I don't think there's any special sauce in that H14 setup. I'm hoping to get to work this afternoon, if I get time I'll load it up in 13 and fiddle it.
All it's doing is reading the each variable and putting it in a prim attribute, you could probably do the same with an attribute-create or prim sop.
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Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
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Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
- 1746 posts
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No I can't repost a hip, I'm doing this from home while minding a sick family.
It's fine to open hipnc's in your commercial license to see how stuff works, its just that houdini itself will drop itself into non-commercial mode until you quit.
Just remember to restart houdini before getting back into production work (otherwise your work files will start being saved as .hipnc too)
The primvop is just a point vop/attrib vop in primitive mode.
It's fine to open hipnc's in your commercial license to see how stuff works, its just that houdini itself will drop itself into non-commercial mode until you quit.
Just remember to restart houdini before getting back into production work (otherwise your work files will start being saved as .hipnc too)
The primvop is just a point vop/attrib vop in primitive mode.
Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
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as always, probably a more elegant way to do this, but it works.
-I defined some groups, and then made a catch-all group of the ungrouped prims.
-foreach in group mode, contains a primvop that takes the foreach index (which will just iterate through each group), and bind that to a new prim attribute, ‘groupindex’
-random colour by this attribute to see the groups
-sort by this attribute
-foreach carve as before
-I defined some groups, and then made a catch-all group of the ungrouped prims.
-foreach in group mode, contains a primvop that takes the foreach index (which will just iterate through each group), and bind that to a new prim attribute, ‘groupindex’
-random colour by this attribute to see the groups
-sort by this attribute
-foreach carve as before
Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
- 1746 posts
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Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
- 1746 posts
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Heh, the first version I did had no overlap, ironically I thought you didn't want that effect, and played around until I could do a staggered version.
Try changing the carve expression to this instead:
$T*20-ch(“../each1/attribval1”)
20 controls the speed, bigger number = faster. using 20 means the entire shape is gone in 78 frames, using 0.5 means it all finishes in about 3100 frames.
Try changing the carve expression to this instead:
$T*20-ch(“../each1/attribval1”)
20 controls the speed, bigger number = faster. using 20 means the entire shape is gone in 78 frames, using 0.5 means it all finishes in about 3100 frames.
Technical Discussion » How to animate Carve SOP in sequence on # of prims?
- mestela
- 1746 posts
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Houdini Indie and Apprentice » simple RENDERING - tutorial?
- mestela
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I've been writing a quickstart guide for lighters coming from other packages, work in progress…
http://www.tokeru.com/mayawiki/index.php?title=Houdini_Lighting_Shading [tokeru.com]
http://www.tokeru.com/mayawiki/index.php?title=Houdini_Lighting_Shading [tokeru.com]
Technical Discussion » procedurally wiring from point to point
- mestela
- 1746 posts
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Houdini Indie and Apprentice » OS X - Middle Mouse Button Emulation on Macbook Air
- mestela
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I ended up using Karabiner (formerly KeyRemap4MacBook). I never use the right command (clover) key, so I remapped that to be middle click. I find that easier than the triple click of BetterTouchTool.
Just install, run, from its ugly initial dialog use the search bar at the top to find
command_r to middleclick
enable it, done.
https://pqrs.org/osx/karabiner/ [pqrs.org]
Just install, run, from its ugly initial dialog use the search bar at the top to find
command_r to middleclick
enable it, done.
https://pqrs.org/osx/karabiner/ [pqrs.org]
Technical Discussion » Need Help in Geo Light
- mestela
- 1746 posts
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huh, strange. you using the latest h11?
made another one with a uniform volume, maybe this'll work better…
made another one with a uniform volume, maybe this'll work better…
Technical Discussion » Need Help in Geo Light
- mestela
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1. grouped and seperated some random faces into a ‘glow’ blast sop
2. assigned that ‘glow’ sop to the geo light
3. enabled ‘transform into this object’
4. animate object
5. profit
2. assigned that ‘glow’ sop to the geo light
3. enabled ‘transform into this object’
4. animate object
5. profit
Houdini Lounge » Matcaps?
- mestela
- 1746 posts
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nice library of http accessable matcap images here (scroll down, copy the image links)
http://bensimonds.com/2010/07/30/matcap-generator/#more-627 [bensimonds.com]
and some locally installable ones here:
http://www.bzfusion.net/skymaps/Misc/zbrush-mats.rar [bzfusion.net]
http://bensimonds.com/2010/07/30/matcap-generator/#more-627 [bensimonds.com]
and some locally installable ones here:
http://www.bzfusion.net/skymaps/Misc/zbrush-mats.rar [bzfusion.net]
Houdini Lounge » Matcaps?
- mestela
- 1746 posts
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this seemed like a good way to dabble in glsl, so I took tamte's example and made it into a glsl shader. fun stuff! i didn't know you could use url's for texture paths, thats a clever trick.
enyhoo, here it is, with some help from axebeak, thanks!
// vertex shader
varying vec3 vPos, vN;
void main() {
vPos = vec3(gl_ModelViewMatrix * gl_Vertex);
vN = normalize ( gl_NormalMatrix * gl_Normal ) ;
gl_TexCoord = gl_MultiTexCoord0;
gl_Position = gl_ProjectionMatrix * vec4(vPos, 1.0);
}
and….
enyhoo, here it is, with some help from axebeak, thanks!
// vertex shader
varying vec3 vPos, vN;
void main() {
vPos = vec3(gl_ModelViewMatrix * gl_Vertex);
vN = normalize ( gl_NormalMatrix * gl_Normal ) ;
gl_TexCoord = gl_MultiTexCoord0;
gl_Position = gl_ProjectionMatrix * vec4(vPos, 1.0);
}
and….
// fragment shader
uniform sampler2D g_smpTex;
uniform int glH_MaterialPass;
uniform float gamma;
varying vec3 vPos;
varying vec3 vN;
void HOUassignOutputs(vec3 emit, vec3 amb, vec3 diff, vec3 spec, float shiny, vec3 P, vec3 N, float alpha);
void main() {
vec3 c;
vec2 uv = normalize(vN) * 0.5 + 0.5;
vec3 n = normalize(vN);
if (glH_MaterialPass == 0 || glH_MaterialPass == 1) {
c = texture2D(g_smpTex, uv).rgb; // lookup color from normal
c = pow(c, gamma); // gamma correct
HOUassignOutputs(
/* emit */ c,
/* amb */ vec3(0.0),
/* diff */ vec3(0.0),
/* spec */ vec3(0.0),
/* shin */ 0.0,
/* P */ vPos,
/* N */ vN,
/* alpha */ 1.0
);
} else {
HOUassignOutputs(
/* emit */ vec3(0.0),
/* amb */ vec3(0.0),
/* diff */ vec3(0.0),
/* spec */ vec3(0.0),
/* shin */ 0.0,
/* P */ vPos,
/* N */ vec3(0.0),
/* alpha */ 1.0
);
}
}
Technical Discussion » Simple Texture GLSL shader
- mestela
- 1746 posts
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wow that was fast, thanks! your examples give me lots to play with, brilliant.
interestingly, found 2 things that could break it:
-applying the shader via the shop_materialpath parm would cause the bind error to reappear. it only works if i assign it via a material SOP.
-trying other images would always appear black, unless i went into the display options->effects and disabled ‘mipmap textures’
obviously the default houdini glsl shader that gets automatically assigned to mantra shaders doesn't suffer the same issues… if i get time I might compare their default shader to yours, see if there's any obvious reason why the sidefx ones are more resilient.
thanks again!
(edit)
and here's the result, woo!
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=107260#107260 [sidefx.com]
-matt
interestingly, found 2 things that could break it:
-applying the shader via the shop_materialpath parm would cause the bind error to reappear. it only works if i assign it via a material SOP.
-trying other images would always appear black, unless i went into the display options->effects and disabled ‘mipmap textures’
obviously the default houdini glsl shader that gets automatically assigned to mantra shaders doesn't suffer the same issues… if i get time I might compare their default shader to yours, see if there's any obvious reason why the sidefx ones are more resilient.
thanks again!
(edit)
and here's the result, woo!
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=107260#107260 [sidefx.com]
-matt
Technical Discussion » Simple Texture GLSL shader
- mestela
- 1746 posts
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Hi,
was curious to try this in 11.1, but caught in a bind (pardon the pun).
If I try the initial simple example, and create a matching file-image parm named ‘diffuse_sampler’, I get several houdini console warnings, even with default.pic:
WARNING: Failed to bind variable ‘diffuse_sampler’
I went to look for the ogl_decal example, but it looks like its missing/removed from the latest houdini apprentice.
Is the otl/code for this still floating around somewhere? Also tried looking at the code in ogl2_default_material.frag, but can't get that to work either. hmm.
cheers,
-matt
was curious to try this in 11.1, but caught in a bind (pardon the pun).
If I try the initial simple example, and create a matching file-image parm named ‘diffuse_sampler’, I get several houdini console warnings, even with default.pic:
WARNING: Failed to bind variable ‘diffuse_sampler’
I went to look for the ogl_decal example, but it looks like its missing/removed from the latest houdini apprentice.
Is the otl/code for this still floating around somewhere? Also tried looking at the code in ogl2_default_material.frag, but can't get that to work either. hmm.
cheers,
-matt
Houdini Lounge » H9 and 8600M GT
- mestela
- 1746 posts
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i thought vmware only used software opengl. if you set the software_ogl env.var for houdini in parallels it runs fine, albeit slowly.
Houdini Lounge » Mac OSX Port?
- mestela
- 1746 posts
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as an aside;
the latest parallels beta (5120) runs the H9 beta, although there's major visual glitches (maya suffers the same problems).
setting the HOUDINI_OGL_SOFTWARE = 1 var fixes the glitches however. its slow, but its good enough to keep me learning houdini without rebooting.
H9 under bootcamp runs perfectly. this is on my shiny shiny new macbook pro with the nvidia gfx card.
I too wouldn't mind a native OSX version, but understand why its not a priority. Maybe once H9 settles down, the character tools and documentation become solid, and the hype machine really kicks in pushing houdini as the future of all 3d, they can attack the OSX market guns blazing.
the latest parallels beta (5120) runs the H9 beta, although there's major visual glitches (maya suffers the same problems).
setting the HOUDINI_OGL_SOFTWARE = 1 var fixes the glitches however. its slow, but its good enough to keep me learning houdini without rebooting.
H9 under bootcamp runs perfectly. this is on my shiny shiny new macbook pro with the nvidia gfx card.
I too wouldn't mind a native OSX version, but understand why its not a priority. Maybe once H9 settles down, the character tools and documentation become solid, and the hype machine really kicks in pushing houdini as the future of all 3d, they can attack the OSX market guns blazing.
Houdini Lounge » On Houdini transferring info with other software
- mestela
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regarding the ‘autodesk only transfer between their own software’ point, fbx between maya and c4d works remarkably well. in maya i had a skinned character with blendshapes and camera animation, passed it all to the lighter working in c4d, all came through perfectly. not just baked shapes, i mean the full skeletal structure, skin weights, blendshape panel, all of it.
enyhoo, point oven is probably the most promising right now. its used in quite a few studios for their maya<->xsi and maya<->lightwave pipelines. the developer is working on a houdini plugin, hopefully it'll be ready soon.
http://www.ef9.com/ef9/PO.htm [ef9.com]
enyhoo, point oven is probably the most promising right now. its used in quite a few studios for their maya<->xsi and maya<->lightwave pipelines. the developer is working on a houdini plugin, hopefully it'll be ready soon.
http://www.ef9.com/ef9/PO.htm [ef9.com]
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