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Houdini Trainer
Ex'pression Pro, Emeryville, California The successful candidate for this
position will be responsible for specialized effects animation training for
Pixar Maya FX artists. Responsibilities include hands-on small group
classroom presentations of Houdini software tools and production techniques.
This will be for a 2 month course for October/November with a time slot of
either Tues-Thurs evenings or Saturday. * Houdini Power User
* 3+ years Houdini experience in production.
* Ability and enthusiasm to develop and conduct training classes.
* Excellent interpersonal and communications skills required.
* Recent experience using Houdini in production
* California based, Bay Area preferred but willing to fly in trainer once a
week
* Experience in public speaking for small to large groups
* Familiarity with the curriculum development process Support for learning
materials will be provided by Side Effects Software. Please contact
aosiow at expression.edu with HOUDINI TRAINER in the subject line with an
attached resume and link to demo reel.
Just installed some OpenType fonts for use in some 3D Text creation and Houdini doesn't see them.
Is there any secret to getting Houdini to see/use these? Or do they just not work in Houdini?
Thanks,
Craig
Hey Folks
We're starting a 1 year digital FX course here at St. Clair which will primarily use Houdini...working on course selection and curriculum....any ideas and suggestions on what to focus on?
Regards,
Jim Rutherford
Hi all,
Is there any way to set or limit the amount of processors used by a
ROP node? I'm caching out some volumes in SOPs and its currently using
all my processors - which is great - but it means I cant do much else
when its caching. Is there a way to control the number of
processors/threads it uses?
Cheers,
Dan
Hi Everyone,
I realize that this is my second post on this subject this month but
there is a really great need for intermediate to senior Houdini TDs at
Reel FX, Aardman, Dr. D and Weta just to name a few.
It is not my intention to poach anyone who is already employed but if
you have a contract expiring in the next few weeks or months please
contact me.
Cheers,
Janet
--
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Janet Fraser Tel: 416-504-9876 Ext. 204
Senior Account Executive Fax: 416-504-6648
Side Effects Software Web: http://www.sidefx.com
123 Front Street West, Suite 1401
Toronto, Ontario, CANADA M5J 2M2
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Hi people..I'm trying to implement a flocking system in houdini using point
clouds in SOP Solver..Although I can compare the angles of the points and
thus simulate something similar to a field of view, I want to optimize my
system by using Point Clouds instead of doing a one to one comparison with
all the points in the scene. Also I had setup a while loop with the point
cloud iterate node to manually filter them out (within the loop) but I
couldn't really think of any clever ways to get the average of any arbitrary
imported point cloud attribute..(which I would need to calculate Perceived
average position of each point in space)
To test the cone angle option in the PCOpen node I did a small test. I took
2 points and set their normals to their respective normalized positions so
the points had Normal attribute on them. After this I used a transform node
(both nodes had recompute normals turned off) and moved around any one
arbitrary point (transform node was appended before the vopsop used for
calculations) but I dont feel Point cloud data is getting filtered out based
off the Cone Angle..
for instance:
according to the help card:
"Points with dot(N, Npoint) > cos(cone) will be queued, and unmatched points
will be rejected."
now since i had set position data as normals, the dot product of the
positions for this point (1.95327, 0.334443, 0.340146) and the nearest point
(-3.49418, 0, 1.43283) as indicated by the pcfilter (i'm just looking up for
1 point, so i guess the value would not be averaged out??) was -6.337703
whereas Cos(cone = 90) = 0
I am not really able make sense out of it..I'm sure I'm missing something,
Could some one point me to the right direction??
The Point cloud open node should have some optimized solution for this
(filtering based off cone angle) which would help me optimize my VOP
network.
Thanks.
--
Kind Regards,
Bhavesh Pandey.
www.bhaveshpandey.blogspot.com
actually the triangulate2d SOP will generate a surface from the points, but it will also flatten them to a 2d plane versus keeping them at their original position.
----- Original Message -----
From: "Alex Czetwertynski" <disciple1 at gmail.com>
To: sidefx-houdini-list at sidefx.com
Sent: Thursday, 27 January, 2011 2:34:08 PM
Subject: Re: [Sidefx-houdini-list] building surface from points
Triangulate does it too I think
On Jan 27, 2011, at 7:33 AM, zoran arizanovic wrote:
> uh a new one :)
> a sop a day
> cheers
>
> On Thu, Jan 27, 2011 at 4:30 PM, Spencer Lueders <
> Spencer.Lueders at framestore.com> wrote:
>
>> you may also want to check out the tetrahedralize sop. It connects points
>> to create a convex hull.
>>
>> ----- Original Message -----
>> From: "Jerry Corda-Stanley" <jerry at axyzfx.com>
>> To: sidefx-houdini-list at sidefx.com
>> Sent: Thursday, 27 January, 2011 10:11:13 AM
>> Subject: Re: [Sidefx-houdini-list] building surface from points
>>
>> Try the particlefluidsurfacer
>>
>>
>>
>> On 2011-01-27, at 9:27 AM, zoran arizanovic <zoran.arizanovic at gmail.com>
>> wrote:
>>
>>> hi
>>> i have some points in space
>>> how should i build poly surface from them to get model
>>> cheers
>>> zoran
>>> _______________________________________________
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>>>
>>
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>>
>> --
>> Spencer Lueders
>> Technical Director
>> Framestore NY
>> _______________________________________________
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Spencer Lueders
Technical Director
Framestore NY
hi
why cant i box select keys and channels in ch editor
it keeps snapping to ne key?
i know it must be a simple answer its just very annoying?
thanks
z