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sidefx-houdini-list December firstname.lastname@example.org
- 41 participants
- 34 discussions
Production Rendering 13 years, 1 month
Production Rendering - Design and Implementation http://www.springeronline.com/sgw/cda/frontpage/0,11855,4-149-22-29266582... Nice book, I just got my copy ... Congratulations to Mark, Rick, Jacopo, Scott, Paul, Matthew, and Ian. Thanks for writing it !!! Cheers, Jan
- 5 participants
- 4 comments
duplicate half of the model? 13 years, 2 months
Hello I am diving into houdini modeling tools and I have a one question that i couldn't figure it out.I already watched 3dbuzz. How can i achieve maya ..duplicate ..instance funtion in houdini to make half of my model update instancely . like in maya duplicate .. set x axis in scale to -1 and instance. Thank you.
- 3 participants
- 3 comments
(no subject) 13 years, 2 months
Jon K. Carroll
Jon K. Carroll
----- Original Message ----- From: "Garman Herigstad" <garman(a)d2.com> To: <sidefx-houdini-list(a)sidefx.com> Sent: Thursday, December 30, 2004 2:53 PM Subject: Re: > > "It ain't done until the final bell rings." > -Supervisor Unknown > A better way to put this these days is. "It ain't done until they issue the super-special-extra-extended-widescreen-four-disc DVD"
Important update for Houdin-Real Flow plugins 13 years, 2 months
Hi everyone, There's an important update to the Houdini-Real Flow plugins now available at: http://www.digitalcinemaarts.com/dev/real_flow/download.html There was a significant problem with the SD files exported by the Real Flow Export SOP and ROP, which was made more obvious in Real Flow 3 (RFD). There's also been a change to the number of fluids in a RF3 particles and the mapped values are different as opposed to RF2.5 and lastly the RF3 BIN2 particle file is now version 8 (RF2.5's was version 7). Many thanks to everyone at Jim Henson's Creature Shop (Vish, Sean, Jesh and Pete) for their assistance in identifying and helping me solve these problems! There's still an outstanding issue with the RF ROP when in vertex mode, it needs more investigation. If your geometry is deforming, you'll need to write the SD files in vertex mode using the RF Export SOP. A few other changes include having the "regular" velocity attribute "v" created along with the Real Flow velocity attribute (p_velocity and m_velocity), which makes it more convenient when appending a SOP such as a Point SOP to manipulate velocity values. The same sort of addition has been added for velocity and texture coordinates in mesh, and normals for RF3 particles. Because of the changes in RF3, I'm dropping support for RF2.5; if anyone needs RF2.5 support, please contact me. There will be a new release after the new year with the ROP vertex mode bug fixed, and if time allows, a few more new odds and ends. As always, email me if you find any problems, have suggestions, etc. Happy New Year!!!! --Mark From the change log: December 26, 2004: v0.98.3 - SOP_RF_Export: 1) Now exports SD file format for Real Flow 3 2) Particle files are now version 8 (Real Flow 3) 3) Particle file now use Real Flow 3 fluid types 4) There is now a menu to select matrix or vertex mode when exporting a SD file SOP_RF_Import: 1) Mesh velocity and attributes are now vectors (instead odf 3 floats ) 2) Particle velocity, norlnam and force attributes are now vectors (instead odf 3 floats ) 3) Speed improvements 4) Particle and mesh velocity, texture and normals attributes have corresponding Houdini attributes (v, uv, N). RF_ROP: 1) Now exports SD file format for Real Flow 3 (vertex mode disabled until Real Flow 3 conversion complete ). 2) Bug fixed in the way the vertex count was calculated when more than one object is exported, *** RF ROP: Vertex mode (for deforming geometry) is disabled temporarily until the rest of the Real Flow 3 SD file conversion is complete. Selecting "vertex mode" in the Real Flow ROP ignore transformations made at the object (/obj) level.
Animation with HScript 13 years, 2 months
I'm interested in the following question - whether it is possible to do the following: 1. To play the animation, not running the process of scene playback, i.e. not "pressing" the "play" button. For example: for i = 0 to 10 step 0.01 opparm /obj/model t ( $i 0 0 ) end Thus, we sort of animate an object, but the script itself, as I understand this, runs in the same thread, as Houdini's interface. In result we get a UI "freeze" and we can only see the initial and the final object's state. It is desirable to make script refresh UI at each step of the cycle. 2. To make Houdini recurrently translate the current frame (by means of fcur operator, for example), refreshing UI at the same time. 3. To make something that can use interruption by the timer or system clocks, in order to, let's say, call a part of the code once in a second.
kimono 13 years, 2 months
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UE Patents, Poland saving us 13 years, 3 months
particle birth group 13 years, 3 months
Is there a way to instead of having a particle birth at each prim, and = then be copied to each prim w/ the primitive Sop, to birth a particl for each primitive "group" and then have the group of = primitives copied back to the particle.
- 3 participants
- 11 comments
variable shading quality 13 years, 3 months
Hello With mantra, is there a way to change the shading quality from within the VOP/vex shader ? Displace a grid and have a better quality in a particular area ? Or How to change the ShadingQuality at object level based on the object points distance from camera (non moving object) ? thanks francois
- 2 participants
- 2 comments