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Showing results for tags 'Tools'.
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https://youtu.be/Y_SI5MMWkYs
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BLACK FRIDAY DISCOUNTS: https://alexeyvanzhula.gumroad.com/l/mdNet/BLACK_friday https://alexeyvanzhula.gumroad.com/l/iWQyT/black_friday https://alexeyvanzhula.gumroad.com/l/nuBwF/black_friday
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I look at here. I want do color parameter How to do this sir Thanks https://www.sidefx.com/forum/topic/50408/?page=1#post-227213 How to do it ???? Create Color this text vvvvvvvvvvvv vvvvvvvv vvvvvv vv v
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Soft Boolean technology, which was previously part of Modeler for Houdini addon, is now available as a separate product. Soft Boolean tools allow you to stitch polygonal meshes with boolean operations and adding accurate fillets to the resulting geometry. Houdini node can be used with the classical procedural way as well as with the help of special shelf tools. Also, the node can be used in other programs using Houdini Engine. The package contains a plugin for Houdini and some scripts for Maya. Release video: https://vimeo.com/592734907 Product link: https://alexeyvanzhula.gumroad.com/l/iWQyT
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Hello friends, I've got a questions I couldn't find an answer for in docs but maybe somebody will know. I've been messing around with my custom shelves and by accident I managed to remove all the tools I had in my custom shelf (stupid me). Later on I found out I haven't really deleted them, I only removed them from the shelf and they keep living somewhere within Houdini (if you click Edit Shelf I can see it in the Tools list - as shown on the picture). My problem is that there is a shitload of tools and I don't remember what am I exactly looking for by name. This Tools list doesn't offer any filter or search functionality and going through the entire list is tedious. On top of it there is a lot of random "tools" that I used just for testing stuff and I'd like to remove those. In short, I'm wondering where can I browse these in some more convenient manner, and eventually remove the ones I don't care about?? It doesn't seem to be living anywhere in $USER_PREF_DIR Anybody? Thanks, D.
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Hey guys! Once again, I have to seek out your precious help ^.^ I am currently creating my own asset browser and I am working on feeding assets from Houdini into the library. So far, everything was going pretty smoothly up until I got stuck with something that seems so simple: the frameSelected() function of the hou.GeometryViewport class. When I use the Python shell inside Houdini and do this, it is working correctly: import toolutils viewer = toolutils.sceneViewer() view = viewer.curViewport() node = hou.node('/obj/geo1/DZK_Asset_Export') node.setCurrent(True,True) view.frameSelected() My section in the HDA is not. Broken down to the essential part (with hard coded selection of node as above for the sake of the example): import toolutils viewer = toolutils.sceneViewer() view = viewer.curViewport() [...] cam = obj_level.createNode('cam', 'asset_cam') node = hou.node('/obj/geo1/DZK_Asset_Export') node.setCurrent(True,True) view.frameSelected() view.saveViewToCamera(cam) view.setCamera(cam) All the other functions work as expected (lockCameraToView, saveViewToCamera, setCamera all work fine). I only have trouble with frameSelected(), even when adding the code from the shell to my script, basically hard coding selecting the correct node. After running my export process which does not frame the view, I can go to the shell and call frameSelected() and from there it works again :/ I also have sections where I first set the camera, lock the view, then try framing but it is the same result: all working, except the framing. I wonder what I am doing wrong in my code and hope you can help me out. Any pointers, comments are greatly appreciated!
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Hi folks. Just posted a set of HDAs geared towards building vector fields intuitively, using curve and point features. Documentation and alternate download can be found here. Happy trails! DFX_Vecfield_HDA_bundle.zip
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Hi everyone! I'm trying to create a Tool with Houdini Engine for Unreal Engine 4. I want to create a spline on which points I can place different meshes. For example: procedural loop shapes, twist shapes, banking etc. (like a rollercoaster). Could anyone give me some advice on how to do it? Or send me a tutorial about it? My goal is to create a Tool that allows me to create multiple splines in Unreal and attach them to one another in order to create a single track. How can I set the Tool to combine each spline into a track every time in new "pice" is created and still be able to edit that single piece? I'd like to create a button that allows me to create new curves in Unreal ad a part of the Digital Asset and then edit those curves as described this? Do you think is possible or there's better way to accomplish this? In Houdini I created a procedural curve(where I can set banking) and another curve(where I can set loop shapes) that it is attached to the last point of the first curve. But, I don't know how I can create this tool in Houdini to create this track in Unreal and continue to add new procedural curves after and blend them. I have attached what I created in Houdini and imported into Unreal with Houdini Engine.
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- unrealengine4
- hda
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When I create a shelf tool containing a vellum solver node, all the nodes within the solver disappear once I try to use the tool. The same does not happen when I create a tool that has a normal dopnetwork.
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Hey, thought I'd share this here. Preview of tree and foliage creation and layout tools now available on Gumroad. I've released them as "pay what you want" as my contribution to the community. I plan to keep supporting and improving these tools in future as well as releasing other tools. Let me know if you have any feedback/suggestions and I look forward to seeing what people create with them. Enjoy! https://gumroad.com/l/zWFNX
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Hey guys, I'm trying to deform a volume "contrail" by a spline with direct projection without the use of converting to points and back. I've tested this method on points and it seems to work, but am unable to get it working on volumes without major stepping. It relatively follows my curve, but I can't seem to figure out where the stepping is coming from - it works perfectly with points and conserves it's thickness, so I'm pretty stumped. I attached the project file and few screen grabs. Let me know if anyone has any ideas volumedeform_v03.hipnc
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Houdini Feather Toolkit is here! Excited to announce the release of the tools developed for my thesis project! Special thanks to Alt.vfx for proving out these tools in production! They're better at making birds than I am with my own tools! Get the full commercial FX Tools here: https://gum.co/featherToolsFX Get the Indie Tools here: https://gum.co/featherToolsLC Comes with: 1hr+ Video Tutorials Example Files 9 HDA's 8 Feather Presets Works with 3rd party render engines. These tools are not affiliated with The Mill or SideFX, they were created for my thesis project at Drexel University. For any questions please reach me at trzankofx@gmail.com
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Afternoon all, I've come across this a problem a few times and never managed to get my head around it properly. Hopefully someone can give me a better understanding of how to do this. Ideally I'd like to have a collection/package of otls, scripts/modules, icons etc that equate to a toolset. I would like to be able to keep these separated from the houdini install and user prefs and just be able to 'plug them in' to houdini - ideally only changing a line or two in the houdini.env file. If I put all the bits and bobs in the correct locations in 'C:/users/garf/MyDocuments/houdini16.0' then it all works fine - it picks up the modules, connects the icons etc 'C:/Users/garf/Documents/houdini16.0/python2.7libs' 'C:/Users/garf/Documents/houdini16.0/config/Icons' 'C:/Users/garf/Documents/houdini16.0/shelves' However I want these to be in a separate package somewhere like this: 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/python2.7libs' 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/config/Icons' 'C:/users/garf/Documents/MyExtraToolSet/houdini16.0/shelves' in addition I've tried changing my HOUDINI_USER_PREF_DIR variable with the houdini.env file HOUDINI_USER_PREF_DIR=C:/users/garf/Documents/MyExtraToolSet/houdini__HVER__ but when I hconfig HOUDINI_USER_PREF_DIR in the shell, it still says 'C:/Users/garf/Documents/houdini16.0/' and nothing links up Any pointers appreciated. Cheers
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- houdini.env
- python
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Hey everyone! Here's a demo of some point cloud tools I created to calculate concave and convex curvature as well as gradient and curl direction, also sharpening. Forgot to mention in the demo that the curvature calculation is a great way to do differential growth by advection along normal * curve * noise * parm. Also, the curl calculation can be used to make grass patches and groom fur by orienting curves along the direction to add swirly variance. There's a lot of ways these tools can be handy, interested to see what you all come up with! Let me know if you have any questions, enjoy! curveGradientCurlSharpen_v002.hipnc
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- point cloud
- sharpening
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Our new Houdini artist profile is out! Talented FX TD Alejandro Echeverry from Colombia explores how to create custom tools in Houdini and tells us a bit about his life as a VFX artist: http://www.gridmarkets.com/alejandro-echeverry.html I hope you find the content informative and entertaining. We certainly had fun working on this feature! Patricia and the rest of the GridMarkets team
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Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
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Hello everyone! I'm a new user in Houdini and I’m trying to make some realistic fur/hair. I know is possible, but I don’t know how I can do it... how I can curl some specifics guide using the standard fur system of Houdini ? Thanks for anybody can help me! Lort
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I'm working in Windows. We've gotten HQueue running on 5 different machines. I've built a few OTLs that are stored on the server and accessible by the farm machines, but the farm doesn't seem to be seeing them. What's the proper workflow for this issue? I'm currently trying to figure out how to append there directory to the HOUDINI_OTLSCAN_PATH variable, but I can't find it listed anywhere. When adding the OTLs I'm "Adding to scanned OTL Directories", but on restart they are moved to a "Fallback Library" which sounds questionable... lol
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Hello, How can I set additional custom paths for shelf files? Right now all custom tools are stored at $HOME/houdini13.0/toolbar & packaged tools must be somewhere in $HFS. But I would like to setup a different location (let's say where I store all GitHub files), in addition to the custom path. How can I do that? I tried by adding setting $HOUDINI_TOOLBAR_PATH inside houdini.env file. But that overrides all other tool paths, and when I relaunch Houdini, there are basically no shelves there. How do you guys setup shelf deployment which also works with Perforce or other version control? Thanks
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Hey Guys! My brand new Houdini Fur Tools Tutorial video just got released on CMIVFX! Here is the Vimeo trailer: And if interested you can check it out over here: https://cmivfx.com/store/578-houdini+fur+tools If you have any questions, concerns or suggestions, feel free to contact me! Hope you'll like it, and thank you for your attention!