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  1. getting active input from a switch node ?

    Here is how you can use the Python Shell to drag and drop nodes and examine their value.
  2. Limit Houdini RAM usage

    In a pyro sim, your ram allocation control is the divsize parameter on the PyroObject node. Don't set it too high. Physical memory is your limit with Houdini. Once you cross the physical limit boundary,calculating speed goes down the tubes. I use an estimate expression to determine how many voxels my current box size and divsize will contain. Keep this number reasonable, like in the hundreds of millions tops, and your sim experience will go much smoother. ILM uses 65million voxels for preview and 165million for final render. If you are simming larger than that, you may want to revisit your camera work and figure out the best way to optimize the scene. ch("sizex")/ch("divsize")*ch("sizey")/ch("divsize")*ch("sizez")/ch("divsize")
  3. [PYTHON]UV Export Script?

    I think I have found a way to get to the UV data but I am not sure how to package it up so it is convenient for the process that will read this data... node = hou.pwd() geo = node.geometry() # Add code to modify contents of geo. # Use drop down menu to select examples. for (i,prim) in enumerate(geo.prims()): if i < 4: # Just print out 4. print len(prim.vertices()) for v in prim.vertices(): print i,v.attribValue("uv")
  4. [PYTHON]UV Export Script?

    I am trying to export UVs from an object into a new file format. I can't seem to find out how to walk the data set to get the UVs exported correctly? I have geo = node.geometry() print dir(geo) So I can see some of the options contained within the geometry object but how do I access the UV coordinates for each vertex?
  5. Syntheyes to Houdini scene scale issues

    You can scale your scene in Syntheyes, before you export. Check out one of the many video tutorials.
  6. That is just Redshift enforcing the license. You can't render .hipnc files in a sequence. You may have exceeded the still image size.
  7. Slow motion explosion

    If you don't have vel volumes, you need to re-simulate your pyro and include the vel volumes. Then you can use the qLib example file to re-time the pyro. The example file uses the velocity inside the vel volumes to re-time the simulation.
  8. Yeah, you need to delete the points on the black faces before you reach the copy.
  9. Imported FBX has broken UVs

    It does look like the UVs are included inside the FBX. But the UVs you want to use are named uv3. In this screen shot I renamed the original uv to uv_org then I renamed uv3 to uv. After that, the correct UVs are displayed in the viewport. Maybe you could throw away or re-order the UV layers in Maya before you export?
  10. Just create a companion goal location for each particle at the start and then when the particles are close enough to the goal location, assign the goal location as the actual location. To initialize, use a scatter with the scatter count matching your point count. Route that into an attribute wrangle's second input. v@goal_location = v@opinput1_P; Pop Wrangle float distance = length(@P - @goal_location); if (distance < 0.1) {@P = @goal_location;} Other forces should still rotate the particle.
  11. Liquify paint effect

    That is just FLIP with UV mapping. Check out the Daily HIPs of eetu. https://dailyhip.wordpress.com/2017/01/25/fluid-image/
  12. You might want to see if you can fetch the default value. All parameters have default values. If the current value does not match then that parameter has been changed. Also check if a parameter has any animation.
  13. Advecting large scale billowy clouds/mist

    I like the cross product swirl idea a lot. So you created a custom velocity field before the fluidsource? I recently created an evolving cloud generator based upon offsetting a random fuel pattern. You can find the HIP file here. Check out Fencer's localized drag as well.
  14. I put together this rolling cloud generator based upon a snippet from the "Attraction" breakdown on the SideFx website. Shown HERE at time code 15:50. This setup uses an animated noise to generate the fuel volume. Constant velocity pushes it in the positive X direction. A volume wrangle is used to apply a range of damping based upon the distance the smoke has traveled. In my most recent Music Video, using this setup, I created a series of .bgeo.sc files containing a density volume and re-timed them to create even more variation from a single export. You can get even more mileage out of re-timming if you include the vel volume along with density. This effectively quadruples your file size, however. Inside the HIP file there is a note with a URL to an open source HIP file that can re-time a .bgeo.sc volume sequence if the sequence contains a vel volume. Velocity based re-timing is much smoother and offers an extended time range compared to just TimeWarping the .bgeo.sc sequence as I did in the video. ap_fuel_from_noise_033118.hiplc
  15. Check out Matt's site for some example files.
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