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dleonhardt

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dleonhardt last won the day on February 14

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About dleonhardt

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    Dennis Leonhardt
  1. SBUX_dl.hipnc EDIT: I meant to say "cross product" instead of "dot product" in the sticky note.
  2. Houdini 20 Wishlist

    Being able to write to multiple geometry streams with single Wrangles.
  3. rbdconstraintfromrules proxy @name attr

    This happens because the "Connect Adjacent Pieces SOP" inside of the "RBD Contraint from Rules SOP" requires the "name" attribute to be on the primitive level and the geometry to be unpacked to properly function. The "RBD Configure SOP" will pack the geometry and promote certain attributes to the point level, you need to put it after(!) the contraints were made and setup or unpack your packed pieces and then pack them again before going into the sim.
  4. Trigger TOP network cook from HDA

    Three ways to do that: 1. You can add TOP cook controls to any node https://www.sidefx.com/docs/houdini/tops/cooking.html#addingcookcontrols 2. Promoting the cook button on your TOP Network to the top level of your HDA 3. Or if you want to cook a specific node inside of the TOP Network, a small Python snippet like this as callback for a button n = hou.node('/path/to/topnode') n.executeGraph(False,False,False,False)
  5. Houdini 19 Wishlist

    And proper implementation of UI elements like ramps and multi-parms.
  6. https://www.sidefx.com/docs/houdini/shade/opengl.html#tagging-material-parameters-with-viewport-properties
  7. Mantra Default Rendering to Background

    "Render to MPlay" is probably what you want.
  8. From the docs: Unlike previous versions of PolyExtrude, this node does not support local variables or per-primitive/edge expressions, for performance reasons. If you want to vary some parameter per-primitive/edge, store the value in an attribute and use the controls on the Local Control tab.
  9. Or you could just use a simple "For-each Point" loop with a Switch that reads the "id" attribute from the current point in the loop. dl_copytopoints_withid.hipnc
  10. Uassets are just containers. You can unpack them with tools like UE Viewer, granted that those Uassets aren't encrypted. If you are lucky the geometry files inside are just regular FBX.
  11. Attribute Wrangle Variable Return

    Quaternions are abbreviated with "p".
  12. Click on the 'XYZ' button right of the amplitude parameter and use {0, 1, 0} for the amplitude scale.
  13. Attribute VP vs. Attribute Noise SOP

    LabsTrees_Displacement_Test_v001_dl.hipnc The 'pos' input on Noise VOPs needs the position to be able to spatially sample the noise, not the normal. Displacing along the normal is usually done by taking a 1D(scalar) value, multiplying it with the normal and then add that product to the current position.
  14. Problems connecting curves with the skin/loft nodes

    To avoid this happening with the Skin SOP, you need to make sure that all your curves have the proper vertex order. Reversing the last curve should fix your problem.
  15. Extrusion issue

    Can't you do the boolean after extruding your chocolate bar?
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