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Everything posted by anicg

  1. thanks the adaptability helps a bit I can go up to 0.05 with acceptable damage to the mesh bringin the total count down from 500K to 100K.
  2. This last part didn't work: error enable to evaluate expression
  3. I have cables(see image and network) and I'd like to add a bit realism/noise instead of each following a straight line, the cable is meant to be very long.
  4. UVs for a long cable?

    1. How would you go about the UVs for a very long cable? 2. How do I make the UV for a small section and duplicate it over and over again on itself?
  5. add some noise to cables/ropes?

    For the VEX stuff, which node should I use and past it in? thanks (I'm new)
  6. add some noise to cables/ropes?

    many thanks, it works great, it took me a while to figure out what's going on in the attributevop stuff, but it works. Thanks.
  7. how to duplicate vertices /points?
  8. How do I display the UV island in different colours AFTER having finished all the UV work: UV flatten, UV Layout and UV Quickshade. I'm texturing and I notice nasty stretching in Substance Painter, I need to go back to the UVs view in Houdini to identify which island is causing the problem.
  9. Display UV island in different colours

    Thank you. Quite surprising though that this very basic thing is left to the user to worry about and rebuild. There should be tickbox (UV islands in colours, orsomehting like that) on the UV Layout sop, or even in the UV viewport just like the UV distortion and Soft fall off.
  10. I understood from a tutorial that UV Flatten comes before polybevel and subdivide. It kind of keeps the UVs. But I noticed when I switched on the "UV distortion" in the viewport that when I add the subdivide after the UV flatten, there are distortions in the edges. Do you use UV flatten before or after subdivide and polybevel?
  11. Thanks, I've seen all the master classes a few times. I understand how H17 erosion works for rocky terrains (as is shown in the master class). I'm looking for a specific look on dunes (sandy look) that was possible with the noise parameter in H16, without it my dunes look like hard rocks.
  12. I need to add noise in erosion, it used to be in Houdini 16 but I can't find it in Houdini 17? Where is the parameter for noise?
  13. Tried to export a heightfield of a terrain in greyscale using cop2net and sop import but I get individual elements (height, water, debris, sediment...). 1. How do I get the full terrain out of it? 2. How do I even get these individual elements out? You've guessed it, I'm new to Houdini.
  14. It's meant to be straight forward, for some reason I've no clue why the bend skill I had in Maya didn't help at all in Houdini. Why is it shockingly straight forward in Maya? There is a bend node in Houdini, once I place it, there is too much going on in the viewport, look at that (attachments). A whole folklore of gizmo tools, Where is one supposed to start? It's as innocent a box as it can be, I can't bend it! Anyone knows how to use it could explain how to bend a dead simple (stretched) box, starting with a blank scene. I'm not looking to see what it does, I know it bends, but where to start? For now I try very hard (often fail miserably) to place the object in the position the folkloric bend gyzmo wants, I can't move the gizmo, don't know how?
  15. As the question is formulated, this is not an A vs B. I have Houdini and it's the heart of everything 3D in the pipeline, but I have worked a bit with Realflow much earlier (when I used to work with Maya) and I wonder if it's worth it to add RealFlow to the pipeline or you think Houdini has everything for fluid simulations. I haven't yet worked with Houdini oceans and fluid simulations, planned soon, but I'd like to know whether I should use the discount period for adding "game changer" applications to the pipeline. I know what I can do with RealFlow, but I do not know how much of that can be done with Houdini. I need small as well as large scale simulations, not just oceans, also playing with fluids (swirling around pillar and other stuff) Why would you add RealFlow to your pipeline if you already have Houdini?
  16. found it, after a lot of sweating and swearing.
  17. Add RealFlow or not?

    From a cost perspective, Realflow (700 Eur permanent license) is more expensive for me than Houdini (250 per year). I have the indie version. It's a one man band. I use Houdini as a full 3d Package, and I love it for many reasons, one of which is: it doesn't need plugins. Sometimes I see some other software, specialised ones like RealFlow, and ask myself: do I use Houdini for that, or is it worth it to use RealFlow instead only for that part, since there is a RealFlow plugin for Houdini integration. I'm a beginner in Houdini (used to work with Maya), so when you say I do not know how quick it can be for a beginner, does it require VEX stuff. as a comparison, I've seen Houdini clouds and it seems very easy to learn, if that's what you mean by pretty quickly then that's great. The same situation about Houdini Cloth vs Marvelous Designer.
  18. How do I get out as an image the texture I created with heightfield quickshade?
  19. Add RealFlow or not?

    Any idea on the differences in simulation speed?
  20. I started with 32b when I got the problem. I moved to 8b to try it as well. I've done it 3 times on 3 different terrains.
  21. Just the default terrain of Houdini default erosion, increased resolution to 4k, exported and I get consistently (3 times) pixelated lines in the heightfield, I can see them when I import in any software (World Machine...) I attach the file and the heightfield output. Do you get the same thing? terrain exports ugly pixelated lines.hiplc
  22. Can I create or import a rectangular heightfield and export it as a rectangle not a square?
  23. When I use heightfield output I get colour images. Heightfield images are greyscale values (white high, black low, greys in between). But why do I get coloured images when I export a png. How do I get the full terrain, because for now I only parts (height, sediment…) spread in colour channels, where is full the terrain in greyscale? like the whole thing?
  24. Thanks, i meant the colour image. Heightfields are greyscale, why colour?