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  1. Today
  2. Can you elaborate? Looks as if the particles are colliding just fine with your colliders.
  3. Yesterday
  4. Hi everyone, I’m having an issue with particle collisions in Houdini and was hoping someone could point me in the right direction. My particles are passing through collider objects instead of properly interacting with them. Box_disc.hipnc
  5. If you take Crag test geometry. Go to your global animation options, uncheck integer frame values (have the step at 0.1). After Crag moves to grab the hammer,scrub the the timeline at every subframe (right arrow), be patient it's coming ... carry on, not yet, there, right there do you see it? geometry going crazy in between frames, not once many times, even the hammer takes the opportunity to flip around 360 degrees in between frames, coz why not? no one is looking, right? not really, the solvers can be a bit allergic to this "immature recalcitrance" in between frames. What I've tried to do is first to kill the subframe data that came with Crag animation by default, coz it's trashy. then attempted to recreate subframe data several ways for half a day (stealing the kitchenware from the deprecated timeblend sop), got some less than optimal results, then time to ask: how do I generate smooth subframe data? I mean as smooth as the original except some craziness in between frames?
  6. Pragmatic VEX: Volume 1: Canonical Version Update Over the past 3 months, I’ve completely rebuilt the course. Every video has been re-edited for better flow, pacing, and clarity. Explanations have been refined, key sections restructured, and the overall learning experience has been significantly improved. This is now the canonical version of the course. It replaces the previous version. • All lessons reworked for tighter structure and better comprehension • Redesigned concept visuals and supporting material for clearer presentation • New annotations to reinforce important ideas • Help pages redesigned with proper styling instead of raw captures • Updated to align with current Houdini workflows The goal was to reduce friction and improve understanding while keeping the full technical depth intact. If you already own the course, this update is available to you. If you were considering it before, this is the right time to start. More content is already in progress and will be released this year.
  7. Last week
  8. Thank you so much @fencer! I really appreciate your help, that VOP setup for the orient is working perfectly. Exactly what I needed.
  9. Seems need to make proper orient for curve to help vellum understand how to rotate. Tried to do something towards this direction. Previz_forum_v02.hipnc
  10. Hi everyone, I’m working on a setup involving two animated control points. My goal is to animate these points manually (both position and rotation) and generate a line between them. I want the position and rotation from these points to transfer to the line via a Vellum Hair simulation. From there, I’m scattering points along the simulated "stem" to copy leaves onto it. However, I’m running into issues with the orientation because the leaves do not follow the rotation or twist of the line correctly. I suspect I’m not transferring the transform attributes properly before or after the simulation. I’m still learning Houdini by solving tasks like this, so I realize this might be a basic mistake. I’ve attached a preview and my current .hip file. Any suggestions on how to correctly setup the orientation transfer would be greatly appreciated. Thanks! Stem_sim.zip
  11. I guess there's Karma AOV node already in a new version. https://www.sidefx.com/docs/houdini/nodes/vop/kma_aov.html But yeah, you can cheat with using free channel, like emission and put as many AOVs as needed karma_aov_v02.hipnc
  12. @fencer What if I need to output a texture that does not come as input to a shader?
  13. I guess something close was discussed earlier
  14. did you find a solution for that? I´m having the exact same problem, trying to pointdeform on newly emitted lowpoly geo. I tried giving a birth id for each emitted geo and then pointdefom it in a for each loop, but I seem to be doing something wrong.
  15. Ok, in the Material Library node edit Tab Menu Mask, add "*operator_name*", Houdini filters nodes in the TAB menu by this mask.
  16. Can you please explain more? I can create a Rest Position node for my geometry that will add the "rest" attribute. How to tell fractalnose3d to use it? In the Material X network or in COPS? How?
  17. Hello, Why, when I create an HDA in VEX Builder context (Material Library node) it is not working as I expect, I can't create an instance of this HDA by pressing TAB, it is not in the list of available assets. materialsI want to create a complex material network with several input parameters and build tons of similar matarials in the library with different parameters.
  18. You can use rest position on geometry as UV for noise
  19. 6 Gb not enough, you probably shoud stack with 1024x1024 COPs res to work
  20. Earlier
  21. This is looks ok cop_snippets_006_fix.hipnc What houdini build and GPU? COPs whant a lot of vram to work correct 10 GB or more
  22. Hello guys, Is there a way to get COPs fractalnoise3d values on my geometry in MaterialX subnetwork? Like in Maya, when you can create 3d texture with place3dTexture node. So I can put texture on object without UVs and projections.
  23. Also... If I change the COPs resolution to something else, I get an error. I feel like any change made to COP container breaks render...
  24. What is the latest setup for triplanar projection? I tried with COPs Bake Geometry Textures (first screen) and in the Material X subnet (without cops, second screen), both look... off. @tamagochy How to make blending ramps less aggressive? How to fix the normal map to avoid artifacts?
  25. @fencer Thank you! The "aov:" was the trick
  26. @Librarian That is a very complex setup I was not able to figure out what I should adjust in mine... @fencer Tried mtlxdot instead of karma_aov, did not work...
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