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michael

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About michael

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    The Deaf Stamp!
  • Birthday 09/27/1971

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  • Website URL http://www.odforce.net

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  • Name M
  • Location Toronto
  1. scripting/programming come into play in a number of different areas and to differing degrees. the most basic kind of scripting would be something like a channel expression - in the TX parameter of an object > sin($F) or a reference to another channel "ch("/obj/someOtherObject/tx")" these kinds of scripts can be simple or very complex and written in hscript or python VEX ( http://www.sidefx.com/docs/houdini/vex/_index ) would be used to write 'custom nodes', a wrangle is just a container for vex script that does stuff, which makes the wrangle act like a custom node. vex is super powerful and can do lots of things that would be hard or impossible with Houdini's default nodes alone. Houdini has HOM (Houdini Object Model) and this exposes most of Houdini in a python interface - so you can write custom nodes, tools with UIs etc and just generally interact with Houdini using python. so it really depends on what you're doing, what your end goal is at any particular time. having a good foundation in scripting/programming means you're better able to take advantage of these things to get work done.
  2. without seeing you file it's just a guess but - it's probably a collision geo issue. turn on Show Guide Geometry to see the blue collision geometry
  3. You could start with the documentation then try to tutorials at SideFX - https://www.sidefx.com/tutorials/vexvops-01-intro-to-vex-and-vops/ https://www.sidefx.com/tutorials/vex-wrangle-workshop/ https://www.sidefx.com/tutorials/houdini-illume-webinar-vex/ Matt Estela has some great info on Tokeru: http://www.tokeru.com/cgwiki/?title=HoudiniVex
  4. gtoup node

    the group node has been split into individual nodes, older tutorials will not reflect this. what kind of group are you trying to make, or what kind of operation are you trying to do? put down some of the other group nodes and have a look at what they do.
  5. you'll want all your textures to have the same naming pattern.
  6. ramp03diffuse.Base.1011 (what is the file format?...lets say .exr) ramp03diffuse.Base.1011.exr filename%(UDIM)d.ext so... ramp03diffuse.Base.%(UDIM)d.exr should work...
  7. check out the Constraints Tab on the shelf.
  8. there were many people telling us that the 'one node to rule them all' was often confusing and they had trouble figuring out where/what was going on, and there was interest here to split them up to make fixes/features easier to do in simpler code. personally I find copy/paste faster, easier and far less error prone than dragging nodes around. and there would have to be lots of logic for what you want to do after the drop - copy of nodes, move nodes, make reference etc RFE it if you think it's worth it
  9. do you mean drag a node from one network to another (of the same type)? copy/paste works, and each network type has it's own clipboard.
  10. you should send in a bug report https://www.sidefx.com/bugs/submit/ and newest drivers are not always better drivers the node ring can be turned off (or set to appear only at a distance) - hit "d" in the network, first option
  11. future build - and really it's just the back leg that will be new...and the tail.
  12. it's hard to see - turn on Display Capture Pose and you'll get a better idea of what they're doing
  13. among other things having less complex nodes (in our code) less complex to use (for the users) easier to update/change without affecting other functionality etc...
  14. "... for no good reason..." what if we had good reasons?
  15. scale!! of cameras and assets...really important to set some standards and enforce them.