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barad_dur

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    David
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    Lubbock, Texas USA

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  1. Sepu, Thank you mate! I had totally forgotten about the tilde action. Works just like I remember now.
  2. Sepu, Thank you mate! I had totally forgotten about the tilde action. Works just like I remember now.
  3. The second one. I select some points on a geometry (a head model in this case) and group them in a group sop, name the group and use that group to perform a soft transform. Then I find out I really need to add or change the points in the group to shape the geometry bit differently. It was easy to do in H15 but now . . . I have no idea how to do it.
  4. In older versions of Houdini I could add a point to a group's selection. Has that changed in H16 because I can't seem to get it to happen? Any advice would be appreciated. Thank you David
  5. Oh man, I'm embarrassed. I wrote that wrong. I meant .pts not .pc. In fact any of these formats would be nice to get H to convert to: .rcs, .fls,.fws, .lsproj, .ptg, . pts, .ptx, .las, .zfs, . zsprj, .asc, . cl3, .clr, .e57, .rds, . txt, xyz, . rcp, .pcg, .xyb Sorry about that.
  6. Howdy all, I have a .ply file for a 16 million point point cloud and I need to get it into a .pc format. Will Houdini's pcwrite function translate the .ply format to .pc that way or is there a better way to go about this? Thanks to all. David
  7. Hello all, I was needing some help with getting the Exported maps from Substance Painter into the Chrome material in H14. I am exporting the following maps: Base Color Roughness Metallic Normal Height Emissive I am trying to reassemble them in H14's Chrome material. I know the Base Color goes into the Base Color Map in the Surface Tab Diffuse Tab. I think the Metallic map goes into the Reflection Mask Map in the Reflect Tab Reflection Mask Map Tab. I'm not worried about the Normal, Height or Emissive maps yet so that leaves Roughness. Roughness is key to the aged look I'm trying to get. In Substance Painter the textured model looks like this: A Houdini render looks like this (notice the difference the Roughness map makes against the SP render in back): I don't suppose someone could lend me a hand on how to get Roughness maps from SP into the chrome material in H14 could they? It would be really helpful. Thank you David
  8. Hi all, I am rendering out a fire simulation for sprite construction in Unity and I am running into an issue using the Mosaic COP for sprite sheet construction. I am rendering out every 24th frame of a simulation to end up with 10 frames that I want to make a sprite sheet from. However, bringing the frames back in to COP Context via a file sop is proving difficult. It looks like I am missing the boat on how to get nth numbered frames back in without Houdini "filling in the holes", in this case making 11 or so copies of single frames. Do I need to hand rename these frames? I know it's something simple, it always is but if someone could give me a hand I'd appreciate it. Thank you
  9. Hi all, I am rendering out a fire simulation for sprite construction in Unity and I am running into an issue using the Mosaic COP for sprite sheet construction. I am rendering out every 24th frame of a simulation to end up with 10 frames that I want to make a sprite sheet from. However, bringing the frames back in to COP Context via a file sop is proving difficult. It looks like I am missing the boat on how to get nth numbered frames back in without Houdini "filling in the holes", in this case making 11 or so copies of single frames. Do I need to hand rename these frames? I know it's something simple, it always is but if someone could give me a hand I'd appreciate it. Thank you
  10. Adam, Thank you. This totally works. It's perfect. David
  11. I tried it a bit but I forgot to mention that this curve will also be changing as I generate different tubes of varying radius, length and postions of the end points of the sweep curve.
  12. Hello all, I have a circle sweeping down a resampled curve. I need to be able to group the first set of points and the last set of points. I would like to run a mountain SOP on all the points BUT the first and last point sets so the ends of the tube will be unaffected by the mountain SOP. At least 3 variables will change at any given time: The divisions of the circle (../circle1/divs) The segments of the resample (../resample1/segs) The length and shape of the curve I am hoping there is a way to use a Group SOP to do this and need some help. I tried the following in the "pattern": 0-`ch("../circle1/divs")-1` This does work for the very first set of points and updates when I change the detail of circle1. However, doing the following seems to break the Group SOP: 0-`ch("../circle1/divs")-1` `ch(../circle1/divs) * ch(../resample1/segs)`-$N I was hoping this would evaluate to: 0-19 1420-$N (when there are 20 divs on the circle and 71 segments in resample) It is not doing so and I think it's because I am pushing the group SOP's Pattern to hard. Does anyone have an idea how to get this done? Any help would be appreciated. Thank you David
  13. Awesome! Thank you Jeff. I'd been wondering about this for a very long time. I'll start playing around with this and see what I can break.
  14. Thomas, Does the above mean that, when all is said and done, this digital asset will forever contain the image file and the digital asset can be passed around without ever having to manage a seperate texture file? What else can you embed into a DA in this manner? Could you include a point cloud file for example? Is there something I could not permanantly embed into the DA? Thank you.
  15. I would absolutely watch these. I had been pondering this very concept for awhile now but always found myself in a position of not knowing enough about Houdini to start them up. In my version of your idea I was including "exercises" after the detailing of a concept. For example: Video: 5 - 10 minutes about the Carve SOP. Exercises (as a text file): 10 problems that can be solved using the Carve SOP of increasing difficulty. Example Exercise: "You have a Sphere Primitive and would like to use the Carve to keep only the top hemisphere of the Primitive. How would you do this?" Example Answer: You are not able to use the Carve SOP on a Primitive, the Sphere must be a NURBS, Bezier or Mesh. Therefore to use the Carve SOP to get the top hemisphere only you must change the Sphere "Primitive Type to either NURBS, Bezier or Mesh then check Second V and set to 0.5. I think the addition of Exercises, while totally "school like" would help to reinforce the concepts and foster critical thinking. I have been wanting something like that for a long time. Just my 2 cents.
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