In the help files it says to “enable impact feedback checkbox” in order to have cloth -rbd interaction in both ways. (or with flip or wiresolvers) but i can't find this checkbox.
Where should i look for this?
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Technical Discussion » 12.5 Cloth enable impact feedback
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » reload maps
- RudiNieuwenhuis
- 190 posts
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Houdini Lounge » reload maps
- RudiNieuwenhuis
- 190 posts
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Thanks Arctor, i already tried that trick but it doesn't work here. Me trying to out-smart Houdini this way isn't working, it just re-uses the cached version.
Houdini Lounge » reload maps
- RudiNieuwenhuis
- 190 posts
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Thank you twod, i know about that one, but it does a global reload. This takes quite a lot of time if the scene has a lot of different textures. Isn't there a per texture way?
Houdini Lounge » reload maps
- RudiNieuwenhuis
- 190 posts
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I'm quite often editing maps for shaders (diffuse, specular, displacement, etc) in photoshop. Whenever i use a new name for the file the changes i made are directly visible in my viewport. However if i overwrite the file, the update in the viewport is not happening. I can bypass the material and re-enable it but somewhere the old texture stays in Houdini's cache.
On file nodes and mdd nodes etc there is a reload file button.
Is there a “reload texture” button somewhere?
Hope this makes sense.
On file nodes and mdd nodes etc there is a reload file button.
Is there a “reload texture” button somewhere?
Hope this makes sense.
Technical Discussion » copy relative references 'nice to have' ?
- RudiNieuwenhuis
- 190 posts
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+1,
i often end up doing a “paste copied rel ref” on another parm just to copy the ch(“../parmName”) and paste it into the right place, then clearing out what i just entered in the wrong parm. Kind of sub-optimal.
i often end up doing a “paste copied rel ref” on another parm just to copy the ch(“../parmName”) and paste it into the right place, then clearing out what i just entered in the wrong parm. Kind of sub-optimal.
Technical Discussion » probabilities of random integers
- RudiNieuwenhuis
- 190 posts
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Thanks a lot Brian for this great example.
Smart move to use an attributePromote to sum all probabilites, i've seen it used before but totally didn't think of it.
The for-loops in vops is another part of your hip that i'm not overly familiar with and it proves very powerful.
Thanks again.
Smart move to use an attributePromote to sum all probabilites, i've seen it used before but totally didn't think of it.
The for-loops in vops is another part of your hip that i'm not overly familiar with and it proves very powerful.
Thanks again.
Technical Discussion » probabilities of random integers
- RudiNieuwenhuis
- 190 posts
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I'm trying to make a tool that lets me control the distribution of values (integers) in a random function.
I want to instance about 20 different geos on points and not just completelly randomly.
So far i've found this way to do this:
round(ch(“../nrOfGeos”)*chramp(“../probabilities”,rand($PT*ch(“../seed”)),0))
I then use a ramp to slide the “probabilities” of the individual geos but this is not really a clean way to do this.
My first question: what would be the vop-sop equivalent of chramp?
Then, how can i “populate” a ramp with points and default values based on the amount of # in a multiparm block list?
Ideally i would like to have 0-1 sliders for every type of geo and use those. But i don't know yet how to get the normalised values and do the math to get the right geo.
I hope somebody can help with some pointers in the right direction, this would be very much appreciated.
Cheers.
I want to instance about 20 different geos on points and not just completelly randomly.
So far i've found this way to do this:
round(ch(“../nrOfGeos”)*chramp(“../probabilities”,rand($PT*ch(“../seed”)),0))
I then use a ramp to slide the “probabilities” of the individual geos but this is not really a clean way to do this.
My first question: what would be the vop-sop equivalent of chramp?
Then, how can i “populate” a ramp with points and default values based on the amount of # in a multiparm block list?
Ideally i would like to have 0-1 sliders for every type of geo and use those. But i don't know yet how to get the normalised values and do the math to get the right geo.
I hope somebody can help with some pointers in the right direction, this would be very much appreciated.
Cheers.
Technical Discussion » Mercator projection
- RudiNieuwenhuis
- 190 posts
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Thanks Fabian for your help. I've tried MicroDEM but it seems to be a bit outdated, wanting to install turboPascal and what not. I remember making my first algorithms in University with turboPascal, long long time ago.
Anyway, I ended up making an approximate deformation map to convert all mercator maps as a sequence. Although not perfect in a technical sense, the results are good enough.
Anyway, I ended up making an approximate deformation map to convert all mercator maps as a sequence. Although not perfect in a technical sense, the results are good enough.
Technical Discussion » Mercator projection
- RudiNieuwenhuis
- 190 posts
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In order to correctly map an earth-image on a sphere i think i need to use polar mapping with an image that uses Equirectangular projection like this:
http://planetpixelemporium.com/earth.html [planetpixelemporium.com]
However when i need to correctly map an image that uses Mercator projection , i'm lost as to what to use as cylindrical uvmapping doesn't undo the size distortions from Mercator.
Ideally i would convert the Mercator images back to equirectangular ones but i can't find a tool that does this.
Can anybody help me out?
http://planetpixelemporium.com/earth.html [planetpixelemporium.com]
However when i need to correctly map an image that uses Mercator projection , i'm lost as to what to use as cylindrical uvmapping doesn't undo the size distortions from Mercator.
Ideally i would convert the Mercator images back to equirectangular ones but i can't find a tool that does this.
Can anybody help me out?
Houdini Indie and Apprentice » The columns keep falling
- RudiNieuwenhuis
- 190 posts
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Houdini Indie and Apprentice » The columns keep falling
- RudiNieuwenhuis
- 190 posts
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One thing that was not helping is the fact that the normals of your pilars were pointing inside, so the SDF creation wouldn't work well. Using Laser Scan on for the SDF creation helps to get better results as well.
Another thing that bugged me was the fact that the display of the collision guide geometry pushed the geometry off to the right and up a bit.
To figure out why i rebuild the dopnetwork without succes.
Switching to viewport H11 solved this so i'm assuming this is a display issue only.
Attached a version that is working more or less as expected.
Another thing that bugged me was the fact that the display of the collision guide geometry pushed the geometry off to the right and up a bit.
To figure out why i rebuild the dopnetwork without succes.
Switching to viewport H11 solved this so i'm assuming this is a display issue only.
Attached a version that is working more or less as expected.
Houdini Indie and Apprentice » The columns keep falling
- RudiNieuwenhuis
- 190 posts
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If you post your hip file we can have a look at what's going wrong without having to follow the entire lesson.
Houdini Indie and Apprentice » Basic rigging question, how to constraint "joints"
- RudiNieuwenhuis
- 190 posts
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Have a look at the file i made for you. I just made a controller null node that drives the rotation of all the bones. They are all connected so they all have the exact same rotation which makes it rather easy.
Hope this helps.
Hope this helps.
Houdini Indie and Apprentice » Copy SOP swap input.. bug?
- RudiNieuwenhuis
- 190 posts
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Sometimes you accidentally miss the tab key and start typing which often messes up your network view. In such a case, just retype whatever you were typing and chances are you will undo all changes you just made to the network view because most keystrokes are toggles.
Houdini Indie and Apprentice » Copy SOP swap input.. bug?
- RudiNieuwenhuis
- 190 posts
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The keyboard “r” will swap your inputs, maybe you accidentally push this somewhere in the process?
Houdini Indie and Apprentice » How clear RBD from an object?
- RudiNieuwenhuis
- 190 posts
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If you used the shelf tool to make an object a RBD object you can remove it from the simulation simply by removing the rest1 and dopimport1 nodes from the object. After that, you will have to remove the object in the Autodopnetwork as well.
As far as i know there is no shelf button to “remove object from simulation”
Is this what you meant?
As far as i know there is no shelf button to “remove object from simulation”
Is this what you meant?
Houdini Indie and Apprentice » Problem with Scatter Node !
- RudiNieuwenhuis
- 190 posts
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eitht
Hello,
was trying to understand what you guys are talking abt… I used uv and color attribute to scatter points, seems like the points are still jittering around (had “points per area” set to 0.5).
Although setting it to a value of 1.0 will make the points seems like they have a fixed position, looking at the points' numbers - they are still shuffling around, is that suppose to happen? :?
eitht.
The geometry you use as input is not really the same over time. It goes from 197 primitives in frame 1 to 1877 primitives in frame 240. That won't work this way.
See the attached file to see that it does work if you use geometry that only deforms.
Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- RudiNieuwenhuis
- 190 posts
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Technical Discussion » problem with blowing image away tutorial
- RudiNieuwenhuis
- 190 posts
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Another easy way to use an image to give color to particles is attached. No need for expressions in this one.
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