Maybe, but cops frankly isn't great for that sort of thing. You'd be better off using imagemagick for that through tops.
I have a few examples you can play with:
https://www.tokeru.com/cgwiki/HoudiniTops#Mosaic_of_all_the_things [www.tokeru.com]
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Technical Discussion » How to create contact sheet in copnet
- mestela
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Technical Discussion » COPs sequence with varying resolution
- mestela
- 1746 posts
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Technical Discussion » Which is better to learn for Houdini and UE? C++ or Python
- mestela
- 1746 posts
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Technical Discussion » How to see why a TOP node failed
- mestela
- 1746 posts
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there's 2 levels of loging, the node level, which will tell you errors from the high level orchestration/schedular side, and per workitem eerrors.
Try double clickiing on a red dot, in the dialog that pops up you should be able to see whats going on when imagmagick is called.
Try double clickiing on a red dot, in the dialog that pops up you should be able to see whats going on when imagmagick is called.
Houdini Indie and Apprentice » How to create a double precision parameter in VEX or by a node
- mestela
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I investigated something similar recently:
https://www.tokeru.com/cgwiki/HoudiniVex#itoa_and_64_bit_precision_limits [www.tokeru.com]
"The fix required to swap to 64 bits, which you can do on a wrangle by going to the bindings tab, and changing 'VEX Precision' to 64-bit."
https://www.tokeru.com/cgwiki/HoudiniVex#itoa_and_64_bit_precision_limits [www.tokeru.com]
"The fix required to swap to 64 bits, which you can do on a wrangle by going to the bindings tab, and changing 'VEX Precision' to 64-bit."
Houdini Lounge » What's "Can of Worms" icon for?
- mestela
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Technical Discussion » How to create unevenly distributed points along a curve?
- mestela
- 1746 posts
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Technical Discussion » Can you rig a vehicle in Houdini?
- mestela
- 1746 posts
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I remembered someone odforce had a big thread about car rigging, just found it:
https://forums.odforce.net/topic/39684-how-create-a-constraint-network-for-simulating-car-suspensions/?do=findComment&comment=192004 [forums.odforce.net]
Julian has posted updates on a few other posts on odforce, as well updates towards the end of that thread I linked, worth a browse around.
https://forums.odforce.net/topic/39684-how-create-a-constraint-network-for-simulating-car-suspensions/?do=findComment&comment=192004 [forums.odforce.net]
Julian has posted updates on a few other posts on odforce, as well updates towards the end of that thread I linked, worth a browse around.
Edited by mestela - March 14, 2023 19:41:17
Technical Discussion » How to make smoother transition in vellum tetrahedron sim?
- mestela
- 1746 posts
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As a very broad rule in my experience, when vellum looks rubbery or if impacts aren't affecting as much of the geo as you expect, you need to increase substeps.
Little comparison hip attached...
Little comparison hip attached...
Technical Discussion » Constrain a Group (e.g. of points) to a Null (at Geo level)
- mestela
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No doubt lots of ways, here's a slightly cheeky way that uses an extract transform, so doesn't require code.
Object merge in the null control shape at rest, and merge it again with 'into this object' to get the animated one, then feed bot to an extract transform. You then get a point with animated @P and @orient that you can use with a copytopoints on the geo you want.
I tried a vex solution before this, but I feel this is cleaner.
Object merge in the null control shape at rest, and merge it again with 'into this object' to get the animated one, then feed bot to an extract transform. You then get a point with animated @P and @orient that you can use with a copytopoints on the geo you want.
I tried a vex solution before this, but I feel this is cleaner.
Technical Discussion » COPs Tri planar?
- mestela
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Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- mestela
- 1746 posts
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I've never played with that part of chops before, whole new world opened up. I sense a wiki post or two coming up...
Houdini Indie and Apprentice » Noise animated mesh stops working in Vellum Solver
- mestela
- 1746 posts
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A simplified hip that contains the core of your problem is usually a better way to get answers.
That said, it's pretty common behaviour for houdini simulation to only read the first frame of your geometry, or to use it to emit stuff within the simulation, eg particles.
For vellum, a vellum rest blend node inside your solver is one of the more common ways to make your sim follow your object. Set the mode to 'every frame', set its target to your sop geometry, and dial in the amount. There should be lots of tutorials around, Paul Esteves has some nice quick ones that should get you started.
That said, it's pretty common behaviour for houdini simulation to only read the first frame of your geometry, or to use it to emit stuff within the simulation, eg particles.
For vellum, a vellum rest blend node inside your solver is one of the more common ways to make your sim follow your object. Set the mode to 'every frame', set its target to your sop geometry, and dial in the amount. There should be lots of tutorials around, Paul Esteves has some nice quick ones that should get you started.
Solaris and Karma » SSS trace sets for karma?
- mestela
- 1746 posts
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Houdini Indie and Apprentice » How to access the step ladder on a Mac Laptop?
- mestela
- 1746 posts
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Map one of your keyboard keys to the middle mouse button.
I use karabiner, but I haven't run houdini on osx in a while, it seems every major osx upgrade breaks this handy tool:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#Houdini_on_a_laptop.2C_middle_mouse_button [www.tokeru.com]
There's an envvar trick from Noah documented there too.
I use karabiner, but I haven't run houdini on osx in a while, it seems every major osx upgrade breaks this handy tool:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniUserInterfaceTips#Houdini_on_a_laptop.2C_middle_mouse_button [www.tokeru.com]
There's an envvar trick from Noah documented there too.
Houdini Indie and Apprentice » How do I animate zscale incrementally?
- mestela
- 1746 posts
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Houdini Indie and Apprentice » Rotating in cop filter.
- mestela
- 1746 posts
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I've been playing with similar ideas, made a simple setup that might help.
https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops#Cellnoise_with_rotated_gradients [www.tokeru.com]
https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops#Cellnoise_with_rotated_gradients [www.tokeru.com]
Technical Discussion » chopnet export randomize for multiple object
- mestela
- 1746 posts
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Technical Discussion » How to export multiple animation clips to a glTF?
- mestela
- 1746 posts
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Last I checked you can't. We ended up pushing fbx's over to blender, and publishing gltf with multiple clips there.
Very frustrating.
Very frustrating.
Technical Discussion » Labs trees + vellum
- mestela
- 1746 posts
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Usually look at the inputs, if the vellum sim glitches, that'll pass down to the point deform.
If the vellum sim looks stable, usually playing with the point count and falloff options on the point deform can calm it down for me.
If the vellum sim looks stable, usually playing with the point count and falloff options on the point deform can calm it down for me.
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