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Rival Consoles

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    Rival Consoles
  1. 3D to 2D(UV) and back to 3D

    Hey kleer001, thank you for the suggestion. I'll try your approach and see how it goes.
  2. Hi all, I have been researching for this for days and so far haven't found a solution for this question. Maybe someone with more knowledge can point to the right direction. So, I have converted a 3D geo to a 2D version of it using the UV as reference through "@P = @UV". So far, so good. Now I need to perform some simple modeling procedures on the 2D geo like individual face extrusion, bevel etc and then bring the geo back to the original 3D version but with the modifications added. Would someone know how to bring the modified 2D mesh to its 3D format but keeping the mods performed while it was in 2D? Any suggestions would be appreciated. Thanks.
  3. Hello peeps, I'm trying to do something relatively simple and I think this was asked before but so far I couldn't find the right answer or the right video with that info, so far. Somewhat easy question.... I have a custom point attribute created with a value @Cd from an "attribute from map" node placed up in the stream and I want to use this custom attribute to control a parameter, in this case "scale.y" of a geo copied on points. I remember watching one of Jeff Wagner's class sometime ago where he talks about attributes, attribute transfer and using attribute as parameter and on the ladder, he calls a custom attribute on a parameter by typing the custom attribute name in the parameter field, something like "@customattrib > 0.3" or something similar to this. Curiously, I remember thinking that that trick was neat because he didn't use the famous point() or detail() expressions in the parameter field to call the custom attribute inside the parameter. Very efficient way to use custom attributes...That said, does anyone knows the video where he talks about this or knows that correct syntax to call the custom attribute in the parameter field without using the point or detail expressions? Any help is greatly appreciated.
  4. Audio channel to controll motion from MotionFX.

    Hello all, This topic is exactly what i'm working on this week. I have a simple basic question about this, once the CHOP node system is complete, how can I "connect" the network result to the offset channel or whatever parameter in other nodes? Is it through something like writing this snippet (../CHOP/test) on the parameter line? Any help would be appreciated. Thanks.
  5. UVs to polys from VDB showing distorted seams

    I found a solution, the voxel size is the answer.
  6. Hello, I'm trying to figure out this thing about UVs and polygons from vdb in Houdini and so far so good except for the new and nasty UV seams that are created after the transfer is done through attribute from volume. Maybe someone can shed a light on this, it would be much appreciated. So, i created a simple scene with the pig head, converted it to vdb (from polygons) and then back to polygons. My intention is to transfer the UVs from the original head to the converted polygons from vdb, just for studying purposes. I used the attribute from volume node and it worked almost great, the UVs are transferred nicely but with nasty distorted seams. Even though the UV seams get lost in the vdb conversion, the approximation performed by the attribute from volume node is quite good but i cannot imagine a solution to solve the distortion on the seams, at least through this approach. The attached images show the comparison between the original UVs and the transferred UVs to the converted polys from vdb. Any idea about how to clean the erratic distortion on the seams? Or, is it even possible to do such thing? Thanks.
  7. Droid_v1

    Hi all, Here is a quick doodle in Houdini + Redshift + DAZ. Any comments are welcome. Cheers.
  8. Cannot see second HD inside Houdini

    Hey @lukeiamyourfather , thanks for your answer. I figured out what happened and it was easier than i thought. So in Linux, the secondary/external hard drive is mounted under the "Devices" and "Media" folder structures. The "Media" one is the catch. Inside Houdini, i just had to point the project file structure to "Root(/)/Home/Media/UserName" and there it is. The HD shows as it should. Cheers
  9. Ubuntu 18.04 LTS "Bionic Beaver"

    Last weekend, i installed Kubuntu18.04, Houdini 16.5.496 and Redshift 2.6.11 and everything is working fine so far. Even though, the ALT+LMB function in Houdini like rotating the viewport while changing camera position with gizmo on doesn't quite work. That is because the ALT+LMB key combo is used globally by the OS to move app windows anywhere you want without having to click on the top bar first, which is cool and it is not. Other than that, i also noticed that once i have Houdini and Redshift running on the background and start jumping around apps like firefox, dolphin, calculator etc. the system freezes. Not all the time but it happens once in a while. After 2 days of research, a posslble reason for this OS behaviour could be the fact that if there is only one GPU card installed in the machine, which is my case, the card gets overloaded with CUDA calculations (Redshift) and OpenGL renderization of Houdini viewport and OS environment. This type of situation has been observed across OSs, not only Linux. So the recommendation to solve this problem is to install at least 2 GPU cards in the machine if the intention is to use GPU renderers. Lucky you Mantra users. My system config is: i7 8700K (4.6ghz OC) 64gb RAM 1 250gb SSD / 1 1TB SATA nVidia GTX1080ti Kubuntu 18.04 and Win10 I also had an issue while licensing Redshift in Kubuntu18.04 due to a library package that didn't come with the OS (libpng12). Without this license, the Redshift licensing tool doesn't work. It took me a good day of cursing to figure out how to solve the problem, download the library manually from the Ubuntu website and then install it in Linux. Hope this info helps. Good luck explorers.
  10. Hello, I just installed Linux Kubuntu18.04 and so far, everything is going well in Houdini. However, all my 3D files are on a secondary internal hard drive and i can't see it inside Houdini. In Linux, i can see it normally in the "Devices" section. How can i make the second HD visible inside Houdini? Thanks.
  11. Which Nvidia driver are people running?

    I'm on Kubuntu18.04, GTX1080ti running nvidia-driver-390
  12. How to create voronoi curved surface (no inside group)

    Yea it does work! Your group expression solution is neat. Nothing like some quick coding. Thanks!
  13. How to create voronoi curved surface (no inside group)

    Yea, that is a solid solution! Thanks man. One question, how come the inset in the poly extrude sop doesn't work?
  14. How to create voronoi curved surface (no inside group)

    Thanks for pointing it out. I saw some stuff that Junichiro has posted, he's offering great tutorials for the community. On his voronoi tutorial, he points exactly how to use code to clean the edge points and create new polys, exactly what i was curious about. My approach to this problem was creating a new poly from scratch with no divisions, scatter points to it, connect to the voronoi fracture, use fuse sop with increased distance and then connect to ray sop. It works but there is definitely some extra work to do with complex shapes. Junichiro's approach is much more bullet prooff
  15. How to create voronoi curved surface (no inside group)

    Hey Noobini, Thanks for your reply. So, the intention for the project is not creating any rigid body simulation or anything exploding... i only need to create a surface with the voronoi cells that are clean and connected so i can later manipulate the cells adding poly extrude, for loop etc.... Checking your file, i see that you fused all the cells as i already tried but there are still vertices along the cells edges making them not usable for later manipulation. I haven't tried using the exploded view sop because i want the inverse of exploding the cells which is connected cells, no need for it... I wonder why the voronoi fracture sop automatically disconnects the cells, maybe because the sidefx folks thought about it only for sims? Keeping the original edges from the previous geometry state is great for sims but would be interesting having some options within the sop to remove original edges and connect the cells. I'm sure that there are ways to implement this through VEX but i'm not fully versed in VEX yet. I hope that in the future versions of Houdini, SideFX can take a look at the voronoi fracture sop and add some more options to it. Cheers