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Found 5 results

  1. Hi, I'm trying to replicate an effect in Houdini that a free, but ancient and painful to install plugin (www.AutoPack.org) for 3Ds Max did. Mission: to position different 3D objects inside a larger object with zero to minimal overlap. The closest I've seen to this is in an Entagma tutorial (entagma.com/houdini-17-quicktip-packing-geometry-using-the-uv-layout-sop), but it is 2D packing due to it using the UV map. A colleague has gotten close using a VDB, scattering points inside, scaling different spheres for each point, preserving the adjusted pscale, and swapping out the geometry, but it's not really packing the objects in, so loads of space between them, and not quite the AutoPack look I'm going for. Short of simming the objects falling into a container for the shape I'm after, I haven't been able to find any other way to pack them together. Any Magician's out there with an idea on how to do this? Bex
  2. Auto Roll

    I'm trying to create an automated ball roll... I found some helpful tips online but am still struggling to get it to roll correctly. Attached is what I started... I'm wondering if there is an easier way to rig this? Maybe through a sop solver. Anyways any help is much appreciated! Thanks, AutoRoll01.hip
  3. hi, I am looking for a way to change a node name automatically by parameter change. For instance, there is a fetch node. When connecting file cache node into source parameter, I want to change fetch's name to the file node's name. To do it, at first, I am trying to use python events. However, any events don't trigger setName code. Thus, I'd like to know how to use these python events, and know how to change node name by parameter change/update. Thanks!
  4. Hello, Mantra during rendering is always converting all non-rat textures into rat and then discarding them after the render is finished. So I am considering batch-converting all of them to rat using the iconvert tool while keeping their original name and replacing only file extension. Batch conversion of textures is not a problem, but I am curious about re-linking them in shader networks. Arnold has an elegant solution for that - it checks if there is a .tx version of a texture and if so, it will use it and save some time. It also allows to do one-time conversion during the first use of a texture and then it will keep .tx version around inside the texture folder. So I am humbly hoping that there is somewhere hidden feature for this behavior also in Mantra. Any experience with that? Otherwise I can just scan all shading nodes in Houdini with python and replace texture file extensions for rat. Thanks, Juraj
  5. Auto-Rig Quadruped

    Where can I find more information about the quadruped rig in Houdini 15.5? Simple things like, adjusting number of toes/tail segments/spine segments. Even basic things like simply positioning the seem troublesome! Using the universal manipulator on some nodes reveals translate and manipulate handles but positioning with translate seems a bit off (can translate in x/y/z but not on a single axis.) Edit: Interesting, it looks like the small scale is causing problems for some reason. If Setting the scale to 0.003 (The model is a small cat) the translate handles don't work. At 0.004 they work. Is this just an issue with my computer?
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