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Everything posted by Juzwa

  1. Has any1 asked for ryzen stress tests so far? has there been any news how its doing with H? because if not there are actually so many ppl that can do that and Im writing a massage to one of them Just enlight me pls
  2. im talking about this with two guys right now. And it all depends on devs actually. Because U cant do a test without comparison. I will push chaosgroup to join the test for sure, because we have some really good contact with them. Im not so sure about sitni sati (fumefx), they are always so late about any emails. And ofcourse AD with maya would have to join with bifrost.
  3. Hi, So I found this https://github.com/FictionIO/PRTRop Is that working for .prt for Krakatoa? I know its a weird question. I should try that myself. However Im so busy that I dont have time to even try. Thats why I ask. I dont know if its worth spending time to get it to work. Its kind of old stuff (H12) Or maybe you know any working 'tool' to export to .prt and read it in Krakatoa prt Loader?
  4. Thank you. Indeed its working and passing all channels like it should. Thats owesome!
  5. Hi, I guess this is easy question. I ahve a Bound sop and I want to get its xyz dimentions. What is a vex function for getting sop dimentions? I've been trying to look into help but Im not getting lucky.
  6. Ok that makes sense, thx
  7. Hi, So Im having problems caching substeps of my animation. I have substeps on File Cache node set to 16, and the path is "$HIP/../cache/$OS/$OS.$F4.bgeo". Maybe the $F4 is the issue? Maybe I should change this to be able to save not only the frames but the substeps as well?
  8. Hm... I cant get it to work your way. Especially that $N does not work well with strings. Eg "../$OS/$OS.$N.bgeo" evaluates to "../Cache/Cache..bgeo". So a single frame is beeing overwritten But that really suchs you cannnot load on substeps. Thats just silly that you have the option to save with substeps, but you cannot load it? EDIT. Ok got it. So I just use "../$OS/$N.bgeo" on rop output. And indeed when I change the increment to sth different than 10 is overwrites just single frame. But workes with 10. Weird workoround but looks like it does its job
  9. Or maybe its not the caching issue? Maybe the read only loads on full frames? But File node does not have any settings for substeps....
  10. With sop output driver (increment = 1/substeps) I get the same, stepping animation. $N cache a single frame
  11. Hi, Sometimes my perspective view goes haywire. Usually when switiching from camera to perspecitve. Usually in this case I just reopen file and its ok. But maybe there is a way to reset perspective without relaunching H?
  12. Ah yes! You are right!
  13. No, changing to ortographic view does not help. Because once perspective is 'bugged' the orto is as well.
  14. Hi, So I want to use fluidsource as a source for my fluid because of the noise and velocity it creates. But I have an issue with velocity. As long I dont use velocity everything is ok. But once I add velocity in fluidsource node everything goes weird. Eg. - when I add a simple vector [0,0,1] it stops sourcing at all, there are no points created - when I add noise for the velocity, points are created on the vel noise as well. And even though I have enabled 'Initialize velocity' on the flipfluidobject there is no velocity added to the simulation
  15. Ok my bad. After changing the initializing from default Source Smoke to Source FLIP i forgot to check on the 'Create Particles' on Particles tab
  16. Hi, Im trying to simulate a rather splashy fluid, but not too viscous. Behaving like water. With that exception that it needs to stick to the surface a bit more, but do not loose too much velocity on the imparct with objects. For example on the hit with object it would do some splashes, but then try to stick more to the surface and flow downwards with gravity. So not like a blob of viscous fluid that just sticks to the surface. It needs to run down almost like water, but over the surface. Ive tried to play with friction settings but it does not do the trick. So is that possible? If yes, than how?
  17. Thank you, will look into that
  18. Hi. So I have a point. Its inside a volume. I want to move this point over the surface of the volume. So I need a signed distance field values for the position of the point, but how do I get them?
  19. Hi, So Im a bit confused. This always worked but now it looks like it doesnt. Im just trying to use second input position data to do some calculations. But even when I use second input (position P) and directly use it to set normal N, this is now what Im expecting to see:
  20. Ah....forgot to plug in ptnum.... Didnt use houdini or a while
  21. Hi, So my sim got much better, but still I cannot fix some of the penetrations I get. I tried bumping up the thickness, substeps, friction but nothing really makes any visible resaults. My cloth and body has proper normals now and uv. In some regions the cloth just goes right through like there barely was any collision at all.
  22. Hi, So I've done some simple cloth sims before and from what I remember the collision with object is pretty straight foreward. Now Im trying to do some more complicated sim (cloth attacked to a body). I dont know why the constraints (for surface attachment) and collisions are not working when I use deforming geometry. Here is a simple example (its 50mb, sorry, but character alembic cache...) https://dl.dropboxusercontent.com/u/22676624/CollisionIssue.zip
  23. Ok, I finally got to the issue. So finally I tried to check the primitive numbers in the viewport, to my surprise my goal mesh was not actually a polygon mesh, so It had no primitives except one, the object itself. This was a painful lesson to learn that a mesh in Houdini is different than a poligon mesh. Because it literally took me the whole day to figure it out... Just simple convert sop fixed everything. I will remember this lesson till the end of my days!
  24. Hi, So I noticed they changed the group sop again. Im pretty sure it used to be able to select faces, now it selects the whole object. So what I use Bounding Object (points only), and then when I convert the selected point group to primitives, the whole object is grouped. I think this used to work differently. Like a primitive is a whole object (I always though that a primitive is like a poly). So how can I select faces? selectAndConvert.hiplc
  25. Ok learning every day. So when I turned on primitive numbers to display in my viewport I noticed that every prim was 0. So this means that in houdini a mesh is not made from primitives and this is not the same as polygon mesh.... So confusing