[Sidefx-houdini-list] frost effect

Marten Blumen martyb at gmail.com
Mon Mar 9 15:30:07 EDT 2015


It's probably best to download the older versions of Houdini to learn the
older tutorials.

On 10 March 2015 at 06:07, Gerbrand Nel <g at cannonballbunny.com> wrote:

> 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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>>>>>>>>>>>
>>>>>>>>>>>  03/06/15
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>  _______________________________________________
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>>>>>>>>>>
>>>>>>>>>>
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