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  3. I am really interested in the 4th variation in this video : I found some stuff for the first one (even though I would like to see more microstructures). I was wondering what the "signed area" could mean ? I tried to use the area attribute and distribute it in a -1 to 1 scale to make it signed. Does not do a alot. Also tried making the signed distance field from the points instead of the whole geometry as seen here : (https://dspace.mit.edu/bitstream/handle/1721.1/109911/Bader-2016-Grown%2c Printed%2c and.pdf?sequence=1&isAllowed=y). Does anyone have ideas for implementing this kind of cellular ideas ? Thank you ! Tl_Growth_tests.hipnc
  4. Maybe this helps: https://procegen.konstantinmagnus.de/wires-connecting-objects
  5. I checked every frame of the gif, looked into the details, and I thank you so much for taking the time to look into it, however the set up is not clear to me. I feel there are more things in there than what's needed: some nodes always greyed (like attributewrangle2), there is some grouping going on while I need this to affect any and all particles, it's unclear what is the role of _prc attribute wrangle, I can't see what the object merge is bringing in, there is collision involved, ... basically I'm lost, it is definitely a lot of work that is appreciated but I want to keep the objective as simple as "see birth attribute updated after popnet in the geometry, and have only the absolute minimum required to see it", no other nodes, groups, collisions, or anything that is not strictly required to achieve this one and only objective. this will help, many thanks.
  6. I'm using a birth attribute created before the POPNET in the POPNET and awaiting the updated value after POPNET. How do I ensure the POPNET exports all of the point data generated inside it. I can see the age, but birth attribute is not updated. I have initialised it before the POPNET with pointwrangle i@birth = -1; and then inside the popnet in a popwrangle I ask it gently to take the value of the @Frame when age=0, but I keep getting -1 which is from before the POPNET. Do you have any idea how to get the value of the birth attribute updated and exported by the POPNET? hip file attached birth_attribute_out_of_popnet.hiplc
  7. Last week
  8. Apologies I missed your post here @bumper This is a great solution which will help me out when I need this again next time. I'm still unable to find the original video, but I recall the guy unlocking the pop advect by volumes node and doing something very simple like comparing if the particle is outside of the smoke volume, then continuing it's velocity in the direction it was already travelling (something like that, but not entirely sure). Seems like very simple solution rather than converting the VDB, comparing if it's under a certain speed, then pushing it back toward the vel volume. I would really prefer a VEX solution, as that is my usual go-to when wanting to control anything in Houdini. VEX just seems to click more for me than VOPs. @GeneralLethal You pretty much hit the nail right on the head there. That's exactly what I was wanting to do. Although I prefer VEX over VOPs my knowledge is still a little limited in these areas. I'm not currently in need of a solution to this at this time, but the need will undoubtedly arise again some time soon. I will see if Chat GPT can give me a hand writing some VEX to implement this.
  9. Hey, thanks for the reply. Which days are those? I can't find them
  10. That's a fascinating observation, GlennimusPrime. I remember encountering a similar issue with particles losing velocity at volume bounds. Implementing a custom Pop Advect By Volume node to maintain particle velocity sounds like a promising solution. Unfortunately, I'm not familiar with the specific video you mentioned, but exploring this technique further could yield great results. Have you considered experimenting with custom VEX expressions to control particle behavior at the volume edges? It might offer more flexibility in achieving the desired effect.
  11. You have tricks on Houdini Advent Calendar 2016 plus new solver on Houdini Advent 2023 on Qiita website .
  12. Hi everyone, I'm excited to announce the release of IPOPs (Intelligent Production Operators)! This is a set of 70+ HDAs (Houdini Digital Assets) designed as operator workflows to radically simplify and standardize shaders, AOVs, Mattes, and utility features for rendering in Houdini. If you are looking to increase efficiency and creativity by streamlining your render passes, the IPOPs ecosystem is built for you. Store Link: chakshuvfx.gumroad.com Key Features & Compatibility 70+ HDAs across various libraries and bundles. Compatibility: Renders in Karma (CPU & XPU), Mantra VEX, and MaterialX. Accessibility: Full support for Houdini Apprentice & Houdini Indie. Workflow: Standardise your networks and access specially developed nodes for various renderers and presets. The IPOPs Toolset The HDAs are organised into four core libraries/bundles: 1. The Standard Library The foundation of the IPOPs toolset, offering quick shaders, AOVs, and over 70+ essential utility nodes. Highlights include: Fresnel VOPs: Powerful Thin Film Fresnel, standard Fresnel, and XRay VOPs for Karma/MaterialX (CPU & XPU), complete with an Index of Refraction Library preset. Mask Falloff VOP: Generate quick, SDF-based masks directly within your shaders (Mantra & Karma CPU). Edge Detect & Front Face VOPs: For outlines and camera-facing normal detection (Karma/MaterialX). 2. Geometry, Particles, & Volumes AOVs Bundles A dedicated set of remade, production-ready AOVs, Mattes, and Utility Passes tailored for different geometry types. Unique Workflow Feature: Each AOV bundle includes a SOP-level Bundle Maker tool. This allows you to: Preview AOVs directly in the viewport. Override material settings using attributes, which is perfect for reusing the same shader on multiple objects while generating dynamic AOVs based on the current context. Featured Utility Tools We’ve also released powerful standalone utility shaders as part of the IPOPs ecosystem: Tool Description Compatibility Motion Vector VOP Shader & SOPs Generate quick motion vectors on the fly for geometry, particles, & volumes. Uses both forward frame (Mantra) and velocity-based methods. Mantra & Karma CPU (VEX Based) Mask Falloff VOP Shader & SOPs Generate quick, SDF-based masks inside shaders for shading maps, similar to an Attribute Transfer SOP but running in VOPs. Mantra & Karma CPU (VEX Based) Demos & Previews See the IPOPs in action with these demonstration videos: Volume AOVs Bundle Demo (Karma Materials): https://www.youtube.com/watch?v=jxsof1ogU_A Geometry AOVs Bundle Demo (Karma Materials): https://www.youtube.com/watch?v=UNdxYFrXUbU Particles AOVs Bundle Demo (Karma Materials): https://www.youtube.com/watch?v=lhJFfNks8H8 Advanced Fresnel VOPs Demo (Karma/MaterialX): https://www.youtube.com/watch?v=cVM18pTLnJA&t=1s Get the IPOPs! Explore our store for various bundles tailored for Houdini Apprentice & Indie, including the IPOPs Master bundle and dedicated Geometry, Particles, or Volumes AOV bundles. Store Link: chakshuvfx.gumroad.com For any enquiries, please email: support@chakshuvfx.com We will be posting constant updates and developments here!
  13. Hi, I was wondering If there is a reliable way of pushing curves apart from each other in 3d Space so they are not overlapping/intersecting but on top of each other. I have some branching curves and sweep them afterwards but there are all intersecting. I tried some stuff in vex to offset the position with the pscale attribute but didn't get a good result so far. If anyone has an idea pls let me know! The first image is my current state. The other two are references from an effect i am trying to recreate. There you can see the difference between overlapping and stacking. Thank you! NewSystem_08.hipnc
  14. I fixed my issue. It was just a problem of the iteration attribute actually.
  15. shape shifting_smoke - search on this Forum, Maybe useful. @Ken_Fen
  16. Hi there, Quite new to Houdini and trying to create a simple setup of an emitter (lets say a sphere) which produces smoke (simple going upwards) and a box which attracts smoke and gets its volume filled in. I know that someone did something similar in the past: https://vimeo.com/223556457?fl=pl&fe=sh So I am trying to re-create something similar with a simpler setup (sphere emitter and box attractor) with the latest Houdini using latest nodes. I am able to create the sphere emitter (in Geometry -> Pyro Source etc etc) and DOP Network with Pyro solver and Volume Source emitter etc etc... but then I get stuck on how to make the smoke to be attracted to the box. I tried a few things but not getting the desired effect so far. Any idea how I can do this please? Any help would be appreciated! Thanks!!
  17. It looks like you're encountering a Redshift DLL error while rendering. The message indicates a problem loading the hip core library but finding the CPU compute library instead. Have you tried checking your Redshift installation for any missing moto x3m files or errors? You might want to ensure that the necessary DLL files are in place to resolve this issue.
  18. Hey, thanks for the reply. The main issue is that it doesn't follow the drawn curves direction/alignment. Here I drew 2 curves. The branches on the right one should follow the original curve and not stay in the direction of positive z. Also thanks for the file. I will take a look if I can fit it into my setup.
  19. I can't figure out what you want to do, but I can help you with some tricks anyway. file from Qiita advent 2022 HoudiniAdventCalender2022-20251117T051516Z-1-001.zip
  20. can be useful https://www.doublejumpacademy.com/community-files/world-war-z---crowd
  21. Hi! I have a crowd simulation of ants that idle and walk, they are quite dense packed so to reduce intersections I want some to move on top of the others. Lets say when they are close to eachother I want one of them to move over the other agent. A simple y position change will do it I think. My setup is simple, I have a terrainproject and terrainadaption first to position the ants on the terrain. Then im thinking of using a popwrangle. But wilst thinking it through I see multiple issues, getting the proximity to each other is simple. But how do I choose which on will move up? And what if mulitple points are in proximity of each other? Does anyone have a good workflow for this? Thanks!
  22. Hi, I am currently working on a growth effect based on a simple loop and carve animation. I am struggling with aligning it to the initial draw curve though. I know its because of the way I set up the loop but can't figure out a way around this. In the loop I always delete all points but the endpoints to ensure I only create new curves on these end points. But doing it like this creates issues with the tangentu attribute I need for the alignment. Note: I used the Mops randomize in the loop. If you don't have mops its gonna look different. Ill include my file and a reference image how it currently looks. Any help is appreciated, thank you! NewSystem_06.hipnc
  23. Earlier
  24. Houdini AI Assistant - Official Demo (HDA Architect, Debugger, Executable Actions) Full demo of the Houdini AI Assistant! Learn more: https://rart.gumroad.com/l/HoudiniAIAssistant
  25. Hello guys, So i've done HQueue simulation (Simple Smoke Distribute Sim) at my local network but it's stuck at 0% for both of my PC and i also done some HQueue render test and for the PC that's not the server it took 1+ min just to load the scene (Simple Cube Scene) and my transfer rate is 500 MB/s while the other (The Server PC) took normal time, Do you guys encounter the same problem and do you guys have any solution to this? Thanks Guys!
  26. Thanks! Phew, hard question. Maybe hardest is to keep the whole thing maintainable Things get more complicated as stuff is added, more combinations of things that can affect each other. What should be masking what.
  27. So as explained here it is a packed data, and after unpacking it, you can get the indices and weights.
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