 7-14 tacts. Whether enough 32bit FP precision for needs of rendering?
Houdini Lounge » A spin on a ball that bounces
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- mozzenus
- 50 posts
- Offline
I was trying to make a ball spin as it rolled off a table. Got that part. But when I applied the bounce, jello sop from 3D Buzz tutorial, the ball rotated around an axis as it rolled off the table and the bounce also rotated around this mystery axis. How can I apply a bounce to the rolling ball with out the rotation around this mystery axis?
Houdini Lounge » Professor of Visual Effects: Computer Art
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- scadfaculty
- 3 posts
- Offline
The Savannah College of Art and Design is seeking candidates for full-time faculty positions in Visual Effects for its Savannah and Atlanta campuses. Qualified candidates should have the terminal degree or its equivalent in visual effects, film, computer art, or a related field. College-level teaching experience is preferred. Expertise in a technical environment is helpful, as many topics are presented in state-of-the-art facilities utilizing high-end workstations configured with professional software including Photoshop, In Design, Premiere, Dreamweaver, After Effects, and Maya. Preferred areas also include Unix/Linux, programming skills, Z-Brush, Flame, RenderMan, Houdini, and Shake. Industry experience in visual effects or broadcast design is a plus. Successful candidates should have an expertise in modeling, texture painting, rendering or lighting techniques. Professors will be teaching first-year students a range of 2D, 3D and interactive design.
TO APPLY: Please mail cover letter, curriculum vitae, and an unofficial copy of the transcript showing your highest degree to:
Savannah College of Art and Design
Attn: HR - Faculty
P.O. Box 3146
Savannah, GA 31402-3146
If you apply by email, all items above must be included electronically and sent to scadfaculty@scad.edu. Only complete packages will be considered. If invited to interview, official transcripts for all degrees and three letters of reference will be requested. Women and minorities are encouraged to apply. AA/EOE.
Although a deadline has not yet been established, interested applicants are encouraged to apply as early as possible.
TO APPLY: Please mail cover letter, curriculum vitae, and an unofficial copy of the transcript showing your highest degree to:
Savannah College of Art and Design
Attn: HR - Faculty
P.O. Box 3146
Savannah, GA 31402-3146
If you apply by email, all items above must be included electronically and sent to scadfaculty@scad.edu. Only complete packages will be considered. If invited to interview, official transcripts for all degrees and three letters of reference will be requested. Women and minorities are encouraged to apply. AA/EOE.
Although a deadline has not yet been established, interested applicants are encouraged to apply as early as possible.
Technical Discussion » light shader question
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- brucelay
- 313 posts
- Offline
I am a cg student currently learning Houdini and renderman by myself.
I just downloaded a gobo effects rman shader from the following link.
http://www.smartcg.com/tech/cg/books/RfB/download/contents/Ch08_Shading/slideshow.html [smartcg.com]
But it only works properly when I create script files (.rib) in Houdini and then manually type in “ prman xxxx.3.rib” in dos promt. It won't work if I render those sequence directly in Houdini. I mean the projected image would not be seen. Does anyone know why?
Also, can I make this projector shader in Vex builder? I tried it before but whenever I create “illumunate” node, the whole light shader turns black. Can anyone give me a hint?
I just downloaded a gobo effects rman shader from the following link.
http://www.smartcg.com/tech/cg/books/RfB/download/contents/Ch08_Shading/slideshow.html [smartcg.com]
But it only works properly when I create script files (.rib) in Houdini and then manually type in “ prman xxxx.3.rib” in dos promt. It won't work if I render those sequence directly in Houdini. I mean the projected image would not be seen. Does anyone know why?
Also, can I make this projector shader in Vex builder? I tried it before but whenever I create “illumunate” node, the whole light shader turns black. Can anyone give me a hint?
Technical Discussion » TCL Cross-Platform Issues
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- idojomo
- 12 posts
- Offline
Hello,
I have a question about TCL and Renderman.
I have a TCL helper application that sends information to Renderman. In order to send the “end of stream” message to Renderman, the TCL has to do a
puts “\377”
The probloem is that this works on Windows but when I get into Linux, I get the following error:
P79011 Undefined binary token 0xc3. (at line 51 in /usr/bin/tclsh /helper.tcl): Context “split gprim”: Object “<unnamed>”
P79011 Undefined binary token 0xbf. (at line 51 in /usr/bin/tclsh /helper.tcl): Context “split gprim”: Object “<unnamed>”
I tried passing the number in two chunks and I got a similar error. I also tried passing it as {“\377”} which did not work either. I have searched through sites and cannot seem to figure out what to do. Any help would be greatly appreciated - it might be something small I'm not thinking about or something large about which I have no clue.
Thank you for the help
I have a question about TCL and Renderman.
I have a TCL helper application that sends information to Renderman. In order to send the “end of stream” message to Renderman, the TCL has to do a
puts “\377”
The probloem is that this works on Windows but when I get into Linux, I get the following error:
P79011 Undefined binary token 0xc3. (at line 51 in /usr/bin/tclsh /helper.tcl): Context “split gprim”: Object “<unnamed>”
P79011 Undefined binary token 0xbf. (at line 51 in /usr/bin/tclsh /helper.tcl): Context “split gprim”: Object “<unnamed>”
I tried passing the number in two chunks and I got a similar error. I also tried passing it as {“\377”} which did not work either. I have searched through sites and cannot seem to figure out what to do. Any help would be greatly appreciated - it might be something small I'm not thinking about or something large about which I have no clue.
Thank you for the help
Houdini Lounge » HOUPLA Meeting May 19th, 2005
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- edward
- 7365 posts
- Offline
I saw this from the mailing list and posting it here just in case anyone is interested. NOTE: I'm not involved in this at all, just reposting.
————————————————————————
H O U P / L A : The Houdini Users Group of Los Angeles
T H U R S D A Y M A Y 1 9 , 2 0 0 5 6 : 3 0 p m
————————————————————————
////Monster OTL Garage////
Our next HOUPLA meeting will be on Thursday May 19th, 2005 at 6:30pm.
The meeting will explore dabiggadabetta™ monster™ OTL's
(Houdini Digital Assets) created to solve a host of production issues.
As usual, the evening will start with a social hour: monster™
snacks and beverages at 6:30, and the meeting begins at 7:30pm, at the
SESI Santa Monica offices.
RSVP mailto:rsvp@houpla.org
*Jeff Willette*
Jeff will show a monster™ snow-generating OTL that he developed
for the movie /Sin City/ while working at The Orphanage. He's in the
process of relocating down to Los Angeles to work at Sony Pictures
Imageworks.
*Agent X-Ray*
Craig “Xray” Halperin is a full time computer graphics supervisor for
a52 and part time Cacophonist. He has worked for most of the major
visual effects houses in Los Angeles. Xray will present his work on
Cadillac /Turbulence/ and explain how a52 used monster™ OTL's and
HDA's to streamline the creation of effects for this commercial.
*David Davies*
David Davies is an FX technical director at Sony Pictures Imageworks,
currently doing FX pipeline development for “Monster House”. He will be
demonstrating an monster™ OTL he developed to populate trees with
leaves.
*Daniel Kramer*
Daniel Kramer is a CG Supervisor at Sony Pictures Imageworks and acted
as Effects Supervisor on /Polar Express./ He'll be demonstrating the
*Bakeout OTL Beast*, a monster™ OTL front end to Houdini's ROPs
for handling the dumping of geometry and images and packaging up assets
for a custom rendering package.
*Peter Bowmar*
Peter is an FX TD at Rhythm & Hues, and previously was the Houdini
Training Manager at Side Effects Software Inc. He'll be showing a
monster™ collection of VOPs and Object OTLs that create a
reasonable lighting workflow in Houdini.
*Antoine Durr*
Antoine has been at Rhythm & Hues for the last 5 years, and was a
long-time employee of VIFX before it's merger into R&H. He will show us
a monster™ ROP OTL that generates queue files and streamlines
production workflow, all in two SOPs! (…oh, and some 2500 lines of
code)
————————————————————————
*Location*
Side Effects Software Inc.
233 Wilshire Blvd., Ste. 610
Santa Monica, CA 90401
310/319-9876
*Parking*
Parking is available at meters on the street, or at the public parking
structure located on 3rd street in between Wilshire & California (next
to Michael's) - this is a metered lot, so bring quarters as the meters
run 24/7. There is also a public parking structure located on 2nd
Street
between Wilshire Blvd. and Arizona, which is $3 when you exit.
*RSVP*
* RSVP: rsvp@houpla.org <mailto:rsvp@houpla.org>
* INFO: info@houpla.org <mailto:info@houpla.org>
© 2005 HOUPLA All rights reserved.
————————————————————————
H O U P / L A : The Houdini Users Group of Los Angeles
T H U R S D A Y M A Y 1 9 , 2 0 0 5 6 : 3 0 p m
————————————————————————
////Monster OTL Garage////
Our next HOUPLA meeting will be on Thursday May 19th, 2005 at 6:30pm.
The meeting will explore dabiggadabetta™ monster™ OTL's
(Houdini Digital Assets) created to solve a host of production issues.
As usual, the evening will start with a social hour: monster™
snacks and beverages at 6:30, and the meeting begins at 7:30pm, at the
SESI Santa Monica offices.
RSVP mailto:rsvp@houpla.org
*Jeff Willette*
Jeff will show a monster™ snow-generating OTL that he developed
for the movie /Sin City/ while working at The Orphanage. He's in the
process of relocating down to Los Angeles to work at Sony Pictures
Imageworks.
*Agent X-Ray*
Craig “Xray” Halperin is a full time computer graphics supervisor for
a52 and part time Cacophonist. He has worked for most of the major
visual effects houses in Los Angeles. Xray will present his work on
Cadillac /Turbulence/ and explain how a52 used monster™ OTL's and
HDA's to streamline the creation of effects for this commercial.
*David Davies*
David Davies is an FX technical director at Sony Pictures Imageworks,
currently doing FX pipeline development for “Monster House”. He will be
demonstrating an monster™ OTL he developed to populate trees with
leaves.
*Daniel Kramer*
Daniel Kramer is a CG Supervisor at Sony Pictures Imageworks and acted
as Effects Supervisor on /Polar Express./ He'll be demonstrating the
*Bakeout OTL Beast*, a monster™ OTL front end to Houdini's ROPs
for handling the dumping of geometry and images and packaging up assets
for a custom rendering package.
*Peter Bowmar*
Peter is an FX TD at Rhythm & Hues, and previously was the Houdini
Training Manager at Side Effects Software Inc. He'll be showing a
monster™ collection of VOPs and Object OTLs that create a
reasonable lighting workflow in Houdini.
*Antoine Durr*
Antoine has been at Rhythm & Hues for the last 5 years, and was a
long-time employee of VIFX before it's merger into R&H. He will show us
a monster™ ROP OTL that generates queue files and streamlines
production workflow, all in two SOPs! (…oh, and some 2500 lines of
code)
————————————————————————
*Location*
Side Effects Software Inc.
233 Wilshire Blvd., Ste. 610
Santa Monica, CA 90401
310/319-9876
*Parking*
Parking is available at meters on the street, or at the public parking
structure located on 3rd street in between Wilshire & California (next
to Michael's) - this is a metered lot, so bring quarters as the meters
run 24/7. There is also a public parking structure located on 2nd
Street
between Wilshire Blvd. and Arizona, which is $3 when you exit.
*RSVP*
* RSVP: rsvp@houpla.org <mailto:rsvp@houpla.org>
* INFO: info@houpla.org <mailto:info@houpla.org>
© 2005 HOUPLA All rights reserved.
Technical Discussion » UVset question
-
- brucelay
- 313 posts
- Offline
I am a CG student . I am also learning Houdini.
I tried to use the “layer” sop to create defferent UVlayers. but it does not work when I use rman to render. I tried to put a “parameter” vop and used “uv” or “uv1” “uv2” for the param name in the shading network but it still doesn't work.
Can anyone show me how I can have different UV sets setup for rman?
pls help
I tried to use the “layer” sop to create defferent UVlayers. but it does not work when I use rman to render. I tried to put a “parameter” vop and used “uv” or “uv1” “uv2” for the param name in the shading network but it still doesn't work.
Can anyone show me how I can have different UV sets setup for rman?
pls help
Technical Discussion » shadow map quesiton
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- brucelay
- 313 posts
- Offline
I am a CG student. Can houdini generate the shadow maps for rman ‘s point light? Because rman ’s point light needs 6 shadow maps to make the shadow. (+X, -x, +y, -y, +z, -z) Or I have to do it one by one manually?
Thanks
Thanks
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