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Found 6 results

  1. Hi All, Im creating geo with a primitive wrangle, each primitive used as a base to create a complex assembly (nothing new for houdini ) However, I would like to create a (handle/container/Null) object (floating on-top the assemble that's non-render'able, im thinking anim/rig like control) the final artist can select to override one of the assemblies attributes ,thus changing its properties. My current concept was to see if any bone ( kinefx) or other primitive could be ceated in VEX/SOP and used as a GUI selectable node, this would mean that each generated primitive would have a user selectable area to hold attributes the user can set/override. ...Basically a user control surface ( Primitive/Bone) generated in VEX to hold user attributes , think forest, with a controller for each tree so the user can change and attrubut on the tree (how maney leaves) Hopfully others have come across a solution to solve such a problem Any input thankful.. RED/pink would be the user selectable widget so the object attributes can be changed C
  2. Hi guys, I'm wondering how to get the best approch for rotating a bottle on border and then stabilize in a realistic way? rotation slowly and then faster to then stibilyze.. Thank you for your help.
  3. Hey When i try to import fbx from Boujou i get shiftload of static nulls in subnetwork. Not really usable in easy form. Is there any way to convert them to points or even better - import this camera solve as points? Thanks -Vladimir
  4. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
  5. Hi! Copying here a post i've posted in the sideFX forum... Hi,Sorry if it was asked, but didn't find an answer, so as the title says, i'm having trouble selecting the controlers of a character rig i've done, especifically the ones that i did with a custom control type, in the misc tab of the null…Normally when i hover the cursor over something in the viewport, that thing get highlighted and just clicking on it made it selected…But with those controlers neither are they being highlighted nor am i able to click-select them.BUT, i can select them by draging a box, lasso or brush-select them… So it's kind of strange!I'm trying to make rig/anim/render in houdini to learn it, and animation was the part i was anticipating the most, but it will be a bad experience having to box-select the controlers each time!Does anyone have an idea?Thanks a lot in advance!
  6. I've been trying to switch the input for a Sweep SOP between a Null SOP and several Curve SOPs to disable/generate a bunch of profiled lines. However, on switching to the Null SOP, the Sweep SOP still produces geometry (that's handled by other nodes further downstream) even though the input contains no geometry (I middle mouse clicked on the Switch to confirm this). One solution I could find was to refresh the Sweep SOP by double clicking on Bypass, then it decides that there is no geometry coming in and accordingly produces no output. However, I have to do this each time the Null is switched to. The other solution is to have a second switch after the Sweep and switch to the Null there. I don't know why this has to be a workaround, it feels a little less intuitive than just switching the input of the Sweep to a Null. Anyone else encountered this? HIP file: sweepbug.hip
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