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Showing most liked content on 11/21/2018 in all areas

  1. 2 points
    At geometry level, some way to find which node(s) created the point / primitive / something you clicked in the viewport. I know this concept is not really well defined at GEO level, but let's say you merge two curves in a merge node. How can you find the curve node which create the curve you selected in the viewport ?
  2. 2 points
    I started this thread on September 22, 2016, which was basically when I finally got into Houdini after doing 3D for more than 20 years with other software. Yesterday I returned from London, where I gave my first ever Houdini Workshop at "The Bartlett School of Architecture" to a group of 8 students from all over the world. They had started using Houdini only a couple of weeks before and none of them had done any real programming ever. Over the course of last week, I introduced them to many aspects of Houdini and VEX, the central design topic was the Shortest Path algorithm and truncated Octahedrons. My main goal was, to give them an introduction to programming and generative design and take away their fear of code as something "hard and alien". (I actually used ordering beer in a pub for explaining the command structure of VEX, if, else, for and for each loops etc. ;-) ). This worked out very well, they all catched on fast and created their own beautiful results based on my examples. Richard, my host at the UCL was very supportive and the whole thing was a lot of fun and very rewarding. I can see Houdini being used in design more and more, since software like Rhinos Grasshopper doesn't really cut it for complex work. So after SideFX being originally mostly used in movie SFX, then Motion Graphics, then recently going into Games, now this could become another mainstay for their business since Computational Design is growing more and more important and nobody does generative and complexity better. Thanks to the whole Houdini community, without you I couldn't have catched up as fast! Cheers, Tom
  3. 1 point
    I think I'd be handy if you had like a viewport equivalent to the CTRL+Left click in the render view. Basically to click a primitive to see it's groups, attributes, materials etc. Further improving viewport interactivity would be nice in general. Still would like to see some easier ways to display textures in the viewport across different render engines, and preview thumbnails in the material networks.
  4. 1 point
    You need to reduce torque aswell. I increased the drag and added drag to torque, check the file. v@v *= 0.88; // Increased drag from .99 to .88 @w *= 0.88; // Added drag to torque slowBullet_001_TorqueDrag.hipnc
  5. 1 point
    AFAIK, Set always and Set initial refers to changes of the values. E.g. "Set Initial" sets the value once, while "Set always" allows the value to change over time. Both modes are active constantly. Same goes if you import data. "Set initial" imports it once, "Set Always" imports it every frame. (E.g. getting constraint network geo from SOPs)
  6. 1 point
    Very similar to 3dome, but still slip_alembic_odf.hip
  7. 1 point
    not sure if this is how Saber is doing it, but sort of works. saber_style_column.hip
  8. 1 point
    One slight workaround would be to use texturespace to scatter the points (see file attached) scatterDensity_001_UVs.hipnc
  9. 1 point
    Here are two simple clipping tools using python SOP verbs: Bricker and Radial. Unlike the divide SOP it´s cutting always right through the center. python_cutting.hip
  10. 1 point
    Hi! Here is something I've been working for a few time on and off. I was searching for something that I could use for plants that are colliding near the camera. So I ended up using the bullet solver with packed geometry. I'm not sure if it's the right way to go for this kind of things but at least I learned a lot about the constraints. Thinking afterwards I probably should have used a few more substeps but I hope you can enjoy it anyway! Suggestions for improvements are welcome
  11. 1 point
    In case anyone was still wondering, it does in fact look like Cascade Lake SP will have the Xeon Gold 6154 successor Xeon Gold 6254 with an improvement in the base clock speed @ 3.2ghz. So that's cool. Guessing the boost could possibly be 3.9 - 4.0ghz?! Hopefully they aren't 6k a pop. https://bit.ly/2PWWdFT
  12. 1 point
    I'll just repeat my H15.5, H16, H16.5, H17 number one wish then: Finally get the built in VEX editor up to snuff. Make it a real code editor. Pretty Please :-) The most important improvement for me would be showing the parameters of a function right there in the editor, but many other things from editors like Code, Komodo Edit etc. would also make Houdini much better to code in. Thanks and Cheers, Tom