[Sidefx-houdini-list] frost effect

Gerbrand Nel g at cannonballbunny.com
Mon Mar 9 13:07:36 EDT 2015


I gave up on the fur idea because of this.
Man I love houdini, but I hate that it changes so much between versions. 
It makes learning from older tuts a nightmare.
Still.. not a Maya nightmare, so all is good :)
G
On 09/03/2015 04:46, Gerbrand Nel wrote:
> 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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>>>>>>>>>>
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>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>> 03/06/15
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> _______________________________________________
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>>>>>>>>
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>>>>>>
>>>>>>
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>>>>>
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>
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