OK Thanks
On 11 October 2016 at 12:40, Rob Wuijster wrote:
> Hi Chris,
>
> Often in Houdini, things are split up between multiple setups.
> A bit like two ICE trees, one exporting data that you import in the next
> one for additional handling.
> It's more or less the same with
yes, I use to rebuid my old ice velocity setup in Dopnet with POPVOP.
The nice thing in Dopnet is that houdini handles all the kind of existing
"simulable thing" in the same environment
Pop for particles
rbd
wire (and fem) for cloth
flip
Smoke
On Tue, Oct 11, 2016 at 1:40 PM, Rob Wuijster
Hi Chris,
Often in Houdini, things are split up between multiple setups.
A bit like two ICE trees, one exporting data that you import in the next
one for additional handling.
It's more or less the samewith the fireworks example, see the 'output'
and 'import_fireworks' nodes.
cheers!
Rob
The autodop network is where the simulation happen.
Once it is simulated, in Houdini, you can call the result of a simulation
and do whatever you want with it.
Render it, re use it in SOP and re distort it, etc..
Precisely in the fireworks example, the "fireworks_particles" node contains
a DOP
So I can VOPSOP the POP's with the POPVOP's!? :-D
On 11 October 2016 at 12:25, Cristobal Infante wrote:
> The only similarity you will find with ICE is the vector context called
> VOPSOP.
>
> Inside POPs (particles) you can also use them, they are called POPVOPs.
>
> But the
The only similarity you will find with ICE is the vector context called
VOPSOP.
Inside POPs (particles) you can also use them, they are called POPVOPs.
But the general framework is different. It won't take long to understand
them.
I can recommend you start with Adam Swabs tutorials at
Hi All,
There's the obvious visual similarities between ICE and Houdinis networks,
but in terms of particles, how similar are they? For instance if I start
with one of the built in Fireworks operators in Houdini, why are there two
nodes created, the AutoDOPNetwork and FireworksParticles?
Is there
I can imagine that!
Maybe the Houdini help file could have an 'Acronym's for Morons' page?
cheers
On 10 October 2016 at 13:22, Jordi Bares wrote:
> One more thing… it is really true that the acronyms don’t help but when
> you try to explain things to others it is very
A few hints
> On 10 Oct 2016, at 12:58, Chris Marshall wrote:
>
> OK So I'm getting somewhere, slowly, which is positive.
> The acronyms aren't helping
>
> BSDF
> PBR
Physically based Renderer
> VOP
VEX Operators
> VEX
The name of Houdini native language, a
OK So I'm getting somewhere, slowly, which is positive.
The acronyms aren't helping
BSDF
PBR
VOP
VEX
VOP SOP
SHOP
ROP
DOP
CHOP
SOP
AutoDOPNetwork
POPObject
HDA
RIS Shading
BxDF Shaders
cvex shader
COP
To name a few. The help files assume you know what these are, most of the
time. Obviously I'm
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