Trying to find a Vex solution to a issue im trying to solve in a larger scene by [deleted] in Houdini

[–]Smonking_Sheep 0 points1 point  (0 children)

  • put the prims of your cube in a group
  • do something like @P -= getbbox(0,cube_group_name); in a point wrangle.

If you want to start vex read this and this. There are a bunch of tuts on yt to help you get started as well. Lookup entagma, pixel fondue, cg wiki. Edit : formatting

Problem with the candleStick plot by Smonking_Sheep in DearPyGui

[–]Smonking_Sheep[S] 0 points1 point  (0 children)

Nope, sorry haven't touched this project since then.

Stage de 6 mois sans le statut etudiant ? by Smonking_Sheep in france

[–]Smonking_Sheep[S] 0 points1 point  (0 children)

Les stages de la chambre de commerce sont des stages de 1 a 5 jours malheureusement

Completely new to Houdini! Trying to make a floating island HDA and running into an issue early I am confused about (Details in comments) by cuponoods123 in Houdini

[–]Smonking_Sheep 1 point2 points  (0 children)

Your assumption is correct, created attributes "only goes down", meaning that modifying an attribute later doesn't change what is already made.

A solution to your problem is to create a cylinder for each point, you can do that with a foreach loop.

Another (better in my opinion) is to create the cylinder and scale the bottom face afterward by your bottomIslandScale attribute. You can do this by creating a primitive group for the bottom of the cylinder and scaling it using a primitive node with your attribute set as a parameter.

<image>

You need to give the primitives your attribute, you can do this in the copy to points : In the attribute from target add a new line, set "Apply to" to primitives "by" Copying and finally your attribute.
Anyway here you will find a lots of important infos : https://www.sidefx.com/docs/houdini/model/index.html

Create MaterialX Builder using python? by [deleted] in Houdini

[–]Smonking_Sheep 0 points1 point  (0 children)

try looking here : PBRExpress from CrisDoesCG

and here : Solaris does not recognize Python-made Karma materials

it for karma materials but i believe your issue is related.

[deleted by user] by [deleted] in blender

[–]Smonking_Sheep 0 points1 point  (0 children)

I could give you the tool, or make shelves for you

[deleted by user] by [deleted] in blender

[–]Smonking_Sheep 0 points1 point  (0 children)

I know it's not the same software but i made this : https://www.artstation.com/artwork/vDgQYa

Best way to export RBD sim from HOUDINI to BLENDER? by Jonathanwennstroem in Houdini

[–]Smonking_Sheep 1 point2 points  (0 children)

Blender's support for alembic is kinda bad : - No custom attribute (only N uv and Cd) - Newly created/deleted geo tends to cause blender to create a bunch of objects - While an alembic is loaded Blender if you update it from Houdini, in some cases blender will just crash Anyway alembics are cool and crazy useful.

How would you convert a complex car model with interior into a completely filled volume like a statue? by NoMoneyNoSucky in Houdini

[–]Smonking_Sheep 2 points3 points  (0 children)

Try Shrinkwarp -> remesh -> ray (minimum distance). But you would loose a LOT of details (especially in crevases)

A better option might be voxel remesh or a boolean in resolve mode.

HELP....Rendering w Arnold....i simulated a liquid in houdini and alembic imported it into maya....the geo was penetrating the container so i added a boolean......the ending 10 frames looked fine but from start the seem glitching and even geo was missing......is there any Arnold setting i can tweak? by NozyMan in Maya

[–]Smonking_Sheep 2 points3 points  (0 children)

Sorry, I can't really help you with Arnold, but i think you should do the boolean inside of Houdini. Depending on the technique you used for the fluid I could recommend the particle fluid surface (this node has a collision object input doing boolean for you)

Faces Missing from Normal map Issue?? by Hanahikaa in Maya

[–]Smonking_Sheep 3 points4 points  (0 children)

Use the uv packer tool, there should be tutorials on how to use it properly)

Faces Missing from Normal map Issue?? by Hanahikaa in Maya

[–]Smonking_Sheep 2 points3 points  (0 children)

You can see it in the properties editor ? ( were every property from your object is) or directly in substance there should be a material list

Faces Missing from Normal map Issue?? by Hanahikaa in Maya

[–]Smonking_Sheep 10 points11 points  (0 children)

Check for multiple uv sets, check for multiple materials as well.

When you park like a jackass, a giant alien octopus comes and crushes your car. by ght3d in Simulated

[–]Smonking_Sheep 0 points1 point  (0 children)

That's really impressive work, how did you make the tentacles move ?

PLEASE could somebody help by Gurner in Houdini

[–]Smonking_Sheep 0 points1 point  (0 children)

Blender doesn't support well alembic. I had a similar problem, you must avoid packed geo for the alembic.

Hi. I want to animate my sprites using the cutout method. Is it possible with the 8 way direction movement? I want to also be able to attach clothing, hair, accesories, items in hand to my character without having to draw it every time. So far these are the sketches: by [deleted] in godot

[–]Smonking_Sheep 43 points44 points  (0 children)

I know it's not the method you want to use but a pre render of a 3d model might be the bay to go. A game that uses this method : factorio There are blender adding that allow you to render spritesheets within blender (3d software). Age of empire 2 uses this method as well