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Everything posted by anicg

  1. Many thanks. I could link them with the usual “copy parameter” and “paste relative reference”. Now when i load a new image, both techie color sampler and houdini ramp parameter get updated. That’s what i was looking for, one click. Many thanks.
  2. Houdini, the mother of proceduralism, expects colour values to be set manually in the ramp parameter. Right? i came across a feature in substance designer in gradient map called “pick gradient” that samples colour values from any part of an image you select with colour picker and it automatically populates the ramp/gradient with all the values it found. It gives a rich ramp. Don’t like the ramp values? Just click a different area, you get a different ramp (colours). Like the colours but not the ramp distribution? Just move a few colours around. This is procedural. is there in Houdini (rightfully expected from a procedural software) a way to do something similar? At least not create colour by colour.
  3. Thanks. the color sampler 2 does create a ramp but: - it seems like it keeps it for itself, no idea how to make houdini ramp parameter get those colours. - it’s only in SOPs, not in COPs. Do you know how to get those colours out of it and into the ramp parameter? (i have a ramp parameter inside a vopcop2gen in cops).
  4. Thanks. I think the colour thief creates a colour palete. But the main point is to have Houdini ramp parameter populated by these colours. Making a colour palette is dead easy, it can be done in color.adobe.com, or even faster in Davinci resolve. It’s not about the colour palette, it’s about populating the ramp parameter in Houdini, and being able to change one’s mind and repopulate it within a couple of seconds with another palette. If i use 7 colours (sometimes it can be 34 or more) i don’t want to waste time selecting each triangle in the ramp, click on the colour picker set one colour, and repeat it again, and again and again even of I’m selecting from a colour palette. i don’t know python, and i don’t think i will learn it fast enough to code this myself.
  5. To be able to use bake by mesh name in Substance Painter, I need to prepare the model in Houdini by giving names to subparts for both high and low resolution mesh, as he explains in the first 2 minutes in video below. How do I create named subparts in Houdini, it doesn't work with groups, (he shows it for Maya, e.g. top_high, top_low)
  6. Hi, There is this guy expaining how and why to create a cage (used in substance painter) for a 3d model for a more accurate normal map, but he does it manually in Maya (pushing vertices one by one), how do I create a cage procedurally in Houdini?
  7. Fuse with no gaps

    I need to properly fuse these lines of bricks so that after bending I do not have gaps, but at the same time I want to keep the offset of bricker polygons. Any idea?
  8. I can't find a heightfield node to invert a mask, any idea how to do that? if it's not in a node, can I do it with vex, something like mask=-mask? how would you write it? and is it in an heightfield wrangle?
  9. orientation when copying to points

    many thanks, it works like a charm using the point vop and quaternion, although I didn't understand what is really happening.
  10. When I copy ( a circle) to points on another circle, and the number of divisions is high (e.g. 50), I get the impression the orientation works fine. But in reality, the shape is twisted. So when I reduce the number of divisions to say 5, I end up with an obvious twist. I used the cross product of the position with the up vector for orientation. I need the shape not to twist, any idea?
  11. I have a shape that has 9 primitive, I need the whole thing to become one primitive only, which node should I use?
  12. bbox (beginner question)

    Thank you. I guess for a box it would be ch("sy") instead fo ch("rady")
  13. bbox (beginner question)

    It's quite a beginner question: how do I use bounding box information to let the sphere come exactly on top of the box, and the torus on top of both, in a way that when the size changes they all stay on top of each other. Thanks
  14. bbox (beginner question)

    Thanks, I get an error for the ch(rady): it says Warning Bad parameter reference: "rady" in parameter /obj/geo1/transform1/t.
  15. I have 20*2, each 2 are (2 sides of the same plane, copied 20times) are supposed to show up in a rectangle. The first 9 seem to do it well, the other 11 (2nd row) are getting too cozy and want to share the rectangles with each other. Am I doing something wrong?
  16. I know there bounding box or bounding spherem but what if I want to delete or group based on an object. The object I want to use as bounding "box" is the same as the object I want to impact but smaller.
  17. Any idea what is going on in the mesh? I've tried fixing the normals with normal sop, facet sop, didn't help. Have you come across this before? what is it?
  18. I liked this effect of trees bouncing as the heavy explosion happens (though I would tone it down a bit), but I'd like to know how you would go about doing it in Houdini if you have SpeedTree trees. He did it in C4D:
  19. I found a very old tutorial (2010) ad I'm wondering if there is a better/faster way to make a turntable of a simulation
  20. I know how to target a group, but how to protect it? in this case not group 1, how do I write it?
  21. Offset points

    I need to offset points, point number 5 needs to become number 10 for example, like moving the position of the starting point 0. There is a node that has this, I don't remember
  22. Can someone explain why the circle is born with inverted normals when orientation is ZX Plane, in both H17 and H17.5?
  23. The erosion node is the last on the network graph and every time I reopen the file everything starts recalculating. I've already frozen the erosion node on the frame I want, but I would like to store the result of the node on disc and reload it to continue from there. Any idea which node to use to cache the erosion? (up till now the terrain is a volume, not yet converted to polygons.