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Showing most liked content on 04/05/2018 in all areas

  1. 3 points
    updated to 3D as per OP's request... (please see orig thread for explainations) vu_Dejag3DMultiHoles.hipnc
  2. 2 points
    I don't know if this is useful to anyone else, but I often find that I need some simple shapes to run experiments on, but I never bother to apply consistent uv's. So I started a hip file which has some common shapes in it already uv'd. They all retain a uv size where 1m equals 0-1 in uv space. You can easily then scale the uvs after if you want a different rez. There's also one in there that just takes a faceted model and splats consistent uvs on each facet. Theres loads more I want to add, but I thought I'd just make a handful and see how useful I found them. Heres where you can get the hip - http://richardlord.tumblr.com/post/172592883216/shape-library-i-needed-a-bunch-of-shapes-that-were
  3. 1 point
    Hi I'm still a beginner in Houdini and i decided to create a mini project to learn it and stay motivated. I want create a procedural train tracks. I would like to have the tracks follow a spline and depending on the angle and the lenght of the spline the system will place the correct blocks. I will build each blocks straight and curve separately. Here is the schematic of each blocks and a quick render i did in Houdini http://www.woodenrailway.info/track/trackmath.html# Any idea where to start ? Thank you for your help. Thomas
  4. 1 point
    just one thing and the most important one, FAST MANTRA!! is such a shame that you have long render times AND with noise, thats not posible!!! not worthy!! the noise reduction workflow doesnt even work in subsurface renders or you end with a very long render times
  5. 1 point
    Solved by Peter Sanitra @ Redshift Render community facebook group. Uploading the updated hip file. So: 1. you have to compute the velocity of points before the boolean, then use a atribute transfer to transfer the velocity from that preboolean to the new boolean geo. 2. go to redshift per object parameters (OBJ level) - Settings - Render and activate Deformation Blur From Velocity Attribute , so you force redshift to compute the motion from your velocity atribute from points. Done! I hope my full morning investigation will be usefull for you guys! Keep growing! mberror_solved.hiplc
  6. 1 point
    Hey! So I think I get what you mean. I used the @vrtList that you created to get the first and second vertices of each prim, blended the positions to get the midpoint and then created a point at that halfway position. I've attached an updated version of your scene with the following code: i[]@vrtList = primvertices(0,@primnum); int vp1 = vertexpoint(0, @vrtList[0]); int vp2 = vertexpoint(0, @vrtList[1]); vector midpoint = lerp(point(0, "P", vp1), point(0, "P", vp2), 0.5); addpoint(0, midpoint); If you're using this as a pivot for the primitive you don't need to create a point, just bind the lerp expression to an attribute to reference in the primitive SOP. To see the vertex numbers in the viewport, hit D to bring up the Display settings and select Numbers from the Vertex checkbox list. I'm not sure why you need the Foreach network, especially set to Count. What are you trying to achieve? halbetweenpoint_b_v2.hipnc
  7. 1 point
    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  8. 1 point
    I have a hip file I use a bunch which contains some of the common tricks I always need, but constantly forget how to do. I thought i'd share it. Mostly its VEX/VOPS stuff to manipulate point transforms, a lot of it revolves around creating and using the orient attribute. I'll update it as I go I imagine. When I discover something new, I plan to throw it in here to prevent it eroding from my brain. Must give a shout out to mestela - http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex , f1480187 and anim, who have helped me understand these things a bunch (even if they don't realize it). Thanks chaps! http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a
  9. 1 point
    Just received help on the Redshift forum. Thanks again! "For this type of rendering you need to disable “Non-Blocking Current Frame Rendering” on the RS ROP."
  10. 1 point
    In case this is useful for anyone, I recently had a few misunderstandings about how pin constraints work in rotation mode. Heres a simple file with a bunch of basic constraints setup with packed primitive, and regular rbd objects. Both SESI and a helpful chap over in this thread recommended the conetwist constraint instead - which works well in the tests ive ran so far. It makes a good hinge joint, and you can layer on a world aligned rotational spring constraint if you want to make it springy. Here's an example of a few useful setups. The examples colored red are an example of what not to do.... Its a gif so click on the piccie to see the constraints in action. (its not very exciting) hip file
  11. 1 point
    Packed Prims + Material Stylesheets are awesome. If you set a File SOP's Load parm to Packed Disk Primitive, the IFDs are super small/fast to generate, since it just points at the PackedPrim on-disk. Alembic can work almost exactly the same. That will show a Bounding Box by default (you can change how it's displayed), and now you can copy them to points, particles, resize by pscale, whatever, and the IFDs are still lightweight; and if you use a Material Stylesheet, you can modulate the shader with attributes.
  12. 1 point
    If I recall correctly there is an example for that node included in the Houdini example scenes over at openvdb.org: http://www.openvdb.org/download/houdini_examples.hip.zip