Tetsuo Oshima
Tetsuoo
About Me
EXPERTISE
Hobbyist
INDUSTRY
Film/TV
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Can the Floating gnomon be scaled bigger? April 24, 2024, 2:38 a.m.
ajz3d
I've made an interesting discovery today. It turns out that we can affect floating gnomon size in Display Options by turning off Guides → Guide sizes → Auto DPI Scale and then ramping up the scale to a much larger value.
The caveat is that it affects other guides, or from what I've observed, at least point guides and wireframe thickness. The former can be fixed by scaling down Point marker size from the same section of Display Options. As for the latter, I have no idea how to make the wireframe thinner.
So there you go. Still broken.
Thank you you saved the day. The wireframe can be thinned in Display > Geometry > Wireframe > Wire Width
Paint SOP crashing a lot on 17.5 June 30, 2019, 11:56 p.m.
Instant crash “Segmentation Fault” when using the Eyedropper on the MiddleMouse button. No crash if using Eyedropper on LeftMouse Button.
H17.5.173 or H17.5.258
Win7, GeForce GTX 1060/6Gb, RAM 32Gb
Edit: This problem doesn't occurs with H17.0.506
H17.5.173 or H17.5.258
Win7, GeForce GTX 1060/6Gb, RAM 32Gb
Edit: This problem doesn't occurs with H17.0.506
Export/Importing hairs in a new scene March 1, 2017, 3:05 a.m.
Hi,
I'm using Houdini Apprentice to discover that fantastic program.
I've made a hairdo with 3 differents grooming, assigned to the same groom object (a scalp made out of a sphere, I deleted unused part).
Here some pictures to illustrate this :
Now say I want to import this afro hairdo in a new scene on a character's head, in other program I would just import or reference it. And then scale/move it right.
In Houdini I'm a bit lost. I tried to learn how to make an asset but that seems rather complex in this case, and even using relative paths it's not that simple.
What's the better solution to use those hairs in a new scene, export to FBX beforehand ? Or make an asset so I can groom it from the new scalp ? And if so, should I make a subnet from every operation inside the groom nodes ?
Still investigating, this is tough x)
I'm using Houdini Apprentice to discover that fantastic program.
I've made a hairdo with 3 differents grooming, assigned to the same groom object (a scalp made out of a sphere, I deleted unused part).
Here some pictures to illustrate this :
Now say I want to import this afro hairdo in a new scene on a character's head, in other program I would just import or reference it. And then scale/move it right.
In Houdini I'm a bit lost. I tried to learn how to make an asset but that seems rather complex in this case, and even using relative paths it's not that simple.
What's the better solution to use those hairs in a new scene, export to FBX beforehand ? Or make an asset so I can groom it from the new scalp ? And if so, should I make a subnet from every operation inside the groom nodes ?
Still investigating, this is tough x)