Jump to content

sub

Members
  • Content count

    13
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

4 Neutral

About sub

  • Rank
    Peon

Contact Methods

  • Website URL
    www.elmar-glaubauf.at

Personal Information

  • Name
    Elmar
  • Location
    Austria
  1. Houdini 17 Wishlist

    - Faster ( i.e multithreaded) loading of scenefiles (not cooking) - bigger files sometimes take ages to load - multithread everything ( i know ,it´s on the way, but just to be sure )
  2. Limit Soft Selection

    sorry, took me a while, cause it was stressful at work. Thank you dedeks. Exactly what I needed, i hoped there would be a solution coming with houdini already. but so, a new hda it will be. Thanks.
  3. Limit Soft Selection

    This is the shape i want to reach: I edited the points manually from orthogonal view. But it would be much more convenient to get such forms with soft selection by editing the far right or left points and restricting the soft selection from affecting certain points so to say. (like other DCCs to this by hiding points or so) Thanks for your help anyway
  4. Limit Soft Selection

    Thanks for your answer. But unfortunately that´s the same node functionality. As in the image attached, i do not want to move the points within the red mark. Only the bottom right to points should be selected. So my problem is that the selection of points is the group. and there is no additional group for the soft selection radius group so to say. Workflow in Blender e.g. would be to hide the top part of the mesh, use soft transform, then unhide again, since transformations only get applied to visible geo. Any further suggestions? Cheers, E
  5. Limit Soft Selection

    Hey folks, i searched the forum, but didn´t find an answer to my question. Is there a way to limit soft selection in the Edit Node to a certain area? e.g i want to select two Points, but the soft selection should just reach out to a certain edge. I tried the visibility node but that didn´t limit the transformation. Thanks
  6. Is there a way to get a Polysplit location with Python via a GeometrySelection? I´d like to rewrite the Polysplit Usage to the following steps as i see this as the faster and more intuitive workflow: 1. Select 2 Points 2. Hit Button/Shortcut 3. These get automtically connected This works fine with the PolyCut, as it just needs the Pointnumber, but does not work with PolySplit as i cannot find a proper Method/Interface for getting the new (5v0 5v2 and so on) notation. Any suggestions? Thanks everbody. Cheers, Elmar
  7. The Teaser for the upcoming Animation Symposium as Part of Ars Electronica 2017 in Linz, Austria. Free Registration and more Info: www.expandedanimation.com Houdini & Redshift. Cheers, Elmar
  8. as far as I know it´s a Mantra Parameter only. But correct me if I´m wrong.
  9. It´s the other way round. You can set the parameter on the last tab (objects tab) of the light. But, yes the syntax is ^/obj/obj_name. There you can set light & shadow contribution. * ^/obj/box would light everthing but the box for example.
  10. Textures to Maya not working

    I also posted in the SESI forum where i got an answer. If anyone has the same problem, the answer (including .hda file) can be found here https://sidefx.com/forum/topic/50963/ . Problem is that you have to use SHOP context, not material context and you need a dummy-parm because maya does not update it´s viewport. Hopefully it´s helpful for somebody. Cheers, Elmar
  11. Textures to Maya not working

    I solved it by attaching groups instead of materials and transferring them to Maya. There the user can attach his custom material. But that functionality as mentioned above woudl be nice nonetheless. Thanks anyway, everyone.
  12. Hey there. Great forum, I´m around a bit already, but no problem i didn´t find. Until now. I created a Digital Asset in Houdini which i import into Maya. Within Houdini i create UVs which stick to rotating geo. I generated some text which within a COP-net which lives within the asset. Everything is working fine within Houdini. But when i import into Maya I´ve the problem that the two shaders which i assigned are there, but the Texture Reference from COPs gets lost. I also set relative paths already. I tried with the Principled Shader in MAT-Context and also with a classicshadercore within a materialbuilder. The uvs in Maya are still there. Is there a specific worklflow to get something like this working? First export to Maya ever, so struggeling a little bit. Please also see the images attached. Thanks in advance. Cheers, Elmar
  13. Houdini 17 Wishlist

    GPU Mantra UV-Tools Modelling Tools
×