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Showing content with the highest reputation since 07/27/2025 in all areas
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New USD/LOPs tutorial for anyone interested in asset authoring and composition arcs. Basically an in-depth explanation of what the component builder nodes do under the hood with some tips and tricks sprinkled in.5 points
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2 points
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Hello, I'm very new to Houdini and still trying to get familiar with the UI and workflow. I've finally managed to get to the rendering stage, but the result looks much rougher and lower quality than what I see in the viewport preview… I'm not sure what I'm doing wrong. I've attached the scene file for reference. Thank you. houdini question.zip1 point
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1 point
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The simplest way I've been able to do this is by using UV Flatten to split the edge groups into separate islands (I call it uv2 or something to avoid overwriting existing uvs) Then subdivide. THEN use Group From Attribute Boundary, which looks at UVs by default. Change it to your custom uv2 channel.1 point
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Hi @lacer8, you may want to look into @animatrix' setup here: https://www.sidefx.com/forum/topic/84345/#post-3646361 point
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Hi, you can save your data as ascii text file with extensions .clip or .chan, then read it with File chop node. Also you can bake you data to parameter on a sop node as keyframes and then fetch into CHOP with Fetch Parameters chop node, or save baked keyframes as a file with saveClip method of hou.Parm class.1 point
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I really hope the SideFX team adds talking characters and more crowd-based setups. What about a traffic simulation preset or a practical quadruped/insect setup.1 point
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It's inconvenient compared to the packed primitives but if it's necessary you can try vop force dop. RBD_01.hipnc1 point
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Create a long line with many points and use the Ray node to conform it to a terrain. Then use a path deform to slide the the snake geometry along the path.1 point
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Full list of features (based on what was legible in the video) here: https://www.sidefx.com/forum/topic/101604/ (forum doesn't accept the contents for some reason)1 point
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I'm trying to add Ramp to Dome light in the node view to create my custom background, but I can't figure out how to make it work in the latest version of Redshift 2025.6.0. I know I can add an image, and it works, but in this case, I want to plug in a node. The RS forum is down ATM, so trying my luck here.1 point
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@millsy Check this to take it further: https://procegen.konstantinmagnus.de/wicker-basket1 point
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If you want to import camera into Solaris from OBJ context use Scene Import (Camera) from tab menu. From my experience it imports camera with all animated hierarchy. Or you can first bake all camera animations into a new camera with Bake Animation ROP then import this camera into LOP context.1 point
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collision_passes_100.mp4 collision_passes_10.mp4 col_passes_vellum.hip col passes 100 vs 10 jfyi1 point
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I do not think a discord is the right thing for odforce, as Marc mentioned, the info get lost easily. Even though you can search etc still is not as nice as having it in a forum.1 point
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Perhaps. There are a few Houdini discords out there. The problem with discord is that it's hard for it to be a repository of knowledge. Good luck finding this kind of thread in Discord: I do think we can do more to increase interactions here. I'm looking for a few good people to help me run the site! As it turns out, running an animation studio doesn't leave much time in the day for monitoring a forum! ;).1 point
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Hi magicians, I'm finishing a tutorial about how to create hard surface helmets procedurally in Houdini, here's a previz:1 point
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Yes, packages are the way to go. You may find this useful1 point
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I'm creating this stitch and unstitch animation and I can't seem to stop the stitch constraints from going through the cloth. How would I fix this? I attached a playblast for visualization purposes. Ideally I would want two way interaction however if it's a lot of work, I'd prefer to not have the stitches phase through the cloth. You can really see it on the bottom left at the 11 second mark- Shirt_Playblast.mp41 point
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Hello I am trying to achieve something similar to the example video where a scoop comes in and scoops out some ice cream. I've only seen this done once recently and it looked like the person used grains, but it didn't look as real as what I'm going for. Does anyone have any ideas on how best to approach this? Is grains the only option besides using a bend node and keyframe animating? Thank you for your time in advance! scoop.mp41 point
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another exemple hip with primintrinsic and spareinput methods. ( thanks papicrunch for the looping tips ) copy_timeshift.hiplc1 point
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that's tricky, and several weeks ago I used another approach for maintaining edge group on subdivided geo, hope there are some useful informations for you https://www.sidefx.com/forum/topic/85561/ cut_plane_with_edges_v2.hip1 point
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This nice model could definitely not be left without texture. There is two model with UVs. The first (PigHead_v01c_UVs Conformes.obj) is "original asset material compatible", as you can see it's really far to be perfect. In addition to the visible seams, the bucolic look is a bit lost. But it's not really the point, the second model (PigHead_v01c_UVs.bgeo.sc) has clean uvs, also not perfect, but at least no overlaping or stretching, and ready to paint. The next step haha. I attached also a hip file with the UV network. Pighead UVs.rar Pig_EyesOfLamia.hiplc1 point
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dl_Trigger_Anim_mask.hipnc Three different method I could think of. But as always, there might be more elegant ways of doing this nowadays.1 point
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Hi - put some simple hip from u work, they can help more.1 point
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you can just do this ch(chsop('cam') + '/aperture') get_parm_from_cam.hip1 point
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Hmm ok, after reading jsmack`s post in your other thread about this on the SideFX forums this would be the code, I guess: string cam = chs('Camera'); vector res = chv('Resolution'); v@pos = toNDC(cam, @P); v@pix = @pos * res; What are you trying to do, anyways?1 point
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try lowering your collision padding. If you switch on display collision geo in dops I bet the small pieces look very rounded (because collision padding is too low) Will change the look of your sim though best to avoid siming really small pieces.1 point
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-1 points
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