- 1 How did you build this site?
- 2 How do I clean up curves so there's less points on straight segments?
- 3 How can I make a wireframe of my shape?
- 4 How do I tell a copy sop to point copies along @N, but have random rotation around that normal?
- 5 How do I get a stable scatter on moving geometry?
- 6 How do I scatter points inside geo rather than on the surface?
- 7 Why can't I export fbx/alembic/big images/animations?
- 8 The help files are slow!
- 9 Houdini on OSX behaves strangely!
- 10 Mantra is slow for simple things!
- 11 Whats the difference between Vex and Hscript and Python?
- 12 Why can't you have spaces in group syntax expressions?
- 13 Why do some node parameters support attributes and others not?
- 14 Why can't I see a certain node in the tab menu?
- 15 I have multiple named bits of geometry in my dop network, how can I refer to them in a wrangle?
- 16 How do I carve lots of curves at different rates?
- 17 How do I setup dependencies so that a sim is cached before a render starts?
- 18 Why does a dopnet show me different things if I'm inside vs outside the network?
- 19 Why do my RBD objects seem to freeze after 2 seconds?
- 20 How do I turn selected edges into curves?
- 21 Todo
How did you build this site?
It's MediaWiki running the Chameleon plugin so that it can use Bootstrap skins. The particular skin I'm running is Yeti from Bootswatch. I also use the MsUpload plugin to make it easier to attach files.
How do I clean up curves so there's less points on straight segments?
Facet sop, enable 'remove inline points'
How can I make a wireframe of my shape?
Ends sop, 'unroll'. For those coming from Maya, you know how paintfx is ultimately lots of single curves that are welded together, but they're limited to paintfx, you can't really use them elsewhere? Houdini treats standalone curves as a 'polywire', so edges don't have to belong to a polygon to be valid. Very powerful.
How do I tell a copy sop to point copies along @N, but have random rotation around that normal?
Lots of ways, simplest way when starting out is with an attribute randomize sop to create an @up vector; the copy sop will now treat @N as the primary axis to align the copies, and use @up to define the twist around @N. Create an attribute randomize sop, attribute name to up, leave the dimensions as 3, set distribution as 'direction or orientation', enable 'cone angle', and slide it up to taste.
How do I get a stable scatter on moving geometry?
Use an attribute interpolate sop. Scatter on a frozen copy of your geometry (use a timeshift with the frame expression disabled), on the output attributes tab enable 'sourceprim' and 'sourceprimuv', then wire that to the first input of the attribute interpolate, and the moving geometry to the second.
How do I scatter points inside geo rather than on the surface?
Convert your geo to a volume first, then scatter (can use an isooffset sop for this, or a VDB from polygons sop in density mode)
Why can't I export fbx/alembic/big images/animations?
You're probably on Apprentice, it limits the kind of things you can export to make sure you can't use it in production. Buy an indie license!
The help files are slow!
Yes they are. Use the online link instead: http://www.sidefx.com/docs/houdini16.0/
Unfortunately the example links won't work, so if you want them you need to use the local help.
Houdini on OSX behaves strangely!
Yes it does. Houdini relies on good OpenGL support, Apple keep dragging their feet on this (Apple maintain the drivers, not Nvidia/ATI), there's not much Sidefx can do about that.
Mantra is slow for simple things!
Yes it is. But its not as slow for complex things as you'd expect, when put in the right hands it can be compared to most commercial renderers. It's current design goals are to be the jeep of rendering, not an F1 car; its reliable and will get you there, but not in a hurry. Everyone who wants renders quickly seem to be having great success with Redshift.
Whats the difference between Vex and Hscript and Python?
In a broad sense Houdini is a tool to modify data on geometry. Vex is a direct way to do that, its fast, multithreaded, inherently designed to work with large amounts of geometry in parallel. Vex is most often used in attribute wrangle nodes, and can be identified by using @P syntax to refer to attributes.
Houdini also contains a UI, and a unix flavoured high level overview of your data. Hscript is designed to deal at this level; driving UI elements with expressions, moving around your scene with 'cd' and 'ls' if thats what you like. Its the UI expressions that hscript is most associated with, and generally speaking whenever an older tutorial references hscript, there's usually a better vex alternative to use. Hscript usually features $VAR variables, though of late you can often replace the more standard hscript variable names like $T for $F for @Time and @Frame, which makes it more confusing. It appears there's a long term goal to remove hscript from Houdini, but that won't be for a while.
Python is python. If you know what Python is, great, if not, its a handy generic glue language common to most vfx apps, and comes pre installed with linux and osx (and is an easy install for windows). Within Houdini its used to create and delete nodes, define shelves, drive parts of the UI, open files, talk to databases, websites, run the help system... anything that involves stuff outside geometry processing, thats where Python in Houdini is used.
Look a little closer and the lines are blurred (you can use Python to do geometry processing and define UI parameter expressions, hscript variables can sometimes be understood by vex wrangles in a roundabout way), but thats the general overview. Vex is the interesting stuff, hscript is the necessary evil, python is for pipeline td's or for when vex doesn't have the function you require.
Why can't you have spaces in group syntax expressions?
The simplest group expression lets you select points 1, 3, 5, and 8,9,10 with the syntax '1 3 5 8-10'. Spaces mean something.
If you try and do an expression with spaces, eg '@P.y < 5', the group expression interpreter doesn't know any better, and will try and read that as 3 individual things.
Remove all the spaces from your expressions, or use vex to define groups, and call them by name later.
Why do some node parameters support attributes and others not?
This is related to the hscript/vex/python question earlier. Certain nodes, like the older point sop, could reference lots of interesting hscript dollar-prefix-uppercase name things like $CEX for the centroid x position. Its important to remember that this was hard coded to that particular sop; you couldn't use $CEX for a divide sop for example.
With the gradual push to remove hscript, it makes sense that any newer sops should lead the way and show how we can use vex style attributes instead of hscript variables. The polyextrude sop does this; on the second tab you can enable attribute control, and if your prims have a @zscale attribute that will drive the extrusion length (you can use whatever name you want, zscale is the default).
But in a similar situation to the older hscript aware sops, the newer sops have to be explicitly designed to support this. Unfortunately there's no way to know ahead of time what sops do what, apart from reading the help cards or pulling apart other peoples setups.
The alternative is to skip sops where possible, and do as much as you can down in vex and vops. They'll implicitly be attribute aware, and less confusing.
Make sure you're in the right network context. A main point of difference of Houdini compared to other apps is that has lots of different types of networks, each with its own set of nodes. The top level nodes are the object network context, which is like the outliner in maya, its mainly transforms. The sop network context is where you spend most of your time, its modifying shapes, and has the widest range of nodes. Vops is the visual coding environment, and even this can change the kind of nodes in the tab menus depending on if you're visually coding deformers, or shaders, or other things.
To make it a little more confusing, some nodes are common across several network contexts. Eg, you can merge in sops, or dops, or rops (render operators), they all have slightly different behavior. As with most things in Houdini, the more you use it, the less confusing it becomes.
I have multiple named bits of geometry in my dop network, how can I refer to them in a wrangle?
You need to use the full name, so 'obj0/second' rather than just 'second'. And its the dops name, not the path to the node where you defined the name. Very confusing!
How do I carve lots of curves at different rates?
Carve is one of the older sops, so it doesn't give you any built in control to randomize growing lots of curves. You could use a stamp or a for each loop, but that gets slow quickly. Mawi on odforce has a very clever trick; he realised the fur grooming tools have the ability to trim curves, had a snoop around, found a vex function. More info is here: http://forums.odforce.net/topic/19626-carving-multiple-curves-by-attribute-hip-file-attached/ . In a pinch I've done a very lazy way and just deleted points based on the curve uvs.
How do I setup dependencies so that a sim is cached before a render starts?
Use a Fetch rop. You'll usually have a FileCache sop directly after your dopnet to write bgeo's to disk, look inside and you'll find a rop output driver. A fetch rop is designed to trigger rops like this, so in your rop network you can put down a fetch rop and connect it before your mantra rop, and point the fetch to the 'render' rop that lives inside the FileCache.
Why does a dopnet show me different things if I'm inside vs outside the network?
This is a common thing, you'll pop down a popnet and a ground plane, and when you go outside you see all the things, but if you do a pyro from scratch you see all the volumes when inside, but from outside you see nothing at all.
The trick is to look at the dopnet parameters, and see what it's exporting. It gives you a choice of objects, and a choice of fields. The objects is for the dop objects, so the popobject, the smoke object, the packed rigid body object etc. On popnets it defaults to '*', ie, export all the objects, which is why if you put down a ground object, you see it. Rather than go and find explicit names, I know that I usually leave the object names as their defaults, so I'll just do a lazy wildcard for the kind of sim I'm doing, eg '*pack* for a packed rigid body sim, or '*pop*' for particles.
Volumes require a little more work, that's what the second field is for. Because a smoke object could have many fields ( density, vel, fuel, temperature, Cd etc), it expects you to be clear about what you want. For smoke I know I can just put 'density' and leave it at that. If you want more, use the fact that it's a multilister, and do a new entry for 'vel' or whatever you need.
This is all being lazy and hacky (but it works fine for me). The 'official' way is to use a dop IO node, where you point it explicitly to the dopnet and dop object, but then you get to use the presets combo box to bring in exactly the right field (and display/visibility options) for smoke, or fire, or whatever else.
Why do my RBD objects seem to freeze after 2 seconds?
It might be the default sleep time. Go to the rigid body solver, change the default sleep time from 2 to 0.
How do I turn selected edges into curves?
Dissolve sop, and somtimes a polypath sop too. Select your edges, and in the viewport put down a dissolve sop. By default it removes the selection, change the delete mode to 'delete non-selected' to reverse this. Enable 'create curves when dissolving boundary'. If you're in wireframe mode this should see the curve, but in solid shaded it might be invisible. Appendng a polypath sop will fix this. If you want all the internal extra points on straight sections, disable 'remove inline points'.
- How can I zero the transform of an object and have the internal geometry remain where it is?
- How to generate a sweep with two curves and get automatic uvs based on the curve knot points?