blackchicken Posted January 5, 2010 Share Posted January 5, 2010 Hello I'm modeling relatively big model (personal project called CHINA cargo, china's space transfer company), all modeling is done in houdini and I found some things which I need little explain or find some trix in houdini SOPs: 1, Selectable template, visible but not selectable (If I want select some vertices, it will select all vert in selection window becouse another tree in same object has selectable template, sometimes I need it visible for right locaton another peace in same object). Simply, I need visible some branch of objects in shadet mode no wire(template) mode but I dont want to be selectable. Like template, nonselectable template(same as selectable but cant select anything, only shadet vysibility another branch), selectable template, becouse if you select something then houdini create merge and edit SOP and if you dont notice it and work further, that could have catastrofical effect.... 2, I love framed structure, old school mechanical designs. Polywire tool is, perfect I absolutely love it, but how I could separate edges from poly object? I try some convert functions but did't help. Say select some edges on poly object an convert them to simple polycurve. It is possible? Another cool thing will be if poly wire has some buttom for on/off cup holes, but delete node with expression $NVTX>5 fix this thing 3, raytrace shadows from spot light. Is there some options for samples? If I have very thin object, say rope, use raytrace shadow and spot, In some cases raytrace shadow disappear. In maya, spot lights reacts on raytrace shadow samples which is primary for arealights. In maya you could do with spot light raytrace blurry (soft) shadows with absolute control under shadow samples. In houdini raytrace shadows samples is visible only for area lights. So question is. Can I do in houdini, with spot light , slightly soft raytrace shadows with control over samples like in area light? 4, depth map shadows. There is sone thing which I still don't understand. If I have large peace of almost flat surface, I dont know why but deep map shadows create horrible lines. I know, turn of cast shadows but I need that object to cast shadows, bias woun't help too. It is question from older post, but It is cool for floor but not for complex object. http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=6361 from old thread.... 5, If I draw poly curve, then use polywire and need bevel corners, I could do it but UVs is thanks bevel destroyed. So, much more better way for me will be using bevel on poly curve vertices. It Is possible? If it will, and there will be same settings like polybevel SOP, then Ill have perfect control under polywire subdivisions with clean automatic UVs. I could do nurbs curve with radiuses but then is problem with resample and control under polywire subdivision atc. Just create rought poly curve, as I need, select all vertices, bevel vertices say 5 points, polywire, done. Briliant tool for complex pipe system on space engines atc.... 6, If I have realy complex tree and need it pack it into subnetwork under geometry level, If I then work in subnetwork I cant see objects one level up, of course "ghost other objects" is on. It is possible to see that objects? 7, If I drawing lines, using snaping tools (snapping is horryble in houdini, whole system totaly slow down, if you have some complex objects visible in object level, its death , in this case maya rock ) , I need draw stright lines or some basic angles say 30 45 90, In maya I create first point, hold shift and next will be stright or in some degree. Houdini with shift, hold next possition, but your mouse position, no some clean degree. If you have stright line you must use snap grid? 8, Little thing which I dont understand. If I have a lot of object, could I pack it into subnetwork and then this single subnetwork save to one file and leave it as working peace, not visible, renderable. But for rendering use this one file say with mantra delayed archive? I know that I could select objects and merge it to one object node and then easy create one file. But when I have realy complex geometry and need order on nodes, not all in one object node. It is possible? Or is there some other ways? 9, ok thats all my questions. I know a lot of them is more than stupid, but I really like modeling in maya. snapping, locking one axis of pivot point, snap to center point, objects transformations atc. Wery wery fast. This little things make me feel little bit more better like home in houdini. Thanks for helping. There is little peace from my CHINA cargo, satelite, not done yet but almost.... Quote Link to comment Share on other sites More sharing options...
quarel Posted January 13, 2010 Share Posted January 13, 2010 hi Honzo, nice "little" question(s) I'm interested for answers on some questions too. With this snapping tools I have the same feelings as you type, maybe because you learned me this;) cheers dalibor Quote Link to comment Share on other sites More sharing options...
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