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Showing most liked content on 02/16/2017 in all areas

  1. 2 points
    Foxel try reinstalling your current graphics card driver if you can't update it. I had the exact same issue during the weekend on my windows 10 laptop. After submitting a bug report, SideFX replied saying I should reinstall or upgrade my graphics card driver. I did that and it immediately worked again. I had tried EVERY possible solution before that. I uninstalled Houdini several times, deleted the houdini15.5 folder, disabled my anti virus, disabled/enabled the firewall for Houdini, even tried to launch Houdini while offline and nothing seemed to fix it. At one point I even suspected something could be wrong with my RAM since it wouldn't go above 4gb (out of 16) while it was cooking a big scene. No matter what I did in Houdini the memory wouldn't go above 4gb. I ran the windows memory diagnostic tool and had no errors, so I knew it wasn't a hardware issue. The only thing that solved it was reinstalling the graphics card driver. If that doesn't help I would submit a bug to SideFX! Edit: To reinstall the latest driver, I actually went into Nvidia's website and downloaded the driver myself, instead of updating it from the Nvidia control panel. My guess is that some update on Windows 10 might have corrupted the driver.
  2. 2 points
    i don´t know this tool but from watching the video i guess that it uses a non-rigid icp algorithm to match one geometry to another. there is no "out of the box solution" you can use in houdini but it isn´t too hard to wire together something that works in a similar way. please take a look at the attached file. it uses some pre-definded points on both geometries to guide the general alignment and deformation. if you want this to work without any user input it might become more tricky but should also be doable ... hth. petz non_rigid_icp.hipnc
  3. 1 point
    Hi all, I had been doing a rnd project on how to generate knitted garments in Houdini lately. And one my inspiration was from a project which was done by Psyop using Fabric engine and the other one is done by my friend Burak Demirci. Here are the links of them. http://fabricengine.com/case-studies/psyop-part-2/ https://www.artstation.com/artist/burakdemirci Some people asked to share my hip file and I was going to do it sooner but things were little busy for me. Here it is, I also put some sticky notes to explain the process better, hope it helps. Also this hip file is the identical file of the one that I created this video except the rendering nodes https://vimeo.com/163676773 .I think there are still some things that can be improved and maybe done in a better way. I would love to see people developing this system further. Cheers! Alican Görgeç knitRnD.zip
  4. 1 point
    After downloading and installing Renderman to its default location, the simplest solution is to put following lines into your Houdini.env as well the Rmantree as a seperate entry in your System variables and appending the path with the @Rmantree. But! in the path variables of your System use $ instead of @. Forward slashes are valid for all three targets. RMANTREE="C:/Program Files/Pixar/RenderManProServer-21.2" Path=$PATH;@RMANTREE/bin Thats it. Cheers
  5. 1 point
    Hi guys, here is a new plugin for you: Hreeble https://www.youtube.com/watch?v=2hQzy26cGaw Finally we can build a Star Wars ships with a few mouse clicks! Source code and complied version for Houdini 15.0.347(Windows and OSX) available here: UPDATE: Update a video with some new features. Cheers, Alex.
  6. 1 point
    @nisachar thanks! - I remembered that too after posting - is there any way to make the larger version the default? Also more vertically height would be most useful. Maybe even other controls would be good. i.e. a vertical up/down parameter and a radial control too. Sort of a dashboard heads-up system.
  7. 1 point
    Here you go a fix version, you might want make your final particle separation higher for final, but is up to you. BoatSim_fix.hipnc
  8. 1 point
    you can scatter points in texture space to make points stick to a deforming geometry or generate once on a rest position and then use an attribute interpolate node to deform it each frame check the "Spiky Deforming Torus" example which comes within houdini.
  9. 1 point
    The c. a. pieces sop expects geometries to have a name since it's usually used to connect pieces for rbd simulations. If you right click it and go with "allow edit of contents" (or something of the sort) you will see that some nodes have errors because of the absence of the name att. You can delete those nodes since you're not using them if you want to get rid of the error About the other question see here
  10. 1 point
    It's very important to understand why that appears to "work". Your example uses an expression function that's evaluated while evaluating the string parameter for the wrangle's code. This happens before the VEX code is compiled, and means that the VEX code will keep being recompiled whenever the value is dirtied by the upstream SOP's geometry changing. That can have significant overhead, such as when running inside a foreach loop.
  11. 1 point
    you can as well safeguard it for certain node type like Transform SOP sel = hou.selectedNodes() for i in sel: if i.type().nameWithCategory() == 'Sop/xform': i.parm("px").setExpression("$CEX") i.parm("py").setExpression("$CEY") i.parm("pz").setExpression("$CEZ")
  12. 1 point
    # Get the selected nodes in a list nodes = hou.selectedNodes() # Loop over the selected nodes list for node in nodes : node.parm("px").setExpression("$CEX") node.parm("py").setExpression("$CEY") node.parm("pz").setExpression("$CEZ") In the second sample you were trying to index ( i[0] ) a node. Whereas, in the first code example, you were indexing the node list ( sel[0] ). A good way to learn python is printing things out for example, print type(i) would have told you that 'i' was an ObjNode and not a Parm like in the first example.
  13. 1 point
    since for i in sel will not be run if sel is empty, you don't need the first if then i already contains single object per iteration, so lose the [] sel = hou.selectedNodes() for i in sel: i.parm("px").setExpression("$CEX") i.parm("py").setExpression("$CEY") i.parm("pz").setExpression("$CEZ")
  14. 1 point
    @Jero3d thanks a lot i have just updated my graphic card all went back to normal thanks for your help!!! @ dmitri if you using a gforce driver uninstall it and download and instal it again @Diego A Grimaldi thanks for shout that out i think it was something to do with graphic card but thanks though really appreciate your efforts guys
  15. 1 point
    Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  16. 1 point
    Yeah so I'm still playing with bricks, I'm definitely a square. Nothing fancy, the hardest part was data swapping between different sims.
  17. 1 point
    I saw the Lego movie recently and thought I'd have a crack at their point cloud sims. As it stands, all the bricks are the same size so I'm trying to work out how to randomize those. Fun stuff!
  18. 1 point
    SESI should enjoy every minute of it. They did really well this version. Lol, but it's all out of love, and after it's been announced. I've done it since 12, and a Wishlist on Odforce goes back to 2002? Gotta keep up with Traditions. Got to keep the dreams burning.
  19. 1 point
    that's what apprentice does due to the limited rendering window size
  20. 1 point
    It looks like operating system level interface scaling for a high DPI display. The scaling doesn't work good on applications that are rendered with hardware (OpenGL) like Houdini. Houdini has it's own way of managing high DPI displays, click Edit menu, Preferences, General User Interface, and then change the Global UI Size parameter.
  21. 1 point
    Hello!! Ron here from Toronto Canada. I've been a member for a little while now, so I figure its time to introduce myself and join in the fun. This video is my first post using Houdini from Side Effects Software. https://vimeo.com/201060695 I come from an after effects background, so I threw in a few extras for free. Lol. Example AE video: https://www.youtube.com/watch?v=xwfOYSZ5eTA Cheers! Software: VFX: Houdini 15.5 IMAGE: Photoshop CC 2017 AUDIO: Adobe Audition CC 2017 VIDEO: After Effects CC 2017 VFX Influences: Abstract Wire Effect https://www.youtube.com/watch?v=7vea3Mu3tsc Ripple solver http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops PROCEDURALS 03 https://vimeo.com/150124407 Music: https://soundcloud.com/urvmusic/nu-luv-sequence http://www.flare4.com https://twitter.com/flare4com https://ca.linkedin.com/in/flare4 https://www.youtube.com/user/RonenTokayer https://www.facebook.com/ron.tokayer
  22. 1 point
    I actually came back and revisited this one - it was really bugging me I hadn't figured it out! It's a pretty messy solution, there's no instancing and bulk VDB's to calculate out of bounds geometry. To win, you definitely need to attack it on a point level. I had a vague idea of setting the orientation first, running a random set of points through a loop and grabbing the near point based off the orientation - you would also need a statement to figure out if pieces will fit or not. If anyone has ideas I'd be interested to hear. I've attached the scene file if anyone wants to check it out. legoify.hipnc
  23. 1 point
    Update: A new awesome method is to use an Attribute Wrangle set to "Run Over: Primitives" with the following code: First line adds a point to the center of every primitive. (I believe it uses the point average for the center). The second line is optional and removes the original primitives. Original thread: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541
  24. 1 point
    Hi all. Here is my little lego brick effect test that i have been working on for the past few days. Hope you like it.
  25. 1 point
    You don't need to use different shaders. You need to add attribute exports to the existing shader. Edit the billowy smoke shader and add bind VOPS via "Bind Export" for any attributes you wish to export from your shader as an AOV (arbitrary output variable). Once you've added the attribute exports to the shader, add extra image planes for each desired attribute from the Mantra ROP "output" tab. For example, in the billowy smoke shader attach a "bind export" vop to the "density" parameter VOP. Name it "density". In the mantra ROP, create an extra image plane for "density" and you'll get that image plane added to your .exr output file.
  26. 1 point
    Hi Curve, Contrary to the labeling, using a Quaternian is the easist way to do this. 1) Lay down the Quaternion VOP 2) Plug in the axis and angle parms (I can't remember if the angle is degrees, or radians) 3) Convert the Quaternian to a Matrix3, you can use a 4, but not needed for rotations... 4) Muliply your Vector by the Matrix3, make sure your Vector is the first input, and Matrix is the second. 5) BAM!! Rotating Vectors! I am sure there is a great math explination out there for how this works. If you know what it is fill me in! cheers, -j
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