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captainbuckfish

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Everything posted by captainbuckfish

  1. Python issue from 3DBuzz Rigging tutorial

    Thank you for the reply. Still trying to understand this, these rigging tutorials are like being dropped into the deep end with no building blocks for the basics. So to add to the startBone ptg = startBone.parmTemplateGroup() stretchRatioParm = hou.FloatParmTemplate("stretchRatio", "Stretch Ratio", 1) ptg.addParmTemplate(stretchRatioParm) startBone.setParmTemplateGroup(ptg) Sorry, like I said new to python
  2. Good evening, New to python and wanted to get to grips with rigging in Houdini. Been working though the 3DBuzz Technical rigging series and been tripping up over all manner of stuff. On the stretchy spline section of the tuts there is a section that errors out and I am not sure why. The code is stretchRatioParm = hou.FloatParmTemplate("stretchRatio", "Stretch Ratio", 1) startBone.addSpareParmTuple(stretchRatioParm, (“Stretchy IK”, )) Error message reads Traceback (most recent call last): File “stretchyIK”, line 85, in <module> File “stretchyIK”, line 14, in techrig_stretchyIK_Tool File “stretchyIK”, line 54, in techrig_stretchyIK File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 44, in addSpareParmTuple _addParmTuple(self, parm_template, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 71, in _addParmTuple parm_template_group, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 93, in _ensureFolderExists “Invalid containing folder name(s)”) OperationFailed: The attempted operation failed. Invalid containing folder name(s) Would love if somebody could explain this? I know the tutorials were made in Houdini 9 have there been changes that would make this not work now? Many thanks, Duncan
  3. Houdini tutorials

    Some advice on best Houdini tutorials for animation. Procedural and traditional. Would like to use Houdini more for animation instead of jumping about to other programs. CmiVfx have Procedural Animation Techniques but that was made in 2010 so not sure if the content is relevant anymore? Can anybody advise? Thank you, Duncan
  4. Houdini tutorials

    Character animation, tradition and procedural.
  5. Creating subfracture group

    Hmmm... guessing its not something people do considering the response. Frustrating trying to piece things together with limited knowledge. Tried many different ways and came up with a hack of doing what I wanted. Just want to be able to fracture pieces but sim them as solid units instead of many individual ones. Trying to understand how the name attribute changes packed prim results and moving promoting attributes about. Kinda messy so if somebody can advise a cleaner method then I would be grateful. Supplied the hip file and the mesh I am working with. Its the head of the rhino from Disneys Robin Hood. Feel free to smash it up yourself. All the best, Duncan BOOLEAN FRAC.rar
  6. Creating subfracture group

    Good Evening, Im trying to improve the look of my fracture setup using booleans. The pieces look great but due to the boolean cutters the pieces dont read so well in DOPS. I decided to measure the chunks and shatter only the larger pieces in a bid to improve the collision geometry. I want to use a forEach loop for each large chunk, shatter it and then assign it to a group or assign an attribute so that I can use them later in the constraints network. Those chunks will have glue constraints set to -1 so they dont break basically meaning they are the same as the original piece but will read in DOPs better for collision geometry. I dont want the subfractured individual piece info just the original whole piece. Is there a way to create a group for each loop of the forEach. Then I would have groups like unbreakable_01, unbreakable_02? Would appreciate some pointers before I go insane haha hip attached. Thanks, Duncan forEachLoop.hiplc
  7. FEM DOPEmbedded geo issue

    Cheers will see if that improves the results thank you
  8. FEM DOPEmbedded geo issue

    Morning, Woking on some FEM stuff but having some issues. First image you can see the nodes used to create the scene. The transform has CHOPS applied to the rx value with some noise for animation. Point deform captures this animation. The isooffset is used to group internal points on the tets and used for constraints in the sim. In DOPS its set as an organic mesh and the target is set to follow the animation. Everything works great (love FEM) but.... having some bad results on the embedded geo as you can see in the first image (FEM 1 ) Why do the results come out like this? It also doesnt follow the sim very well. If i use just a standard point deform the reults are better and it follows the animation tighter. So why do we use the Embedded Geo option? How can the result be improved. Weird job where the client wants unicorns abused this way... but will upload a .hip with simpler geo when I have chance. Cheers Duncan
  9. FEM DOPEmbedded geo issue

    I went with the point deform setup for this job. These unicorns fell from the sky and did weird jiggle dances at the clients request. I have attached the .hip with the model so people can check it out and advise better ways to work with this. First time to get FEM working on a project and was happy with the results need to do more tests and understand its workflow. FEMM HORSE.rar
  10. Hi, Struggling with materials (as always) in Houdini. I am using attributes to overide material values which works fine for roughness etc but bump values I dont understand. I want to use the principled shader but is there a way to take cd values from the mesh and assign as a bump using the principled shader? I used the material Builder to get some displacement onto the mesh but dont understand the correct workflow for this. So many options and nodes related to Bump/Normal/Displacement. Also transform space from object to camera etc and displacement bounds... So much to learn and figure out so currently watching the custom shading masterclass but if I cant figure out the basics its hard to get to the advanced level. I have attached a .hip with the issue I have. Can somebody give so advice on the most common and reliable method of assigning bump/displacement in shaders from attributes. Many Thanks, Duncan bumpTex.hiplc
  11. Setting gravity in Flip simulation

    Hi, Trying out the new nodes in Flip fluids and starting to get some small understanding. One thing that got me was setting gravity on say objects that are floating mid air. So I used the popforce node using Ben Watts tutorial for setting force where temp is present but is there another way to do this? Hip attached. Any help much appreciated. want to try and bring temperature in different ways next maybe sourcing from a pyro sim or something like that. Melt_test.hiplc
  12. Spring constraint networks

    Finding it hard to find examples or information about spring constraint networks. As an eternal novice in Houdini trying to find information and decipher the information given is a challenge. Followed the tutorial from Peter (the legend) Quint - Houdini Spring follow. Attached the Hip file https://www.youtube.com/watch?v=mDkc2gU31sA&t=959s But I want to use Packed prims for something like this. Seeing the effect here by Stefan Sietzen Packed Prims are just points, so how can I assign them a position that changes over time? Do I use a SOP geometry to bring the moving points in? Cant seem to find much info about spring constraint relationship which makes me think people dont use it? Any advice or starting points (other odforce posts or other sites) would be much appreciated. Kind regards, Duncan PeterQuintPositionSpring.hipnc
  13. Spring constraint networks

    waaaaaaaaaaaaaaaaa THIS IS GOLD! How come I didnt find it on my searches on vimeo, odforce, Google etc!? Now I have a ton of stuff to watch, learn and get confused about hahaha Thank you, looking forward to getting stuck in.
  14. Hi, Having some issues understanding shading in Houdini. I created a rigid body sim and the model already has UVs and some textures. I created some attributes and wanted to use them to add to these textures within Houdini, masking sections to add noise and add bump mapping to areas. I would like to use the edge attribute I created to apply a crack style bump to the mesh. Please see the attached files. Issue is using the principled shader I dont know the best way to add these cracks to the exisiting bump map and also to have displacements too. How do you create a bump/normal shader from scratch? Many thanks in advance, Duncan SHADING HELP.rar
  15. Adding to groups and using If Blocks

    Good morning, I have an object scattered with points, using a point cloud these points are collected making a spreading noise. I want to add these into a group however the If block node is now different and not sure of the use. Maybe there is another method of doing what I want instead of using this so any information would be appreciated. I have attached a file of the scene so far. Thank you in advance, Duncan spreading to groups.hipnc
  16. Good morning, I am sure this is a fairly simple one for you guys but has been frustrating me for hours. I am trying to control the mantra shader using attributes from my mesh. I have an animated noise that is exported via a bind export and it is driving emission and other attributes however I want to control the displacement close to the edges of this. Only option is to apply a texture instead of directly binding to an attribute.... waaaa! Should I recreate the displacement nodes inside the current shader and if so could somebody provide some pointers towards this. hip file attached Pretty exciting how you can build anything in Houdini, love it! Just need helping figuring out these building blocks. Thanks, Duncan displacement issue.hiplc
  17. Controlling displacement via noise attribute

    Ah so create a parameter and feed it into the displace, seems simple enough. Thank you very much, I need to get my head around these concepts. The forum is helping so much. Thanks again.
  18. Controlling Noise animation and start position

    Good Morning, Currently trying to work with animated noise that moves across an object. My issue is controlling the direction of the noise generation. The idea is the object will appear from this noise pattern. Forming slowly from bottom to top. I have the noise working but cant control its position and isolate just the direction instead its just random all over. Image and Hip attached I tried another method using points them converting to VDB but I don't like the look as the noise has a subtle gradient that really works well. Would love some help on this, I come from a C4D background but Houdini is way more powerful that I want to continue working with it. Duncan noiseControl.hiplc
  19. Controlling Noise animation and start position

    Hi Mestela, Awesome, that solves it! I need to get my head around all the VOP nodes, so much to learn. So much power if you have a decent understanding of these.. and math hahaha should have paid attention in school. Thanks again.
  20. Good evening, Started learning Houdini and trying to get hold of any tutorials possible to get up to speed. Keep hitting walls left right and centre due to Houdini version changes that have changed how processes work... frustrating when you are learning but I just have to put up with that. So I am going through the Digital Tutors custom Pyro tutorial where attributes are created and then passed to the scattered points via a VopSop, oh hang on that's not possible anymore as VOPS are all different. The original uses a point cloud node to bring in attributes that are hooked into the Vop Index ports. I tried to attach the file but doesn't seem to want to play ball so I have attached two images to show the node layout. Is there a better way to achieve this is H14? Thank you, Duncan
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