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About juleslin

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  • Name
    Jules Lin
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    Hong Kong
  1. Houdini "proxy"

    Thank you davpe! I optimized my setup and using Pack Prim again, the response is a lot better, thank you! About using the flag for displaying and rendering, it works but it doesn't when I need to scatter that object around. Would you mind to let me know what other technical ways to do it?
  2. Houdini "proxy"

    Thank you for your prompt reply Atom! Forgive me that I am still new to Houdini, I tried to fill in the path with "D:/project_hou/houDev/scene/bb8.abc" or "op:/obj/geo2/testgeometry_rubbertoy1", but I am still not able to render the object. Would you mind explaining further? I understand the use of render flag and display flag, but it would fail if I merge the object (with render and display flag setup) into another geo and scatter on a grid. Or am I doing that wrong? Thank you!
  3. Houdini "proxy"

    Dear all, I am building a scene which involved a lot of high-res models. In order to optimize the scene which let me manipulate better, I am looking for a way to setup "proxy" system. For renderer like vray, they offer vray proxy which would display a low res Geo at viewport, and render using the high res Geo. I am looking for a way to do the same thing in Houdini (I am using render man 22). Pack Primitive is very good but its not low res enough for a very heavy scene/objects. I tried the instance node, but it display and render the same object which wasn't my idea of proxy. Looking forward to hearing from you, thank you!!
  4. I tried repack them after the variation process, it works, just that it would took longer time to "prepare" before render. Thank you!
  5. Thank you all for your prompt reply! I tried your suggestion and examples but I am not able to do what I need: This is the grass that I was mentioned, it's made of 60+ long grid. I applied material (shader with texture on diffuse) to it and packed. I created a grid and scatter points on it, gave it random color. I use copy to point to distribute the grass on the grid, the grass will collect the Cd from the scattered points. And I will use the Cd to multiply the mapping in the shader to have a better variation on grass. But I want to variation not only on each grass but on each grid of grass. (This is using the method provided by Midasssilver, it do the trick but it's not packed. I want to use pack to make the setup light and fast.) Sorry that I am not clear enough to describe my question before. And I hope I am not too stupid to find out the solution was already in the example that you guys provided... Thank you guys!!
  6. Hi everyone! I am very new in Houdini and I hope you could help me solving this problem. I have a grass which is made of 60 long grids (photo attached), they are packed and scattered over a big grid. I would like to add random color not only on each grass but on each long grid of grass. But I am stuck because I don't know how to apply random color on something inside a packed primitive. Can anyone please advice? Thank you!
  7. Dear vicvvsh, So sorry! I just try another setup and transfer it to Maya through ABC, and it works! I wonder if it's related to the @N and @up that I cleaned up/processed. I will find out the reason why. Thank you so much for your help!!
  8. Dear vicvvsh, Please take a look of the image that is attached below. The translate and scale data are kept, but the rotation is missing and the pivot is not aligned. Am I missing something?
  9. It works!! Thank you vicvvsh ! I have one more question. Do you know how to maintain the rotation data? The object lost the transformation data and the pivots are all "reset", which means if the objects could not be rotated correctly since the pivot is not aligned. I think it's due to the Pack Primitives. Thank you!
  10. Dear all, I am planning to export the scattered objects which I made in Houdini to Maya. By using "scatter" and "copy to point" nodes to create the scattered object, it is actually under one node (one object), but since I want to animate these objects (The scattered objects) in Maya, I am looking for a method to break down the scattered objects into individual with corresponding transformation data (position, rotation), and export them in ABC format to Maya. Please advise if you have any idea. I am very new to Houdini and couldn't think of any solution. Sorry if this doesn't relate to scripting topic. Thank you!
  11. VEX "for loop" for Points

    Thank you Acey195!! That helped a lot!
  12. VEX "for loop" for Points

    Hi all, I am a MAX user for 10 years, able to write some very simple maxscript. Just started to explore Houdini a few months ago and trying to learn VEX. I hope someone could show me a very simple VEX sample to help me solve the question. I created a grid, applied a scatter node to generate 100 points on the surface. And I would like to add different values (5 | 10 | 20) to these point's attribute (i@prob) by using attribute wrangler "for loop". In max, I would do something like this: for n in 1 to $.count do ( $[n].scale = [2,2,2] ) Sorry that the question is too "fundamental"...