[Sidefx-houdini-list] frost effect

Gerbrand Nel g at cannonballbunny.com
Sun Mar 8 22:46:10 EDT 2015


yup.
I also got stuck right there.
so +1 for help on this :)
G
On 07/03/2015 22:05, Luis Henao wrote:
> Hi Houdini Braintrust,
>
> Out of curiosity I did the tutorial as well, but when it gets to the
> section where it bypasses the fur length inside the fur node, I couldn't
> locate those same nodes in the current fur system. I clicked the "paint
> density" button, to see where it would add those attributes, but bypassing
> those still doesn't get the node to look for the "fur length" attribute
> that was customized. Any ideas?
>
> There is also the possibility of using maps, but then I wondered how I
> could generate a map from the density simulation we have going on.
>
>
> Thanks!,
> Luis
>
> On Sat, Mar 7, 2015 at 9:22 AM, François Duchesneau <sidefx at trinix.ca>
> wrote:
>
>> Keep in mind that HDAs are usually referenced from a common file. Although
>> Houdini allows you to have the asset definition saved into your hip file.
>> You generally don't want that because you break the automatic update
>> mechanism this way.
>>
>> As an example, you create a node (or more precisely an asset definition)
>> and you save it into an .otl file somewhere on the disk. Now any hip file
>> can create one or more instances of that node, the same way you can create
>> many instances of standard Houdini nodes. Again, if you update it in one
>> file it will also update it when you open a separate file that has it too.
>>
>> When you do testing you can tell Houdini the HDA is saved as Embedded (you
>> literally writes this instead of a file .otl when you create the asset).
>> This exists only in this hip file and is not accessible elsewhere.
>>
>> By the way, just to clarify, we often refers to digital assets as an OTL.
>> This is not correct. OTL stands for Operator Type Library and means a file
>> containing one OR more HDAs. In practice however I almost always put one
>> hda inside per .otl. This helps manager the versions etc.
>>
>> If you haven't already, I recommend you read the following.
>> http://www.sidefx.com/docs/houdini14.0/assets/
>>
>> Francois
>>
>>
>> Cristobal Infante wrote:
>>
>>> Thanks for Francois for that explanation. In regards to HDA there is
>>> something I am struggling to figure out. When you copy and paste a HDA
>>> from
>>> one scene to another, the node works in the new scene but I get the
>>> following error
>>>
>>> *"This node is using an incomplete asset definition. It will not function
>>> properly until the asset library containing the full definition is
>>> installed"*
>>>
>>> This error then pop ups everytime I open the scene.I guess the HDA is not
>>> defined on my new scene, but how do I get around defining it from this
>>> copied asset? I am trying to avoid rebuilding the nodes, but I know this
>>> is
>>> an option..
>>>
>>> Hope this makes sense.
>>>
>>> Best,
>>> Cris
>>>
>>> On 7 March 2015 at 12:33, François Duchesneau <sidefx at trinix.ca> wrote:
>>>
>>>
>>>
>>>> When you add a parameter with the gear "Edit Parameter Interface", you're
>>>> basically adding a parameter to the only instance of the current node. In
>>>> other word, this parameter will exist only on this node.
>>>>
>>>> The type properties window is very similar in the sense it allows you to
>>>> create parameters among other things. However this window is used to
>>>> create
>>>> Houdini Digital Asset (HDA). When you change an asset definition with
>>>> this
>>>> window you're really adding a parameter for the tool. This means every
>>>> time
>>>> you create a new node of this type it will have the parameter you added.
>>>> In
>>>> fact, if you have many copies of this node inside Houdini and you add a
>>>> parameter through the Type Property window, the parameter will now show
>>>> up
>>>> on every instance of this type.
>>>>
>>>> Hope this helps.
>>>>
>>>> Francois
>>>>
>>>>
>>>> Gerbrand Nel wrote:
>>>>
>>>>
>>>>
>>>>> Thanks Jason
>>>>> I still get confused between that gear and the " type_property" thing
>>>>> G
>>>>> On 07/03/2015 09:33, jason slabber wrote:
>>>>>
>>>>>
>>>>>
>>>>>> All he is doing is adding a float slider via the gear menu on the attib
>>>>>> wrangle node. Then in the wrangle expression u will see he does a
>>>>>> "ch("float slider name")" to reference to that slider.
>>>>>>
>>>>>> On 07 Mar 2015 8:50 AM, "Gerbrand Nel" <g at cannonballbunny.com> wrote:
>>>>>>
>>>>>>
>>>>>>
>>>>>>> I was going through this video, and it seems perfect for what I need
>>>>>>> to
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> do.
>>>>>>
>>>>>>
>>>>>>
>>>>>>> One question though:
>>>>>>> At about 6min he talks about a attribWrangle_adjust_range node. He
>>>>>>> has a
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> base slider in his node, but I have no idea how he got it there.
>>>>>>
>>>>>>
>>>>>>
>>>>>>> I tried adding it with the "type_properties" menue, but houdini wasn't
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> too happy about me trying to break the node.
>>>>>>
>>>>>>
>>>>>>
>>>>>>> Anyone have any info on this?
>>>>>>> Thanks
>>>>>>> Gerbrand.
>>>>>>>
>>>>>>> On 06/03/2015 19:12, Gerbrand Nel wrote:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> Wow
>>>>>>>> You guys are great!!
>>>>>>>> Thanks so much
>>>>>>>> G
>>>>>>>> On 06/03/2015 15:50, Aviv Bar Ami wrote:
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>> In case you are not familiar with this very useful channel:
>>>>>>>>> https://vimeo.com/83235663
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Sent from Samsung Mobile
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -------- Original message --------
>>>>>>>>> From: Gerbrand Nel
>>>>>>>>> Date:06/03/2015 09:39 (GMT+02:00)
>>>>>>>>> To: sidefx-houdini-list at sidefx.com
>>>>>>>>> Subject: [Sidefx-houdini-list] frost effect
>>>>>>>>>
>>>>>>>>> Hey guys
>>>>>>>>> I need to jump in at the deep-end with houdini, otherwise I might
>>>>>>>>> never
>>>>>>>>> get the confidence to tackle a job.
>>>>>>>>> A client has asked me to create frost on someone’s skin.
>>>>>>>>> Imagine Elsa from Frozen looses her shit, and sneezes on someone.
>>>>>>>>> So its a kind of spreading, time-lapse hoarfrost. ( do think its
>>>>>>>>> funny
>>>>>>>>> calling it hoar-frost right after referencing Elsa, but that's just
>>>>>>>>> me)
>>>>>>>>>
>>>>>>>>> Any pointers, suggestions, links to tutorials, or general well
>>>>>>>>> wishes
>>>>>>>>> would be appreciated :)
>>>>>>>>> I come from softimage-land and have done some houdini engine work
>>>>>>>>> for
>>>>>>>>> Maya projects, but it would be safe to assume I know close to f-all
>>>>>>>>> in
>>>>>>>>> houdini, so please use toddler words if possible :)
>>>>>>>>> Thanks guys
>>>>>>>>> Gerbrand
>>>>>>>>> /
>>>>>>>>> PS Could someone just do a ping reply, cause I never see my own
>>>>>>>>> posts,
>>>>>>>>> and then I get paranoid over if it reached you guys ./
>>>>>>>>> _______________________________________________
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>>>>>>>>>
>>>>>>>> 03/06/15
>>>>>>>>
>>>>>>>>
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>>>>>>
>>>>>>
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>>>>>
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