SUBSCRIBE The SideFX mailing list is a great place to make contact with Houdini users. To subscribe, send us an email with no subject and the word subscribe in the body.
sidefx-houdini-list February email@example.com
- 40 participants
- 25 discussions
Houdini Trainer // Ex'pression Pro // Pixar 7 years, 3 months
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.
- 21 participants
- 44 comments
Delete by id Python SOP 7 years, 6 months
Hi, I'm writing my first Python SOP to delete points by id. I've managed to get the ids of the points I selected in a tuple (should I use a list instead?) and wondering how do I delete them by id? My idea is to match all the points (particle system with changing point count) to the id list I have and delete those that matched. I'm still trying to figure out how to do this simple comparison and call the delete function. Does the delete function work with id? Or can I do for point in points(): point.delete(point.intAttribValue() == idlist[point]) I'm typing the above from memory so it's probably wrong but I think you get the idea. Another question I have is, how do I make sure the SOP doesn't change the list of ids every time the SOP cooks? I guess I'm asking for ways to control the SOP, for example, what functions or methods should I be using? I'm a python noob and trying to wrap my brain around the hou module. Thank you very much. Cheers! steven
- 11 participants
- 26 comments
fluid volume shadow pass setup 7 years, 6 months
Hi, Does anyone have any useful advice for the successful extraction of a pbr image plane shadow pass from a fluid smoke volume. The simple setup I am playing with is a smoking torus, just above a ground plane, lit with a directional light set with depth map shadows. The camera is pointing down towards the torus so that the ground plane creates a backdrop (ie no empty areas behind the smoke). When the shadow pass is rendered it does not match the associated beauty pass, and has regions being rendered which should be transparent. The render artifice matches the opengl preview in the viewport where the a mid grey low res outline of the entire smoke region can be seen (occluding the ground plane), despite the white smoke areas of the opengl view being quite a way inside this region. Any thoughts would be greatly appreciated... Kind regards, Phil. This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. otter Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Relative Path in Linked Channel 7 years, 6 months
Hi I'm trying to add a relative path in the linked channels option of a Operator Path, but I can't make it work, it works great as an absolute path, but as you might now, absolute paths are no good idea inside a tool that might be anywhere in houdini land. I only want to link my Multiparm Block List, Top level in my HDA, to an Object merge inside the tool. Sooooo, can this be done? Thanks * varomix > MIX Studio <*
How to make crest spray? 7 years, 6 months
You may find the example at http://www.sidefx.com/index.php?option=com_content&task=view&id=1278&Item... helpful as well. ________________________________ From: Sean Lewkiw <Sean.Lewkiw at cis-vancouver.com> To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com> Sent: Fri, February 25, 2011 11:05:39 AM Subject: Re: [Sidefx-houdini-list] How to make crest spray? You're using the texture map as a source in Houdini or Maya? If in Houdini, I'd make a grid with UVs, scatter points on it, map texture to point colour (Cd), delete all point but the crest points, ($CR < .5 for example), then birth points from the remaining scattered points. It will be slow, but this is the way I did CG ocean spray in the past. I think that Mark Story wrote a plug-in that instances more points into given a point cloud. You can use this to increase your spray point count. (Check on odforce I think.) Sean -----Original Message----- From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of heng Liu Sent: Thursday, February 24, 2011 6:30 PM To: sidefx-houdini-list at sidefx.com Subject: [Sidefx-houdini-list] How to make crest spray? Hi everyone ! I am work on ocean simulation.but now I stuck in crest spray.I've no idea how to do it in Houdini. first I use displaceD in maya to make the ocean plane and emitting spray particles from ocean texture.but this is extremely slow and i cant render it out when the particles more than 1,000,000. anyone can help? thanks very much!! Ai _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list This e-mail and any attachments are intended only for use by the addressee(s) named herein and may contain confidential information. If you are not the intended recipient of this e-mail, you are hereby notified any dissemination, distribution or copying of this email and any attachments is strictly prohibited. If you receive this email in error, please immediately notify the sender by return email and permanently delete the original, any copy and any printout thereof. The integrity and security of e-mail cannot be guaranteed. _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
How to make crest spray? 7 years, 6 months
Hi everyone ! I am work on ocean simulation.but now I stuck in crest spray.I've no idea how to do it in Houdini. first I use displaceD in maya to make the ocean plane and emitting spray particles from ocean texture.but this is extremely slow and i cant render it out when the particles more than 1,000,000. anyone can help? thanks very much!! Ai
Director -> 7 years, 6 months
My Houdini Textport seems to be messing up pretty consistently right now, and I can't determine the exact cause but figured I'd check to see if anyone knows how to deal with this. Typically when you open your textport, you'll get something along the lines of Houdini Master Version 11.0.575 (Compiled on Nov 25 2010) / -> and you can then use any of the familiar commands to navigate around through your scene or test expressions... For some reason however I keep getting issues where when I enter a command it tells me something like /img -> ls Unknown command: ls and then my prompt changes to Director -> Any ideas how to get out of this Director -> prompt? It seems that I can't do anything except type help once my prompt changes to this.
- 2 participants
- 2 comments
JOB: Houdini Guru, The Embassy VFX, Vancouver 7 years, 6 months
Houdini Lead, Guru, TD wanted for a Film Job at The Embassy VFX located in Sunny Vancouver. The job is heavy on the smashing of roads and vehicles. looking for someone who kicks ass in... Mantra Dops Shader Writing. Smashing of ground tearing of metal causing of destruction etc. For more details contact. robert at theembassyvfx.com
smart bundle manipulation 7 years, 6 months
Hi list, Currently the smart bundle system requires the user to put in a bundle pattern ie /obj/mysharacter/mygeometry/* Is there any workflow to hack this and get the bundle to read from a string parameter on another node. I was thinking I could store all the patterns for the bundles and then just set a default. Would love to here some thoughts on workflow with smart bundles. Kind regards Rob -- Robert East Sydney Australia +61 (0) 299672804 "Houdini is a pipeline in a box. Maya is a box that you have to build a pipeline for"
- 4 participants
- 4 comments
Wire Capture by topology rather than distance? 7 years, 6 months
Is there any way to make a Wire Deformer Capture based on topological distance rather than World distance? Like if I have lips I want to pull apart, currently both top and bottom wires capture the same verts to deform, when topologically they are quite distant. Thanks for any help. Craig