57:15 when I type sidefx_attribpaint in my hda type properties I get a "WARNING: Invalid op name network: Object op: sidefx_attribpaint". Is there any more information on how this Default State "sidefx_attribpaint" syntax in the Node tab works? I assume this is what is selecting the paintattrib2 SOP within the hda, correct? How does this string reference a specific attribute paint SOP?
Hi in houdini 18.5 onwards, setting default state with sidefx_attribpaint seems to no longer work. I get a lot of viewer state errors from the code. Is there an updated work flow for this?
thanks for the video, very usefull ! I was kinda lost when i discovered the new paint node, and it helped a lot :) Just a question though, at 22:32 , there is no int attribute after you painted some pieces with it, and I cannot figure how would this work actually ? mine appears but there is one single value, so how would you use this ? thanks !
Absolute Houdini newbie here, I put down an attribpaint node, did some painting, left, and came back intending to do some more painting. But I can't get any of the paint tools to show up now! What do I need to do to get this to work? Even adding a completely new attribpaint node doesn't trigger painting mode in the viewport.
@@xl000 Do you intend to reply to every comment on this video? Knowing how a compiler optimizes code doesn't make the layout easier to comprehend on first seeing it, what's your point.
@@eighttwenty2247 you get a few extras you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..
Never knew about the Group from attribute boundary SOP🤯💥damn! Always great to watch the two Jeffs of sideFX. Do you guys have a third Jeff in hiding to come out with KINEFX masterclasses?
When I plug the attribute paint to the model the model dosent shows any colour and cant use the attribute and neither can paint it :( Plzzz help what to do
All i have been trying to do is fill a mesh with color, paint what i want in white (with the new paint node), then delete what was black. I thought i would find out how to do this but nope! Can anyone help? I highly doubt that houdini wont let you do this, but i have zero idea how to do this with H18!
well, have you watched the full video ? you create a color attribute, then paint whatever you want in white or black (if there are pieces you can tick the "connected" option and use the fill mode), then you'll get a cd attribute black and white, then juste use a delete, as before :)
OMG...we need one of this for every new node!
The final few minutes blew my mind and opened so many new ideas and workflows
Give us more please!
A one hour video about attribute paint.
What a time to be alive
you should see how the compilers optimize compiled code then..
he blows through the setup in 5 seconds and I need to get my preferences like his are apparently set.
Love tutorials by Jeff Lait! Always so many great tips and info. 👍
I see no brush in view port.
57:15 when I type sidefx_attribpaint in my hda type properties I get a "WARNING: Invalid op name network: Object op: sidefx_attribpaint". Is there any more information on how this Default State "sidefx_attribpaint" syntax in the Node tab works? I assume this is what is selecting the paintattrib2 SOP within the hda, correct? How does this string reference a specific attribute paint SOP?
This Tutorial is Very helpfull. Thank you. I would like to know about how to bake this point masks into textures. Thank You.
Hi in houdini 18.5 onwards, setting default state with sidefx_attribpaint seems to no longer work. I get a lot of viewer state errors from the code. Is there an updated work flow for this?
thanks for the video, very usefull ! I was kinda lost when i discovered the new paint node, and it helped a lot :)
Just a question though, at 22:32 , there is no int attribute after you painted some pieces with it, and I cannot figure how would this work actually ? mine appears but there is one single value, so how would you use this ? thanks !
It wont let me paint :(
One option super useful can be simply invert the mask? if not how simply we can invert the mask?
Hello, any updates on the issue where it doesnt let you paint even when hitting Enter in the viewport? thanks
make sure the attribute paint node is selected in the network editor.
Absolute Houdini newbie here, I put down an attribpaint node, did some painting, left, and came back intending to do some more painting. But I can't get any of the paint tools to show up now! What do I need to do to get this to work? Even adding a completely new attribpaint node doesn't trigger painting mode in the viewport.
Oh! Found the answer in some forums, I had to find the "Show Handle" button on the left shelf underneath the scale tool.
@@youarealemon a quick way is to select the paint node, move the mouse into the viewport and press enter to activate the current node's handles.
what kind of monster laid out the nodes inside the paint attr node ?
j/k great release !
you should see how the compilers optimize compiled code then...
@@xl000 Do you intend to reply to every comment on this video? Knowing how a compiler optimizes code doesn't make the layout easier to comprehend on first seeing it, what's your point.
@@eighttwenty2247 you should see how the compilers optimize compiled code then..
@@eighttwenty2247you should see how the compilers optimize compiled code then..
@@eighttwenty2247 you get a few extras you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..you should see how the compilers optimize compiled code then..
how to use the paint attribute to control polyreduce areas? cant find this anywhere
use the 'retention' attr
Never knew about the Group from attribute boundary SOP🤯💥damn! Always great to watch the two Jeffs of sideFX. Do you guys have a third Jeff in hiding to come out with KINEFX masterclasses?
great video, thank you!
When I plug the attribute paint to the model the model dosent shows any colour and cant use the attribute and neither can paint it :(
Plzzz help what to do
how did we even get into paint mode? sigh
hit enter while your mouse is over the viewport
All i have been trying to do is fill a mesh with color, paint what i want in white (with the new paint node), then delete what was black. I thought i would find out how to do this but nope! Can anyone help? I highly doubt that houdini wont let you do this, but i have zero idea how to do this with H18!
well, have you watched the full video ? you create a color attribute, then paint whatever you want in white or black (if there are pieces you can tick the "connected" option and use the fill mode), then you'll get a cd attribute black and white, then juste use a delete, as before :)
nextgen.
actually current gen...
you should see how the compilers optimize compiled code then..
WOW!!!
if you want get geometry onto areas you painted this is the video you were looking for : th-cam.com/video/vMxlChhh6ak/w-d-xo.html