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Everything posted by Atom

  1. Got it, thanks Tomas. Ari Danesh explained the difference between temporary variables and @variables later on in the video. I guess I should I have watched the entire video before posting.
  2. Ah, thank you..(again). That does seem odd to me, however. Shouldn't undeclared variables throw an error in the Wrangle node itself? (or at least a warning) For instance if I simply type a single line @my_var; (which is of an unknown type) I get a float attribute in the Geometry sheet with a value of 0.0. It seems the act of using a variable declares it as a float and initializes it with 0.0. That is why my mis-spelled variable produced no errors. A mis-spelled variable is a declared variable. And with it's value being zero it did not make any change in the y-direction. Because multiplying by zero is zero. This certainly compounds the end-users ability to detect errors based upon typos. Ugh..
  3. Hi All, I have a sphere that I have clipped. I want to extrude the sphere inwards so it looks like it has some thickness once we see inside. I have used a PolyExtrude and it does work but the outer faces get messed up and it is no longer sphere like along the outside. What is the trick to extruding without destroying the outer faces? NOTE: I don't want triangles or squares to show on the outer surface, just a clean continuous sphere-like surface.
  4. [SOLVED]A Clean Inner Extrusion?

    Thanks Marty, I think that does it! I like the fact you added an inside color as well.
  5. [SOLVED]A Clean Inner Extrusion?

    @Skybar: Thanks, that is close but the render still has anomalies. @ jrockstad: I tried the Normal and Vertex SOP as well and they produce final geometry that does not render correctly either. Very similar to the Facet cusp solution. NOTE: Changing the Frequency on the Sphere will repair it for a fixed clip distance but as soon as I move the clip distance (I want to animate it) the Frequency no longer works and the anomalies appear again. ap_clipped_sphere.hipnc
  6. @davep: I have been working professionally in animation for about 9 years. Mainly motion graphics. So I have a strong foundation in composition and movement. I used Blender and C4D prior to acquiring a Houdini Indie license. So I kind of know what I want to achieve. The procedural approach is nice, however. Previously I spent a lot of time writing Blender python code to achieve results that I can now get out of Houdini's "canned" nodes. Even though I can write code I prefer not to. I am no stranger to scripting or expressions. But the brute force, calculate my effect now, process in Houdini is what bogs me down. That and rendering. I am always looking for a faster way to render. In the motion graphics business, this is king. The quicker I produce output the more time I have to work on animation. In Houdini this drops me to the floor. Where as I can accept an overnight render for 10 seconds of coverage, if I make a mistake anywhere in the process I have lost an entire day. I wish Houdini had a faster render system, even if it was old school scanline or something. Like Blender's Internal Render engine. That engine is dang fast. Sometimes all I need is some geometry in motion with lighting and shadow. Physically correct does not matter for art. I have been exploring Houdini's OpenGL rop. This engine has the speed I need but the material/lighting output is limited. Couple that with fact the GLSL shaders are not currently supported in H14 and it is a show stopper. I continually explore Mantra trying to "bottom" it out for speed yet maintain quality but it is still not fast enough.
  7. [SOLVED]A Clean Inner Extrusion?

    Correct, jrockstad. I was using Extrude instead of PolyExtrude. However, even if I use PolyExtrude I still cannot achieve the goal of a smooth outer sphere with a sharp clip edge. I added a Facet and unique points which gets me the sharp edge but the inside of the sphere is faceted as well (red). How do I get both options in one object? (i.e. it has to render well)
  8. Is there any way to get reflection when using the OpenGL rop?
  9. OpenGL Reflection?

    Thanks Marty. I guess that gives me a little bit of reflection out of the OpenGL rop. It would be nice if GLSL shaders were supported or if reflection, in general, was supported by OpenGL.
  10. @Jason: Is mult-machine rendering allowed with the Houdini Indie license? Or do I need a license on each machine to accomplish that?
  11. OpenGL Reflection?

    If I add an environment map, it does show up in the viewport, but not in the final OpenGL output. Is there some special SHOP material I should use to make that happen? The light from the environment map does affect the OpenGL result but the actual map or reflections don't show up. I thought of trying to write a GLSL shader but the documentation for H14 claims that the GLSL shaders only affect the viewport and not the OpenGL rop. Is there another way to render the viewport other than the OpenGL rop?
  12. Chamfer Edges in Houdini

    Of course, just fork the network right before the PolyBevel.
  13. font with raysop... suggestions plz

    Check out the example hip files in this link. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21000&highlight=deform+along+curve
  14. Pyro effects passing through Static object

    As with most sims it is not uncommon to create place holder low res geometry to act as colliders. Remove the low resolution mesh from the scene and replace with your final mesh for rendering.
  15. Bending with foreach sop - outwards

    I took matt's bendy_words_v01 and installed Tomas' Attribute VOP to calculate the inside face group. I added the Normal fix and an additional Color that makes use of the inside face group. ap_bendy_words_v05.hipnc
  16. Bending with foreach sop - outwards

    After playing around a bit more with the parameters I have a setup that builds on a phrase from it's divided parts. I am attaching the modified hip file. ap_bendy_words_v02.hipnc
  17. Bending with foreach sop - outwards

    @Matt: That is a nice variation on the effect. You may want to throw in a Normal after the Attribute VOP to restore the seamless nature of the font for unaffected areas. I also promoted the Scale parameter in the Displace Along Normals node which reside within the Attribute VOP. I renamed it from Scale to Radius Of Influence, that seems to be it's major effect. It gets kind of flaky as the value increases, however, there may be a better way to implement a radius control?
  18. I just test with Prime95 defaults which randomly chooses between RAM and CPU full load so the default is fine. 73c still seems high, especially on a water cooled system. If you use SpeedFan I believe you can better control when the fan turns on and at what temperature it reaches 100% rpms. If you have notched up your voltage to achieve the overclock, you may want to revisit your BIOS and take it down one step and see if it still runs stable. The voltage can contribute to heat as can excessive FSB increase . But overall passing the 2 hour mark probably means there is something wrong with the software, not your computer. If your scene is truly simple can you post it? Also check the obvious like are you writing your image to a folder that you have permissions to? Are you using any weird characters in your user login name?
  19. That is not always true. Sometimes overclocking instability only presents itself under heavy load (such as PBR rendering). That is why Prime95 is the premiere stability testing app (and it's free) for overclockers. Now matter what OC tweaks you've done to a system, it is not really a stable overclock until you pass the 2 hour prime95 test. It's easy, just download the prime95 app and run it along with a hardware temperature monitoring app and see how hot your system gets. It still could be a Houdini bug but I doubt developers guarantee stable operation on overclocked systems.
  20. Wireframe Tendrils

    Thanks for the example file Simon. It renders very fast using the OpenGL rop.
  21. It could simply be your overclock. Is your system stable after running Prime95 for 2 hours?
  22. Bending with foreach sop - outwards

    Thanks to both of you for the example files. I think the Tomas versions is closest to what I was asking for. Now to figure out how it all works!
  23. Bending with foreach sop - outwards

    @Tom: Thanks for the tip on how to proceed. I am still learning Houdini so your instructions are a little over my head at this time. I do understand the volume concept. I could route the original extruded font into some kind of volume convert SOP then connect that to one of the remaining inputs on the FOREACH? Inside the FOREACH is where the strength is calculated (I think). What node would I use for sampling the volume inside the FOREACH? And how do I multiply, do I need to create an attributeVOP and perform the multiply inside that or is there another way?
  24. Bending with foreach sop - outwards

    Thank you Tomas, that is what I was looking for as far as materials are concerned. The next step is to somehow link the effect influence to the bounding box of an external piece of geometry. This way I can move the external geometry, say a box, over the font and the effect will ripple through the font as the box moves by. Just like in the example video in post #1. (i.e. C4D Effector)