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art3mis

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Everything posted by art3mis

  1. Houdini REST and Three.js

    Is the version for Unity available?
  2. I want to change the name of an existing parameter for a single instance of a Turbulent Noise VOP. Using Edit Parameter Interface it seems I can change the name of any parameter but when I hit Apply and Accept the changes don't happen.
  3. Any python wizards? Confused about the various python installs both in OSX and Linux. When I do a python -V in terminal OSX I see Python 2.7.16. Yet in the Houdini Python shell I see Python 2.7.15 (default, Dec 12 2018, 14:09:37) > Where exactly is the location for the default Python install for Houdini in both OSX and Linux? And how can I change this?
  4. Going thru a tutorial on L-Systems and OMG, just seems like an overly complicated system for creating results that aren't necessarily that organic looking. Does anyone actually use L-systems in the real world?
  5. What's the most efficient way in vex to choose between 4 different options? Right now I am simply using rand and a series of if statements to check the resulting value. Is there a better way?
  6. Randomly choose between 4 options

    Thanks. Is there any way in vex to incorporate method calls directly with your solution, or would I still need to use an if, else once I get my @choose value?
  7. Awesome. Please share more. Would be great if you could do a tutorial
  8. Hi Am I correct in assuming the default scene lighting (without any lights or applied materials) in H17+ is different than in earlier versions? What do I need to do in order to match the lighting of earlier versions?
  9. Disco Dingo

    Any Ubuntu users? Wondering if I should upgrade to 19.04 which comes with the new Linux 5.0 kernel. Supposed to have improved support for nvidia GPU's but came across at least one thread on reddit warning about upgrading. https://www.reddit.com/r/linux_gaming/comments/ax3msr/beware_of_kernel_50_nvidia/
  10. FBX workflow to Unity

    Having problems in a basic Houdini to Unity FBX workflow. I am using the material shop path assignment method where I simply create a SurfaceShader materal inside a Shopnet in Houdini and apply it to a Primitive group before exporting using FilmboxFBX. When I bring it into Unity I cannot seem to figure out how to access and or apply materials. Are there any specific FBX export import settings I should be using? If I use separate SOPs for my geometry in Houdini, shouldn't these separate geos be viewable in my FBX after I bring it into Unity? What would be super helpful is a simple Houdini file, say just a cube and sphere with separate materials, and then the corresponding Unity file after imported as FBX. Any help appreciated...really want to get this to work.
  11. Houdini not exporting geometry to FBX?

    @Alain2131, ditto, thanks for sharing this. Seems to solve at least one issue with bringing in even static FBX files to Unity....keeping geometry separate and accessible!
  12. Hi Have gone thru both tutorials listed at the end of this post but am confused by one thing. Is the Wedge ROP strictly for rendering geometry (ie vdb's or bgeo files) or can it also be used to render images as well? I thought it could be used as sort of a batch Flipbook renderer. But in these examples you need to define a SOP path which points to either a specific piece of geometry or vdb. https://archive.sidefx.com/images/stories/tutorials/wedge_ROP/wedge.mov
  13. SDF's, are they all equal?

    Thanks Henry. So not the same.
  14. One thing that seems to be glossed over in many tutorials is the relationship between native, non-native VDB volumes and SDFs. So an SDF can be created both ways, using native volumes via ISO Offset and aslo via VDB's using VDB from polygon. But can anyone tell me what the difference is between these 2 SDFs? ( created using ISOOffset and a SDF created using VDBfromPolygons)
  15. Thought this should be self evident and simple. On the Vellum Cloth Constraints SOP simply crank up the Stiffness value under Stretch. But no matter what values I use there is still huge amounts of stretch as visible in the larger polys near the top of my simulated cloth. How to remove stretch entirely?
  16. Vellum cloth - removing stretch

    As mentioned Increase Substeps and also Contraint iterations. The defaults are WAY too low. Stiffness has no effect on the 'stretchiness'
  17. I often find myself interrupting a long simulation just to ensure everything is working as it should. But then when I try and finish the simulation by specifying the frames where I left off, I often find that I am recooking the same frames, starting at frame zero. For instance I interrupt the simulation at frame 100, then in the Cache or Vellum IO SOP specify the start frame as 101 and end frame as the last frame in my sequence. Then a Save to Disk shows that I am recooking frames 1 thru 100 instead of starting at frame 101 as specified. Why, and how do I prevent this from happening?
  18. Space Colonization

    Playing with Redshift and making use of recent VEX learnings from Shawn Lipowski's VEX course.
  19. Ok, so not a whole lot of Houdini Love over on the Redshift forums. Mostly Maya, 3dmax, C4D (in that order) https://www.redshift3d.com/forums/viewthread/10860/ Hence the reason for my posting here. Anyone care to share any Redshift tips, tricks and tutorials specific to Houdini users? Here is one great tip that Adrian from Redshift was kind enough to share for customizing RS Spot lights https://www.redshift3d.com/forums/viewthread/12283/#79060
  20. Neon Dancer

    Still wresting with attribute collisions in layered materials but finding Vellum lots of fun!
  21. Multiple Vellum Solvers?

    Have gone thru the Vellum Masterclass, the THUG presentation and all of Entagma's introductory vellum tutorials. Still a few questions. If you have multiple separate clothing items on a single character, is it considered 'best practice' to have multiple vellum solvers, one for each piece of clothing, or is it necessary to merge ALL clothing items before using a single solver? Also, I've read the documentation in regards to Stitch Points and Weld Points constraints. http://www.sidefx.com/docs/houdini/nodes/sop/vellumconstraints.html They both seem to be somewhat interchangeable. Can anyone provide an example of when you would use one over another?
  22. Ended up doing 2 separate solves and merging AFTER the simulation. Not ideal but in my case I can get away with it because my Layer0 clothing hugs the surface of my collision geo and doesn't really interact with the Layer1 clothing.
  23. Hi Have a Vellum network with 2 pieces of geometry draped separately, then merged and input to a single Vellum Solver. The problem is that I want ‘Self Collision’ to be only enabled on 1 of these merged geos. How would I accomplish this?
  24. Darn. Yeah tried throwing the wrangle inside the Solver but made no difference.
  25. Thanks. However I believe there is still the issue of the 'Self Collisions' toggle on the actual Vellum Solver overriding anything defined in a wrangle further upstream. Guessing this requires 'hacking' the actual Solver?
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