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Showing most liked content on 08/08/2018 in all areas

  1. 1 point
    Have you got the filename and extension specified? If I try not to define them, I get the same error: It should be for example: $HIP/geo/$HIPNAME.$OS.$F.bgeo.sc Not: $HIP/geo/
  2. 1 point
    had to fudge the values a bit, but this should get you pretty close. switched your VOP for some VEX, it's a little easier to read. there wasn't any need for an Attribute Transfer since your number of points was exactly the same as the number of prims, so I just read the attribute directly from the matching prim number. forums_area_to_pscale_toadstorm.hiplc
  3. 1 point
    The Artist's Guide to Technical Direction in Houdini - Volume 0: Hscript Back in 2005 I got my start as an intern at Side Effects Software Inc. Over the past decade of using Houdini, I've worked around the world in the film (Starz Animation, Dr. D, Digital Domain) and games (The Coalition, BioWare, EA Motive) industries. In this time, I've had the pleasure of working with many artists who were new to Houdini and sharing some of the insight I've gained. While most people are pretty excited to get their hands on the flashier parts of the software such as FLIP and Pyro, I think that Houdini's greatest strength comes from it's sheer flexibility. And that flexibility is something that only opens up the deeper you delve into how things work. What I like most about Houdini is discovering new ways of doing things. One complaint I've heard time and again, is that after following a tutorial, new artists are often left with something that looks pretty but with little understanding of how anything actually works. I'm always hearing complaints about how steep the learning curve is with Houdini. I'm seeking to help fix that with 7 hours of new training material that focus specifically on HScript scripting in Houdini. This course I've designed for artists who are either lacking a technical background, or who may have experience in other packages but want to understand Houdini better. We'll avoid creating pretty things in this series. Instead, I want to keep a sharp focus on how things work. That means learning about procedural networks, variables and attributes, functions, and for-each loops. Most importantly, I address how to self-learn Houdini. My hope is that this course will build a solid foundation for you to get the most of any future training you pursue and help you to understand how to get the most out of your Houdini networks. If you'd like to become more adept at scripting in Houdini, please consider signing up for my course: https://mixtrn.com/course/the-artists-guide-to-technical-direction-in-houdini-hscript/ Have a Great Day!
  4. 1 point
    >> H17 Sneak Peek - PolyDraw 1.0 | Thur | Aug 16 | 1:00 PM Wishing you could use TopoBuild for modeling and not only for rebuilding high-res geo? We will take a look at an early reveal of a new tool for modeling in Houdini, which is currently under development. This tool allows you to draw geometry and build on either existing geometry or from nothing, in an empty scene. Sculpting?
  5. 1 point
    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  6. 1 point
    Hey guys, I found the solution now. So even in duveil's file there were some problems that didn't make it work in the end. The first block has to have "fetch feedback" instead of "fetch input" to make it work just like the old loop. File atattched. ForLoop_wrong_done_right.hipnc
  7. 1 point
    Hi there! I've found the strange thing happend when I'm trying to render the sprites. The artifacts is in the shadows -- The strange lines, perpendicular to the light source. The light's shadow is set to the Depth Map Shadows. (with the Ray-Traced shadows everything works fine). Is it normal or may be I made a mistake? Here is the the thread from five years ago, looks like they have the same issue http://forums.odforc...adow#entry36486 But I am curious about if other houdini users have the same problem in Houdini 12? P.S. sure in some cases I can get around the problem by lower Alpha down to the life's end , as I show in figure #3 ( posted below. But it is a cheating. In the figure #3 (a) alpha is 1 and the artifacts is obvious.. Just in case I've also attached the file sprite_shader_ALT.hipnc