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Everything posted by garf

  1. Ripples

    This is a good place to start http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Ripple_solver
  2. Particles & Attracting forces

    my mistake - sorry
  3. Particles & Attracting forces

    This might help you
  4. VEX quaternion to vectors

    I know, I know - it's a daft question but nonetheless..... matrix3 m = maketransform(@N,@up); @orient = quaternion(m); will get you a quaternion value from a vector and an up. How do you reverse that?
  5. VEX quaternion to vectors

    nice one - thanks guys
  6. What version/build of houdini are you using? I found that the version I was using had a bug in it - the latest build / an older build sorted it for me
  7. This might get you started http://www.tokeru.com/cgwiki/?title=Houdini#Per_primitive_rotation_with_vops
  8. Copy Stamp / For-Each / Compile-Block

    Just for posterity - the build 16.5.268 has this issue. The latest build (16.5.438) does not.
  9. Hi all, I'm building a crude crowd-like system using POPs and I'd like to copy my imported walkcycle on to the particles with a random timeoffset. The old method of copystamp with a timeoffset value on a timeshift node works - but it's really slow. I've been reading up on the for-each / compile block method but I'm unable to compile timeshift or file nodes. So my question is - is it possible to do it with a for-each/compile setup or am I stuck with the old copystamp method?
  10. Copy Stamp / For-Each / Compile-Block

    Thanks for confirming that. I'll post a bug report
  11. Copy Stamp / For-Each / Compile-Block

    @anim - I'm curious. I've been buggering about with this today and I'm lost as to what's going on. I've been trying to use your suggested setup for offsetting alembics. i.e. wrangle and timeoffset value and then applying it after a copy to points SOP using a setprimintrinsic(0, "abcframe", @primnum, f@time); I don't see the animation offset on the copies unless I unpack. Do you know why this would be? cheers for all your help
  12. Copy Stamp / For-Each / Compile-Block

    Thanks - this example by anim is perfect for what I need - I've converted my walkcycle to an alembic and it's lightning quick
  13. Primitive Islands

    nice one cheers fellas
  14. Evening all, I've got some imported geo which are basically buildings but they are just one big 1 million poly mess of prims - ideally they would be separate packed prims. Anyone know of a way to make each 'island' of prims into a single packed prim? Cheers
  15. You are currently assigning TOOLQUICK as a variable but not using it anywhere. You need to add it to your HOUDINI_PATH or HOUDINI_OTLSCAN_PATH
  16. HOUDINI_PATH = C:\Users\jcmusashi\Documents\houdini16.5\PLUGINS_HOUDINI_FX\TOOL_QUICK; C:\Users\jcmusashi\Documents\houdini16.5\PLUGINS_HOUDINI_FX\GameDevelopmentToolset-Development; & Lose the spaces in the your paths - I think they're ok if you put "" around them - but it's always safer to just not have spaces in file/folder names. Any folders within GameDevelopmentToolset-Development and TOOL_QUICK will get picked up If all else fails - remove all the variables within the houdini.env file and test it one line at a time to make sure you understand what is happening.
  17. jcmusashi - in response to your DM: Add this into your houdini.env file HOUDINI_PATH = C:\Users\jcmusashi\Documents\houdini16.5\myCustomTools; & Don't have spaces in your paths or filenames. Inside your 'myCustomTools' directory add folders that houdini will recognise - i.e. otls, scripts, toolbars etc Houdini should then pick these up when it loads. Or - if you just want otl directories then do as vtrvtr has suggested - using HOUDINI_OTLSCAN_PATH To check it you an go to the shell and type hconfig - this will display your environment paths
  18. PolyBridge

    Bonjourno, Anyone know of any fancy trickery to get PolyBridge to procedurally attach to nearest open edges within a given parameter/threshold? Thanks

    Afternoon all, I've come across this a problem a few times and never managed to get my head around it properly. Hopefully someone can give me a better understanding of how to do this. Ideally I'd like to have a collection/package of otls, scripts/modules, icons etc that equate to a toolset. I would like to be able to keep these separated from the houdini install and user prefs and just be able to 'plug them in' to houdini - ideally only changing a line or two in the houdini.env file. If I put all the bits and bobs in the correct locations in 'C:/users/garf/MyDocuments/houdini16.0' then it all works fine - it picks up the modules, connects the icons etc 'C:/Users/garf/Documents/houdini16.0/python2.7libs' 'C:/Users/garf/Documents/houdini16.0/config/Icons' 'C:/Users/garf/Documents/houdini16.0/shelves' However I want these to be in a separate package somewhere like this: 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/python2.7libs' 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/config/Icons' 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/shelves' in addition I've tried changing my HOUDINI_USER_PREF_DIR variable with the houdini.env file HOUDINI_USER_PREF_DIR=C:/users/garf/Documents/MyExtraToolSet/houdini__HVER__ but when I hconfig HOUDINI_USER_PREF_DIR in the shell, it still says 'C:/Users/garf/Documents/houdini16.0/' and nothing links up Any pointers appreciated. Cheers

    Hi Vitor, HOUDINI_PATH = " C:/users/garf/Documents/MyExtraToolSet;&" This works - thanks.
  21. Grain RBD Active/Deactive

    unbelievable - thanks Sepu
  22. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  23. Geo to Maya Mblur

    Foolishly, I realised it's a changing point count issue with Arnold.
  24. Geo to Maya Mblur

    I've copySOP'd a bunch of geo and exported it to Maya via Alembic - the velocities look good in Houdini but rendering in Arnold/Maya the mblur is all over the place. I've tried exporting with subsamples too but theyre still wrong Any ideas?
  25. Floating windows on Linux

    When I was on Linux I did exactly that. Created a workspace which spanned two monitors. Customise it so the timeline and other bits only span one monitor.