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Everything posted by anicg

  1. Can someone explain why the circle is born with inverted normals when orientation is ZX Plane, in both H17 and H17.5?
  2. 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.
  3. I have an individual object that I need to copy to get a long shape that I will bend to make it circular. After the bend the external side is stretched and the internal is squeezed. Would you make the UVs at the individual object level? or for the full circle of multiple objects?
  4. I have a few TOPs that save process and save geometry to disc. It takes some time for that work to finish. Do I have to recook the TOPs everytime the file is reopened? It was saved and geometry is still on disk.
  5. I have a "for-each connected piece" loop and want to use SOP group to create a different group for each connected piece. How do I deal with the group name to make sure it's different for every connected piece?
  6. Is there a way I can get the colour from the Heightfield Quickshade into a cop2net. I've tried sop import but it only cares about the heightfield planes (height, sediment, debris...), but I need the colour. The real objective is to get that quickshade result out of Houdini. I couldn't do it with a heightfield output, so I thought I should try via the cop2net. But first how to get it into the cop2net?
  7. I found this in a quick shade and I'd like to edit it (change some stuff), how do I enable it? (it's all greyed out)
  8. How do I select the last point in a line to transform it, I can do it manually but it will hardcode number 19, I may need to change the number of points and still keep that last point selected for transform.
  9. I'm running a for-each-connected loop, and need to rotate separate shape such that the largest face is down, for example the one marked L is the largest for the shape in the image. I have a theoretical idea, no clue how to implement it, and not sure if there is a faster or simpler way: (1) get the largest face (no idea how) (2) rotate till the normal of the largest face is facing down Again it's too theoretical, but if you have a way that would turn these flat on they largest face I'll be grateful
  10. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  11. Thanks, I definitely have choice and options, but I'd like to make it early on, and not keep moving (following trends), hence the question why not Mantra. So it's just speed? any numbers to get an idea?
  12. I'd like to use tx as source texture format, not ask any renderer to convert sourec pngs or exrs, but start from the beginning with tx format. Is there a safe and reliable converter to tx? I've already searched, but I'd like to get your view / which one you use / which one you recommend.
  13. I need to remove the edges of the circle that are inside the grid, and the edge of the grid that's inside the circle, and keep the rest, the outside edges. I tried boolean and divide didn't work. Any idea?
  14. UDIMs in Houdini, how?

    Cool, many thanks. Some go by twos and some are by ones (difference in resolution), how do I do the next step (in quote) of gently asking each one of the UV islands to go to a defined/separate tile?
  15. UDIMs in Houdini, how?

    Thanks. Let me start with the first automatic one, is this what you mean? Pack into : UDIM tiles Scale: Fixed But these don't look like several UV tiles? do they?
  16. Lazy, but I wanted to get a lot of rocks. I fractured a box, this is the exploded view, how do I save the individual rocks as obj?
  17. First time I do UV mapping for a rock (was used to manual UV flatten for hard surface objects) This is a high (very high) poly rock (obviously not for games) I applied GameDev Auto UV, it has taken a bit more than 10 minutes and I got this: 1- How do I clean the apparently unnecessary seam cuts (in red)? 2- Does it look like a reasonable UV mapping for a rock? are there too many seams? it's meant to go to Substance Painter. 3- should I have applied the UV's when it was low poly? (I have 5 layers of noise, each time I want to add noise I subdivide first) At the end I added a close up on the mesh (822170 polygons)
  18. Thanks this has helped a lot: first polyreduce then auto uv. It's much better but I'm left with some areas with nasty stretching. How do I relax these in Houdini after the auto UV?
  19. How to manipulate or remove the background images in the network graph? With the + icon on the top right I can only add, one on top of the other.
  20. Is it possible in Houdini to export the terrain mesh in tiles?
  21. Thanks, excuse my ignorance, what do I change to get obj files (not bgeo)?
  22. I have a node graph that generates a geometry. tweaked a few parameters and created a few takes, each take is a version (different design) of the same geometry. I manually click to see each take on the take list. Now I want to use this geometry: A - inside Houdini, several times in the same scene but ask it to be take 1 here, and take 2 there, take 3 somewhere else... B - Outside Houdini: Export all the takes (each as a separate obj) without doing it manually one by one? Any idea how I can do A, and how I can do B?
  23. Thank you Here is a screenprint of the file (attached), which one works? 1. is your original python 2. it mentions he wants to get rid of it 3. only has a "file" are 2 and 3 related? I unbypassed the nodes, nothing happened Any idea how to make it work?