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pelos last won the day on September 8 2014

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  1. Time Warp Effect

    there use to be a tutorial using chops and modifying the time with a curve that way you could speed it up or slow it at the begging, warp it etc.. very cool setup
  2. Vacuum, Cloth?

    you can have a attribute in the object and then the cloth get close to it will grab it, that way you can say if attribute is there dont peak, else keep peaking. would be interesting to see a hip file showing how you solve this issue =)
  3. pycharm and hou

    i am trying to set up the hou module in pycharm, so i added to the path of python2.7libs project structure and this is what i get. import _hou ImportError: DLL load failed: The specified module could not be found. i am trying to find the _hou any one got something similar?
  4. is it possible to run Houdini in a table 32 bits? =)
  5. when I link some parameters some of the main node get crazy wire messing up the node. example Node A has some parameters link between them. example nodeA.parm("bla") and nodeA.parm("ble") is set as reference link to nodeA.parm("bla") nothing crazy one parameter looking at another one in the same node. now I want to create a new node and link all the parameters to this new node I want nodeB parameters to look at nodeA, after running the code witch is a regular stuff just setting parameters, some of the paramters in nodeA that were just a integer now have an expression poiting to another parameter =( should I create something like if its an expression use "setExpression" if is not an expression use the regular set? def linkParmsTo(source_node, target_node): """ Link the parms of the source node to those of the target node if a parameter with the same name exists. # Produced by: # Graham Thompson # captainhammy@gmail.com # www.captainhammy.com """ for parm_to_link in source_node.parms(): # Skip folder parms. if isinstance(parm_to_link.parmTemplate(), hou.FolderSetParmTemplate): continue parm_to_link_to = target_node.parm(parm_to_link.name()) # If the target parm exists if parm_to_link_to is not None: parm_to_link.set(parm_to_link_to)
  6. Export Houdini Fur/Hair to Maya?

    try Fabio Hair system will rock your world!!!! for exporting you might need to convert the hair into actual geometry and then export that as obj, fbx, alembic etc. and import that into Houdini. but importing all those curve might be heavy. what about just export the guide curves into Houdini and then use Fabio?
  7. how can I inflate cloth ?

    multi solver with cloth and sop solver, where inside the sopsolver you put a peak sop to push the geometry,?
  8. Hair styling experiments

    thanks for sharing the file. great example on how to use vops.
  9. Setting Merge Inputs

    cof cof, setNextInput
  10. find max bounds of animated object

    sop solver with a bound node inside will do the trick and outside the sop solver a time shift with the last frame to hold it.
  11. Fur Painting

    I don't recommend using udims for driving the fur in any application, even a map low as 1000*1000 is enough to tell the engine where and what the fur should do. don't forget you wont be seeing that texture in the frame, you only using it to drive parameters. we usually have 2 uv sets, one for the textures, udims and all that stuff, (usually one map for the head, and one for the body, depends the character might be broken into limbs) and another simple uv for driving the fur.
  12. the reason that you don't see the uvs attributes or cant pass them along, since they come from another application, I am pretty sure they come as primitives attributes, there for you might need to use attribute promote, and move the uv attribute from primitive to points. then the shader will be able to pick it up
  13. I have an otl with some geo nodes inside, and I promoted the translation (position)/ and the rotation, but I want to be able to have the button to pre transform, clean extract... and so on on the otl interface, is there a way to do that? or Houdini have a magical scrip under the hood? thanks guys.
  14. Fabio Hair System

    1.7.5 - converted the shop context of the shader to vopsop, now the shader can be seen in the viewport. (use it with just a couple of hairs, since it loops all the points with attributes can be little bit expensive if you try to see the render density)
  15. thanks spencer, at the end I plugged a bind node (some one told that were faster than a parameter, since they don't evaluate, just pass the information along)