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JH12's Achievements


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  1. Wondering why this behavior exists: I create a bunch of points in a Detail wrangle using this code. After the loop, when trying to print the value of any point attribute, it always returns {0,0,0}. If I wire in a second wrangle and try to print the value using the same last two lines of code, the P vector prints correctly. What is the logic behind this? int i; for (i=0; i<100; i++){ float x = rand(i); float y = rand(i*2); float z = rand(i*3); vector v = set(x,y,z); addpoint(geoself(), v); } vector val = point(geoself(), "P", 5); printf("%g", val);
  2. This has clarified a lot for me, thank you so much for the detailed reply, greatly appreciated!
  3. I think it is more to do with how Houdini exports FBX animation, notice Sketchfab cannot read them either https://help.sketchfab.com/hc/en-us/articles/208259013-Houdini
  4. I am having difficulties exporting FBX animations for use in a particular piece of software (Zapworks Studio for AR), in Houdini 19. Don't concern yourself too much about Zapworks, but my problem seems to align with the fact that all the FBX animations I export from Houdini are static if I open them in Windows 3D model viewer. Unlike if I were to export a similar FBX animation using say Blender, which all works fine. At this stage I am just testing with super simple translate/rotation/scale on basic polygonal geo and using the FBX Output Rop / FBX Export. Is there something I am missing here? I heard that Houdini exports FBX a bit differently, using point caches. Perhaps this is something to do with it, but is there a way around this?
  5. Probably a fairly simple thing to do but I'm struggling to get there. How would I take a simple piece of geo, say a cube, and turn it into a wireframe look, which mostly maintains the overall shape of the geo, but has a wavy/noisy effect on the lines itself. As far as rendering, I would like to do it in Redshift but open to mantra if its simpler. But I'm thinking this is a geometry thing rather than a shader effect..? Simple sketch attached. Thanks for the advice
  6. I find myself often in a situation, particularly in SOPS, where I want to copy a node from one area of my graph and paste it into another. My gripe is that if I copy the original node, and then paste it to its new position, the copied node maintains its wiring to its original parent (which is almost never what I want). I want to be able to copy it, select its new parent, and then have it wire itself in underneath its new parent when I hit paste. Is that possible? It seems to me like very logical functionality, so I'm wondering if I'm missing a shortcut.
  7. Fantastic, thanks so much, very simple indeed.
  8. Simple modelling question: How would you most efficiently cap the ring of this pipe that I have highlighted in yellow? Thanks for the advice.
  9. Hi, I have some geo with point animation (such as animating the surface with a point VOP, or alternatively using a mountain SOP). I want to be able to export this to an FBX (or other format) for playback in Unity. When I export FBX, the animation will import fine back into Houdini, but Unity is not showing any animation, and from my research thus far it seems that I cannot export point animation to Unity, only object level stuff which seems quite limiting. (See Olivers post here: https://www.sidefx.com/forum/topic/76189/) Does anybody know what the best way is to do this? Thanks
  10. I've got a list of coordinates in a .txt file and I'd like to be able to create a loop which iterates over these values and pipes them into a parameter, so I can watch that parameter animate in realtime (as though I was middle mouse dragging over a parameter, for example). So far, by importing the data as a for loop and applying it on each iteration to the parameter, it doesnt work.. it will just update once on applying the script, but wont continuously update in the parameter in the viewport as new values are iterated over and assigned. Is there a way to achieve this? Using python 3, preferably. Thanks for the tips.
  11. Thank you Rence, the centroid function looks like what I need. Cheers
  12. I have an animated model, Model A. I want to set its pivot point, and then return the position of that point, using that position to drive some transform parameters of another object, Model B... so for example, as Model A rises vertically I want the other Model B to scale wider. How would I most easily achieve this ? Thanks for the advice
  13. Hi, Probably a fairly simple answer to this one... I've scattered my source points onto a grid and fractured an identical grid using a voronoi fracture. I have a Point VOP which I've created which animates those source points. What Id like to do is have each of the fractured voronoi pieces follow the animation of it's associated fracture source point. Hip is attached. How would I go about this? Thanks for the help Voronoi_Points.hiplc EDIT: I achieved what I needed using the Assemble SOP, and applying my Point Vop directly to the packed geo. Though I am still curious to know, without an assemble SOP, how you would assign a group of @name:piece* primitives to a follow the fracture points?
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