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Everything posted by bonassus

  1. I'm trying, with out success to create an Id map to use in substance painter. something like the quixel colors plugin. I assigned two principled shaders, with different base colors with a material sop at geometry level based on primitive groups (see Attached image). I set up a baketexture rop to export a basecolor image plane, see attached image. The exported image is white. I want uv rendering of the colors in the textures. There is something i don't understand called a uvlense shader. do I need to use this? I didn't add any lights to the scene I don't think i need them. I got this warning: A head-light was automatically added to the scene. If the soho_autoheadlight parameter cannot be found in the Objects tab, add the rendering property to control this behaviour. I would appreciate if someone would point me in the right direction. Thanks
  2. I'm wondering if someone can help me out. I have a bunch of line primitives and i want use a carve sop to make them appear to grow. But I would like to stagger the effect so that prim 0 starts to animate with the carve and when its 50% prim 1 starts to animate and so on. I can't think of how to do it. I put them in a foreach loop but still not sure how to stagger the effect. help would be appreciated.
  3. Thank you woodenduck. That worked! you rock!
  4. If I have a string parameter assigned to each point of an object can I create a group for each point using it? s@s = sprintf("%i",i@ptnum); f@group_s = @s ??? thanks,
  5. Thank you, did you leave out the point number parameter from your example?
  6. Okay, thanks a lot. I see now in the help card that the last parameter, 1 is a value parameter. Is this a true false value?
  7. I'm having trouble with mantra rending hair with houdini16. I keep getting an error message. [17:06:10] mantra: Unable to resolve geometry op:/obj/geo1_deform/OUT_GROOM. Please ensure the object is included for rendering. You can turn off vm_renderable if needed. Invalid detail specified Invalid detail specified Invalid detail specified I don't know how to turn off vm_renderable or what is causing mantra to fail here. Is this a bug? any help much appreciated B
  8. I have a particle sim sourced from a debris source from an rbd sim. with out a ground plane it looks ok. But when I add a ground plane it does a weird stair stepping thing. how do i fix this? thanks!
  9. I'm watching Houdini 15 Masterclass | Shaders and Shader Building tutorial which shows the pbr specular node. I can't find this node in houdini 16. I find a specular node that also has an f output but not the pbr specular node. even though it is in the Houdini 16 docs. Is this node included in houdini 16? Has it been removed? thanks!
  10. Thanks LaidlawFX! Learning this stuff can be confusing as it changes so much between versions. This video answered my questions about shaders in Houdini. https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/
  11. I discovered today that a ground plane doesn't need a static solver to work with an RBD sim? The Ground plane shelf tool adds a static solver to the dopNetwork but if removed it will still work. Is the RBD solver solving for the ground plane?
  12. Thanks for the replies. I should have read the doc first. " The Static Solver DOP is a solver which does nothing to its objects at each timestep. "
  13. I'm trying to arrange (or add) points on a line so that the distance between them decreases based on a ramp. I have a ramp controlling Cd on the line using: @ptnum/(@numpt -1) I tried using a scatter node and generating the points based on Density Attribute Cd. But this results in some randomness in the decreasing distance. I thought I could use the resample node's distance attribute. but i haven't figured it out. I could one could shed some light here I would appreciate. Thanks B
  14. Thanks again for your response and to my last question. I'm wondering if you could help me with an other question relating to this set up. If you took the line described above for which the distance between the points decrease. Is there a way to get the distances between each point? Say for use in copying boxes to the points whose heights decrease in proportion to the point distances? Sorry of the convoluted questions. feel free to completely ignore this... Thanks. B
  15. Is it posable to transfer the @Cd attribute to geometry with the instance sop? With the copy sop you can Use "Template Point Attributes". The instance sop has no such option. The instance object picks up a @psclale attrib but not a @Cd attrib? Thanks
  16. Sorry I think i was not clear about the set up. There is an instance object node. Which contains some scattered points that have a randomized @Cd attribute. The Instance node is instancing a sphere which is also at object level. The @Cd attrib is present inside the instance node but does not get transferred to the spheres that are being instanced. curiously the @pscale attrib that is also present on the points inside the instance node does get transferred to the instanced sphere. I was wondering how to get the color attrib to the instanced sphere. I could do something similar in the instance node with mantra and a material override. But I was planing on using a different renderer and am trying to get the color to the instanced spheres. thanks.
  17. Is there a way to assign the visualization colors from the heightfield_visualize or the heightfield_erode nodes to a @Cd point attribute? I'm not sure where to access the colors as there are no materials assigned to the terrain geo, no uv's and no Cd attribute. thanks B
  18. POW! That was it. Thank you very much!
  19. I'm learning Houdini. I'g trying to learn how to use pcopen specifically in vops. I'm very confused and am wondering if someone knows of a clear and concise tutorial of how to use pcopen in general. Preferably something other than Peter Quint's tutorials on the subject that are 7 years old and move very slowly. much appreciated.
  20. I don't know exactly. Thanks for the links!
  21. Thanks I have seen this one. It shows an interesting use for pcopen but still leaves me a bit confused. Thanks for the reply!
  22. This question is about making point numbers stop moving around on a morphing geometry. I have a piece of undulating geometry created with expanding volume that is converted to polygons and then remeshed. The number of points increases on the mesh and the timeline moves forward. If the point number display is turned on I can see that the points move around on surface on each frame. I'm wondering if there is a way to make the points stop moving around relative to there neighbors even though the point number is increasing on every frame. I was trying to do something with the Attribute Interpolate node but there isn't a rest geometry at it is being generated by the volume on each frame. I would like to render this with a polywire but currently the mesh appears to change on every frame and doesn't look like a consistent mesh. I know this is a vague. It would be great if there is a solution to this. I hope this made sense. Thanks
  23. Juraj, Using the ray sop did something pretty cool. As you said the concave parts of the deforming mesh stretched but it's much closer to what I imagined. That is a good trick for a Houdini learner. Thanks!
  24. I just followed a video tutorial found on the sideFX website titled :Houdini Quicktip#03 - Infecting points using VEX & the solver SOP. I I'm embarrassed to say i'm confused by the code snippet provided. The set up starts with scattered points and an attribute @infect = 1 added to one point. which by default gives all other points @infect = 0; Then an wrangle with this snippet is put in to a solver. if(@infect == 0){ int spnts[] = nearpoints(0,@P,1,5); foreach(int pt;spnts){ if(point(0,"infect",pt) == 1){ @infect = 1; @Cd = {1,0,0}; } } } this code works. But i'm confused why it does. Allow me to walk through the code as i understand it. if the points @infect value is 0 which on frame one is all points except one. gather the 5 nearest points and append them to the array spnts[] foreach of these 5 points with a @infect value of 0 check if its @infect attribute is equal to 1 and then set it to 1; What confuses me, first is this code is only operating on points with @infect == 0 because of the first conditional check. then the last conditional checks if @infect == 1 and if true sets it to 1. is't it already 1? sorry for the confused and confusing question. obviously I am on the rails somewhere. It would be super helpful is someone wants to enlighten me as to where my mistake is. thanks. B