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nathanapffel started following assign materials to prims in solaris with vex?
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In solaris I have a material library with materials that match the name property of each primitive mesh in the scene graph. I can use use the material assignment node to assign one material to one primative. This works and in the scene graph you can see the material binding. see attached image below: However I want to do this with a wrangle and assign all materals to matching prims. in a wrangle : string name = usd_name(0, s@primpath); string mats = "/materials/"+name; usd_addrelationshiptarget(0, s@primpath, "material:binding", mats); as shown in this tutorial in the scene graph it looks like it has assigned the material relationship but the materail doen't show up in the viewport. If there is an obvious mistake or if there is a beter way to assign all materials with the same names as prims in solaris please let me know. Thanks you for your attention.
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Can't export created animation with DOP
tamagochy replied to racdew's topic in General Houdini Questions
There is no simple solution to this. First of all where you need keys on obj level or inside geo sop? If on obj level you need to create geo sop per each piece, extract transforms and apply to geo sop and put pies to origin than bake animation with python script. if in geo sop you can just bake with python script. this is example script for bake camera you need to modify it: import hou selectedNode = hou.selectedNodes()[0] bakingNode = hou.node('/obj').createNode('cam', selectedNode.name() + '_bake') hou.setFrame(int(hou.playbar.playbackRange()[0])) for f in range(int(hou.playbar.playbackRange()[0]), int(hou.playbar.playbackRange()[1])+1): hou.setFrame(f) bakingNode.setWorldTransform(selectedNode.worldTransform()) bakingNode.parm("tx").setKeyframe(hou.Keyframe(bakingNode.parm("tx").eval())) bakingNode.parm("ty").setKeyframe(hou.Keyframe(bakingNode.parm("ty").eval())) bakingNode.parm("tz").setKeyframe(hou.Keyframe(bakingNode.parm("tz").eval())) bakingNode.parm("rx").setKeyframe(hou.Keyframe(bakingNode.parm("rx").eval())) bakingNode.parm("ry").setKeyframe(hou.Keyframe(bakingNode.parm("ry").eval())) bakingNode.parm("rz").setKeyframe(hou.Keyframe(bakingNode.parm("rz").eval())) bakingNode.parm('focal').setKeyframe(hou.Keyframe(selectedNode.parm('focal').eval())) bakingNode.parm('aperture').setKeyframe(hou.Keyframe(selectedNode.parm('aperture').eval())) bakingNode.parm('near').setKeyframe(hou.Keyframe(selectedNode.parm('near').eval())) bakingNode.parm('far').setKeyframe(hou.Keyframe(selectedNode.parm('far').eval())) bakingNode.parm('resx').setKeyframe(hou.Keyframe(selectedNode.parm('resx').eval())) bakingNode.parm('resy').setKeyframe(hou.Keyframe(selectedNode.parm('resy').eval())) bakingNode.parm('winsizex').setKeyframe(hou.Keyframe(selectedNode.parm('winsizex').eval())) bakingNode.parm('winsizey').setKeyframe(hou.Keyframe(selectedNode.parm('winsizey').eval())) bakingNode.parm('shutter').setKeyframe(hou.Keyframe(selectedNode.parm('shutter').eval())) bakingNode.parm('aspect').setKeyframe(hou.Keyframe(selectedNode.parm('aspect').eval())) -
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Can't export created animation with DOP
racdew replied to racdew's topic in General Houdini Questions
Can you tell me which nodes are responsible for this? Or at least a similar tutorial if you have one, because I have not found anything similar for my situation( -
Can't export created animation with DOP
tamagochy replied to racdew's topic in General Houdini Questions
There is no keys in simulation and you cant get them with export. If you need keys per each piece you can bake them after simulation and export baked geometry -
Export USD MaterialX to other softwares
haggi replied to eirik2377's topic in Lighting & Rendering + Solaris!
Looks fine to me, in Maya it looks like this. All nodes are there. However I don't have any experience with Max or Unreal, but the material defnition seems to be okay. -
Export USD MaterialX to other softwares
eirik2377 replied to eirik2377's topic in Lighting & Rendering + Solaris!
Can you tell if something is wrong here? I only see Albedo and Roughness when I try to import it to Unreal Engine or 3D's Max. The normal map does not show up cliff_v8.usda -
Can't export created animation with DOP
racdew replied to racdew's topic in General Houdini Questions
I need only fbx for the project, alembic is not stored in Maya file only in cache, on the output I want to get from this baked animation on transforms with keys on timeline -
Export USD MaterialX to other softwares
haggi replied to eirik2377's topic in Lighting & Rendering + Solaris!
At least in Maya an MatX usd file can be read correctly. So I suppose the export is correct. But you can have a look if you export the materials as usda file. -
Hi Every One! My first post here. Venkys Turbulence is officially launching as the Indie Edition for Houdini 21.0.440 It’s ABSOLUTELY FREE!!! https://venkyshoudini.gumroad.com/l/venkysturbulence If you wish me to continue supporting future versions of Houdini, please share it with everyone! Venkys Turbulence is the world's first truly physically based turbulence solution for CG fluid simulations like pyro. It's the next major evolution in the field since the introduction of wavelet turbulence in 2008. This is not based on any Technical Paper. ( unless I write one ) I hope you all see its true potential and share it with everyone. Have fun!
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racdew started following Can't export created animation with DOP
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Hi everyone! I have a problem with exporting the assembled animation to Maya in fbx format The animation of the tower itself was built using this tutorial The main problem with outputting animations in fbx format: -The animations are in the cache and not cached with the keys exposed as I have done before through the SOP of the network -And for some reason the model is broken into separate pieces that were triangulated Maybe someone has encountered a similar problem and can tell you how to solve it Attached screenshots and source of my project
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Hi, I'm trying to export a USD Solaris scene that contain MaterialX shaders. Problem is that when I try to load this USD scene in other applications like 3D's Max and UE5, the shader isnt setup properly, its missing normal map, displacement and other basic things. The only thing that works is USD Preview Shader, but we want to use MaterialX.
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Yep, lower your particle separation and re-sim before surfacing again.
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Flickering in flip simulation surface
tamagochy replied to Adarve's topic in General Houdini Questions
Looks like lowres sim - Earlier
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Flickering in flip simulation surface
RealYooRee replied to Adarve's topic in General Houdini Questions
if your particles are not flickering then most likely due to the meshing process. Trying to reduce the "Influence Scale" parameter on the particle fluid surface SOP or turn off "Dilate" and "Erode" on the filtering tab if you are giving it very high value. -
Ocean Displacement Distance From Camera [SOLVED]
Zakariya replied to GlennimusPrime's topic in General Houdini Questions
Hi, I’m setting up an ocean using the Large Ocean Shelf preset. I’ve noticed that the wave detail looks good near the camera, but the displacement gradually fades out toward the horizon. Would it make more sense to use active displacement for the distant areas, or would a bump map be more appropriate? This is just a quick, low-quality render for now, but I can see that the top half of the image loses detail, and the sky starts reflecting almost like a mirror. Any advice would be appreciated! -
When you start a simulation or a render in Houdini, does the program need, during the simulation, to access the program drive where Houdini is installed? Why am I asking the question? if Houdini rarely reads from the installation files during the simulation or render then I don't mind installing houdini in the slower SSD, and leave the faster M.2 drive for the caches.
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Denisbrody started following Random link of interest
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CasualGFX started following Animation & Rigging
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From what I understand: If you dive into the FLIP solver's Surface Tension feature, you'll find that the key parameter is the scale of curvature. The solver is based on the Navier-Stokes equations. It uses divergence to measure whether particle flow is shrinking or expanding, and then applies pressure to push or pull the fluid, ensuring incompressibility. With surface tension enabled, the solver applies surface pressure based on curvature. This pressure is summed and submitted during the pressure update step (FLIP solve), which then influences particle motion. In FLIP, the surface tension force is defined as: Code F = scale_ST × mean_curvature × surface_normal Where: F is the force density from surface tension FLIP Surface Tension parameter: scale_ST is the surface tension coefficient, typically based on particle separation or voxel size mean_curvature represents how much the surface is expanding, greater expansion leads to higher curvature magnitude surface_normal indicates the direction of the shrinking flow Here’s the link to the article I wrote, which includes a full default HIP file download with extra (paid) solution. It explains in detail why the method works (rock solid), how to use it, and offers various techniques to help you solve problems across different cases. https://medium.com/@vupham_37726/houdini-flip-surface-tension-demystified-f1239da880ce For more background, you might want to check out the paper “Continuum Surface Force Method.” It's important to note that the standard Navier–Stokes equations do not account for surface tension directly, they only solve for inertia, pressure, and viscosity. The Continuum Surface Force model is a technique used in computer graphics (CG) to inject surface tension behavior into fluid simulations. It’s designed for visual realism in animation, not for physically accurate modeling of real-world water materials. The blur radius feature acts as a smoothing filter to reduce volume noise and jitter. It uses a kernel radius to apply the blur. Increasing the blur radius reduces precision, which in turn diminishes fine details such as tendrils and thin films. The higher the scale ST, the stronger the surface tension pushes inward. Small droplets quickly transform into bulk spheres, and tendrils disappear faster. Reducing the scale ST makes films and tendrils harder to hold, causing them to scatter more quickly into floating dots. Maybe someone else could help make it easier to understand from an art direction or VFX perspective, rather than just explaining the dry technical details of the solver. One-day dev for this article and sample files, fueled by years of grind and the smart Houdini gang before me. I'm leaving it here for future reader.
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I want to create a effect where a blunt weapon is coming out of a animal body and creating a flesh tearing apart effect, is thera a way to use vellum grain only in a specific area rather than turning whole animal mesh into grain, I cannot find any solution to that
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I'm also wondering if this is possible. It is very handy when working in Blender Eevee.