1/21/2024 0 Comments Houdini space pasteYour 260m building would be 26,000 units in Maya. Maya is in centimeters (if you use the default settings) and Houdini in meters, so 100 units in Maya is equal to 1 unit in Houdini. You should get your geometry back in Maya with the exact size as when you initially exported it. Then you can make your sim with that object and after you are done with Houdini, simply scale the outgoing geometry by 100 before writing it out, it's only important that you are dealing with real world scale when you are doing any simulations, after that you can go back to the Maya size. It's always useful to create a box that is 1.8 units in Y to represent the size of an average human, and compare it to your object to make sure you are using the proper scale. You don't need to do any scaling in Maya, just export your geo and after importing it, scale it down by 0.01. Just putting that out there.If you are working in real world scale in Maya, then you would have to scale all your imported geometry by 0.01 in Houdini so that it's in meters. If you ever speak with me, I use acronyms full stop and expect to hear them right back. We have stripped many acronyms from the docs but the fact that they still exist and get used all the time speaks volumes to their usefulness. What makes these acronyms so important is that you can communicate ideas much quicker without any ambiguity with your fellow Houdini co-workers. I highly recommend anyone new to Houdini to get used to working with the Tree view as you can see everything in the scene without diving in and out all over the place. But definitely keep it on the list.Īll these folder types and node types are clearly indicated inside the Tree View you get up by default with the Technical Desktop. Put it on the “get to it later” list when learning Houdini. Most users safely ignore the CHOP context, and so can you, for now. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.ĬHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. It is a generalized language that uses the same environment and functions anywhere inside Houdini.ĬOPs = Composite OPerators in composite type folders. This has replaced all the VEX specific contexts throughout Houdini. VOPs are wrappers around VEX code snippets.ĬVEX = Context agnostic Vector Expression Language. VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside. SHOP = SHading Operators are materials that represent a shader to apply to geometry. Simulations read in geometry from SOPs and passes this data in to the DOP solvers. Any kind of geometry from polygons to volumes.ĭOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. These are used to construct and modify geometry. SOPs = Surface OPerators or geometry nodes that are inside an object folder. Geometry type Object nodes contain SOP nodes that construct and modify geometry that inherit any transforms at the object level. These Object nodes allow you build transform constraint hierarchies. Object = Object type nodes in an Object type folder. We have acronyms for the network types and the nodes inside these networks. You can traverse these folders with the network pane.įolders are associated with a network type. A Houdini scene is actually composed of network folders and objects inside those networks. This gives you the folder view on the left hand side. This is a copy-paste from the sourceįirst thing, set your desktop to “Technical”. Was curious what those meant, found on SideFX forum and I`m keeping this to access faster.
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