Blog

SideFX Houdini

Houdini Quick Tip – Connectivity

Using the Connectivity Sop with the For Each construct adds the ability to “class” each piece of connected primitives. In other words, taking islands of geometry, the Connectivity node will …

SideFX Houdini

Houdini Tip – Help in the browser

As of now it seems Houdini spins up it’s own local server with QT to dish out the Help contents from inside the application. The problem is it’s is slow …

SideFX Houdini

Houdini – Create an iterated attribute name

With the BlockBegin node in Houdini it’s possible to name primitives or what not with the iteration of the BlockBegin‘s metadata(another¬†BlockBegin node). Using the code: detail(“../foreach_metadata/”, “iteration”, 0) inside the …

SideFX Houdini

Houdini – SOP Locals

Many Geometry SOP nodes contain local variables they work with as calculations are happening. For instance, the Delete Node has a Local variable $N. $N is the “nth” element which …

SideFX Houdini

Houdini – The line curve

Using a Line SOP with added normals from an Attribute Wrangle Sop, can displace terrain. Adding a Mountain SOP to the line will create a pretty natural looking river or …

SideFX Houdini

Houdini UV Flatten Sop – Edge groups

It seems that the UV Flatten nodes likes edge loop winding in the same direction. Counter clockwise is Houdini’s winding direction that has normals facing the positive Y direction. This …

SideFX Houdini

Houdini – Poly Frame Sop

The Poly Frame Sop – Creates coordinate frame attributes for points and vertices. The current use with HDA creation is attribute @N creation on vertices. Create a Poly Frame node. …

SideFX Houdini

Houdini Unity Material

The Houdini unity Material is a special attribute that is added to vertices using a Attribute Create SOP node. Create UVs for graph geometry. Create an Attribute Create SOP node. …