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  1. Past hour
  2. How to setup scipy of python lib ?
  3. Controlling shader properties

    Hello, I am trying to set value of shop_disable_displace_shader parameter using Properties VOP inside material. Setting its value manually works without problem, but when I plug some value in this parameter, it won't update anymore. I have created simple setup, where disable_disp attribute from geometry is used as value for shop_disable_displace_shader. Unfortunately, changing disable_disp won't change the state of shop_disable_displace_shader. Same value is set as color, so I am sure Bind VOP inside material is working. Please, does anyone know what is wrong with this setup or how can I make it work? Thanks. Peter properties.hiplc
  4. how to create Ink in water

    i saw it and try to do it. you did not see my video in question? this lesson is completely different from what I want to get ( The paint gets into the water does not dissolve, but swirls and keeps with certain clouds. whole pieces without diffusion. it looks like an object and not as a cloud and in this contrast. this effect is similar to that of a volcano explosion - when the smoke does not dissolve in the air. I tried to take the smoke and convert it to geometry - it turns out a terrible result, not even like smoke
  5. Today
  6. Add points to packed geo

    I understand better. You want to simulate all 10000 feathers using wire solver (each wire containting only a few points to represent a low version of each feather ?), and instance and pointdeform a packed version of a feather on each wire ? If yes, I would then make the wire sim first, and afterward loop over each wire (divide and conquer : you replace memory problem by using more space on disk), pointdeform my highres feather and save it to disk (.bgeo), and use it later as a "packed disk sequence primitive" (File Sop setup on packed disk sequencet). And depending on your computer strength, to save time, I would do it by bunch of 1000 wires (you can handle 1000 feathers at a time ? 4 million points is not killing a good laptop), and you would reach 10 sequences of 1000 feathers that you just need to load later for rendering... If not, if you want to only animate one template feather (but I doubt it if your animal is moving), it is even easier : save your animation of one pointdeformed feather to disk (.bgeo), and instance it through a File Sop setup on Packed Disk Sequence. All apologizes if I make you loose your time and does not answer correclty / understand correctly your problem, but your this topic is quite interesting :-)
  7. Rendering time

    looking at the pics I can only tell u there must be something terribly wrong in your scene or render settings as something like that should render in a minute or so. what are your render settings and what materials are u using? is it still slow when you render just a plain grey shader? what kind of lights do you have in your scene?
  8. how to create Ink in water

    I remember a tutorial talking about that on cmiVFX : https://cmivfx.com/houdini-ink-fx Never bought, never watched, but seems like what you are looking for. And there is this one from Entagma (you can use it as a base start, altough in their setup they use a thin layer of fluid that they reproject on a plane, to focus on the nice turbulence - but the key is to have fluids with different densities, so to answer your question, I would use FLIP, have particles with one density, and change the density for a bunch of particles that are inside a drop of ink, for example, and colored differently):
  9. Add points to packed geo

    Hey! Thank you for the quick answer! So why I packed is because my feather excist out +-4000 points (in "low poly") and I want to make a full feathered animal(over 10 000 feathers) with an animation and simulation. Or do you think there is a better way to prevent crashing my laptop? And in my head the simple solution would be if I could get the geomety of the feather but packed with only a certain amount of point that can follow the wire simulation(see picture) so what I am atually looking for is to add points on a fixed position to a packed geo. I am fairly new to houdini and I feel like I sometimes miss a simple solution because I just didnt know a certain node existed.
  10. RBD fracture - id per set of constrained pieces

    Thanks for reply, I want unique id for each group of constrained pieces not an attr for pieces which are still constrained. Lets say i want to apply a random color for each bundle. Ill post an example once im back to my PC. Im trying to do cheap softbody tearing using RBDs.
  11. RBD fracture - id per set of constrained pieces

    You want your packed object to have an attribute that is the same among them when a constraint is still alive between them at the end of the sim ? I think you can manage that with Wrangle using a solver or multisolver. But how do you deal is, say, you have three pieces, one being constrained to the two others (1 object appearing in two constraints), but the others having only one constraint ? You can’t have a unique attribute... can you explain more what you want to achieve ?
  12. how to create Ink in water

    i can't see anything about my question there ( I do not understand at all where to start studying this issue. Is it smoke? liquid? what kind of simulation to choose to start with? smoke dissolves in the air, so it does not fit. The paint, as in my example, does not dissolve, but swirls
  13. Rain water drips

    Perfect ! I will work on that, thanks again for your help Atom !
  14. Hi guys, Im doing a simple fracture sim with rbdpacked object and constraint network and breaking few constraints dynamically. so endup with clusters of pieces as usual. Is there any way to get an id attr per set of pieces constrained together after the sim? Thanks in advance.
  15. Prism pipeline

    Is it a kind of Shotgun “of the poors” (ie. assest management system + tasks followup) ?
  16. Rendering time

    I will have to do 2 render separated. One with sphere, bolts and ground deformation, and another render with sparks. 387sparks.tif 387total.tif
  17. This excellent tutorial will help you solve your orient issue:
  18. Crowd Sliding Backwards?

    I'm digging through everything right now. Not sure what's missing, but it does seem like they converted a locomotive animation to in-place in the setup file. But then it's being sourced as locomotive again, so not quite sure what's gained by converting back and forth. I'll share any major breakthroughs, thanks.
  19. Yesterday
  20. Crowd Sliding Backwards?

    If changing to in-place fixes it, that sounds extremely suspicious (e.g. perhaps the locomotion data and/or clip frame range is incorrect).
  21. Crowd Sliding Backwards?

    A quick update. I have can remove the backwards sliding of the crowd when I bypass various nodes, but not sure why it's working (for example, the terrain projection nodes?). I did finally try setting all agents to in-place instead of locomotive. First, I tried this on only two agents, and they worked great. But then the first two agents started sliding back when they weren't in the first place. Long story short, I've changed all agents to in-place and the simulation is working fine now. I'm still curious if I've fixed one issue at the expense of some other feature, but I'll keep digging. Thanks
  22. Houdini 17 Wishlist

    Houdini 17 will be up at the end of this September or at the start of october. Jeff Wagner said it in the H16.5 Illume Webinar - Collisions Part 3 in the last 10 minutes when he was talking about the Cloth tools and from the way he was talking.. It seems like H17 will bring updates to the Cloth tools as well.
  23. retrieving attributes from objects within refractions

    AWESOME! @toadstorm, Thank you for doing that! Funny thing is, I had something wired up almost exactly the way yours was.. but it's the almost that got me.. Again, thanks, I'm one step closer to understanding all the different contexts and ways to accomplish things in houdini! -C
  24. I think the easiest way, not taking the credibility of setting up the Houdini environment file, is to copy the path location where the new project folder will be placed then go to File/New Project, copy the path there, create a new name for the new project folder and hit accept. Pretty simple. Pre-Flight Scene is also very handy for that kind of stuff.
  25. can we get normalized curvature of a volume?

    Hi, LaidlawFX Thanks for your reply. I will write RFE to sidefx, thanks
  26. Hi all, I'm running into an issue where some of the agents slide backwards or move backwards after running the simulation a bit. Are there specific nodes I should be looking out for that might cause this issue? I've tried turning off variance on speeds (I'm using locomotive agents as they are already animated moving forward), adjusting variance on the Pop Steer Path, and disabled terrain adaptation and projection nodes. I can't share a scene file due to work security, I just wasn't sure if certain nodes might be more apt to cause this behavior. Still looking through the forums for suggestions. Thanks!
  27. damn I might be a few years too late hahaha
  28. You're on the right track. You can just use convert vdb right after the pyro to convert it from a houdini volume to a vdb, then use another convert vdb to get the polygons. There is a tutorial that goes a bit more in depth about this, specially the shading: is this what you were looking for?
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