Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Community Reputation

10 Good

About LukeLetellier

  • Rank

Contact Methods

  • Website URL

Personal Information

  • Name
  • Location
    Portland, Maine

Recent Profile Visitors

1,522 profile views
  1. Did you find an answer to this one?
  2. Thanks; it seems to be related to the source volume for temperature & fuel; by scaling them down from 1 to .2, things look much closer to what they did before. Still some tweaking to do (isn't there always?) but it's looking a lot better.
  3. I need to re-use a pyro scene I had created about a year ago as part of a project; here's a test render I had done on 5/19/16: https://www.dropbox.com/s/y9tih2vxd2w2pce/PaperBurn_02.mp4?dl=0 I found an old autosave from that day (and the surrounding days), and when opened in either H15.5.863 or H16 .0.633 I get a test render looking like this: https://www.dropbox.com/s/68dw58zxa6pno8m/PaperBurn_02_today.mp4?dl=0 For some reason, the temperature and heat fields completely balloon out within 20 fames & fill the entire grid. It's the same exact scene file from that day, but with completely different behavior - and I can't figure out why. The shader feels out of whack too, as it looks incredibly overexposed. The only thing that comes to mind is if there was a change to the pyro solver in H15.5/H16 that needs to be accounted for. Thoughts? I can strip the scene file of client content if need be. Thanks, Luke
  4. Apparently, there's a bug in 15.5.632 that's causing this to hang. The recommended fix is to: 1. Save out the Geometry from H16. 2. Open up the geometry in H15.5.717, and save it out again. 3. Open up the geometry in H15.0.633 / use geo in C4D HDA. :(
  5. Thanks; I added "HOUDINI15_5_GEO_COMPATIBILITY = 1" to my H16 houdini.env file, but this doesn't seem to have fixed my issue. So it might be something else I'm dealing with. Will talk to SideFx tech support.
  6. I feel like I missed a memo - and I can't find the right words for a search to find it in the forums: While in H16, how can I save out points to a cache that can be read by H15.5? I know that bgeo.sc doesn't work, but I thought that .bgeo would, but when I try to open the attached cache in H15.5, the whole program stalls & I have to Cntl+Alt+Delete. I'm doing this because the C4D Houdini Engine hasn't been updated to H16 yet (really Maxon?), and if I want to try to use it, then my source geo files need to be compatible. Thanks, Luke Points_H15.zip
  7. Best to ask your questions on the GitHub page, as you'll have a better chance of getting an answer from a developer (i.e- someone who knows the answer)
  8. At this point I think it'd be good to talk to SideFx support.
  9. Sorry that you're having issues! I notice that you're using an early version of H14, so I'm not sure if this will line up 1 to 1 with what I have. In your hq_Render node, see where there's the option that currently says "Render Current Hip File"? Change it to "Render Target HIP File", and then type in the direct path to the file, similar to how you typed in the direct path in the "Target HFS" Field: "H:/MyProject/Houdini/myHoudiniHipFile.hip" <--- or whatever it'd be. On this particular field, be sure to use the full path, *not* $HIP. But be sure that every other external file reference node in your scene (Alembic, ROPs, Read/Write nodes, etc) are all using $HIP paths. Since you're still on H14, I'm guessing that you're on the full version of Houdini rather than Indie? If you are using Indie, be sure to go into the "Mantra Options" tab of the Hqueue render node, and uncheck the "Generate IFDs" box. With any luck that'll work!
  10. Thank you for your help & clarifications! To be honest, I wasn't even aware of the drop-down menu that distinguished between RBD & Bullet (I was also using the two terms interchangeably, due to my use of another app. Oops.) Bullet appears to be more stable for my current sim (or at least, it doesn't require me to go through and change a lot of parameters). I also didn't realize that VDBs only worked with the RBD solver; I'm used to using them as obstacles for FLIP and smoke sims, so I just assumed that it'd migrate over. "Never assume..." Learning every day!
  11. I have a series of objects that I've merged together & created a VDB to be used as a fixed collision object in an RBD sim where a bunch of objects pour down on top of it. The problem I'm having is that the bounding box of the VDB is being used as the collision object rather than the VDB itself. Sample scene attached, in which two separate cubes are merged into one VFB, but the falling spheres believe the bounding box is the obstacle. GIF of sample scene to demonstrate the issue: How might I remedy this? Thanks! Luke VFB_RBD_Debug.hiplc
  12. Rohan Dalvi did a tutorial on how to grab excel data and bring it into H.
  13. Thanks! For those following along, on the camera: Render Properties --> Mantra --> Rendering --> xform_motionsamples
  14. How does one do this in H16? I can't seem to find the "Transform samples" parameter to add.
  15. Bingo. Thanks so much Adam! RFE is submitted.