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    Atomic
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  1. My R'n'D

    It looks really good. But I don't see any captain on the bridge?
  2. randomize mass on RBDs

    In SOPs, after making your packed prims but before the DOPImport, you can drop down a wrangle and add in attributes. These will be picked up inside of DOPs. This one line will give you random mass, but other processing is possible if you want to examine the bound box of each piece.
  3. Pyro smoke localised drag

    Nice setup, that works great!
  4. Fluid Boolean

    You can just surface the fluid as standard polygons as well. Polysoup is just the default output type.
  5. ? Radeon Rx 580 8gb ?

    I have a MacMini from that same time period and SideFx does not support those Intel graphics based machines very well. Check the System Minimum Specs on the SideFx website. You need at least 2GB of vRAM for Houdini to work correctly. My MacMini has only 1.5Gb, perhaps your Macbook Pro has similar specs. What crashes out Houdini on the Mac with Intel graphics is the materials calculations that get delivered to the viewport. What I have done is to launch Houdini then turn off all viewport bells and whistles. Like the new 3D grid, Materials, Shadows etc.. Then save that as the viewport default. So I can basically run Houdini on my MacMini with the viewport set to wireframe mode. If you try to add an asset to the scene that has materials, it may crash. Assets like MocapBiped, Terrain and any other texture based tools. That HOUDINI_OGL_SOFTWARE = 1 is for the old Houdini 12.5 I don't think it does anything anymore.
  6. I did notice that section 1 were not generated that often. I guess it is because there is no need to implement the counting step if you have one section. Just add it directly to the group and reset for the next possible section count. int panel_count = 0; int panel_match = -1; float rnd_seed = ch("rnd_seed"); vector rnd_Cd = set(0,0,0); for(int i=0; i<nprimitives(0); i++) { if (panel_match==-1) { // Time to randomly pick a new count to match for the next set of primitives. panel_match = int(fit01(rand(rnd_seed+i),0,2)); rnd_Cd = set(rand(rnd_seed+i+801),rand(rnd_seed+i-311), rand(rnd_seed+i+512)); setprimattrib(0,"Cd",i,rnd_Cd,"set"); panel_count = 0; if (panel_match==0) { setprimgroup(0, "group_typeOne", i, 1, "set"); panel_match=-1; } } else { // We are in the middle of a count, time to increment. panel_count += 1; if (panel_count > panel_match) { // We have matched our count, reset so we can pick a new count on next loop. panel_match = -1; } setprimattrib(0,"Cd",i,rnd_Cd,"set"); } if (panel_match==0) setprimgroup(0, "group_typeOne", i, 1, "set"); if (panel_match==1) setprimgroup(0, "group_typeTwo", i, 1, "set"); if (panel_match==2) setprimgroup(0, "group_typeThree", i, 1, "set"); }
  7. Here is a possible solution for step-7. Using custom code in detail mode of a wrangle. Here a random number is generated 0-2. Then each primitive is skipped for that amount of primitives and then added to a related group. After processing three groups are available. typeOne, typeTwo, and typeThree. Then you can proceed to step-8 processing. ap_BuildingGenerator_STEP-7.hiplc
  8. You can create another geo object. Inside, delete the File, drop down an Object Merge and merge all the FBX objects into this new geo using wild card /obj/my_fbx_subnet/*. Then you can assign a path to this single geo object containing them all.
  9. Has anyone noticed that Sequence Blend in H16.5.375 no longer Blends Voxel data? This was a useful node, but it seems to have changed and now voxel data is no longer blended. Because the node has not been depreciated, I can't unhide the older version to recover the lost functionality. To see how the sequence blend is supposed to work, view this video at 9:50-10:45. sequence_blend_issue.hiplc
  10. hardConstraint problem2

    Your connectadjacentpieces node destroys the unique naming of s@name. Try Connection Type Adjacent Points instead.
  11. hardConstraint problem2

    Check out these links for some help and working example files. http://richardlord.tumblr.com/ http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks
  12. Disconnect the Solver inside the AutoDopNetwork. You can't delete points from a cloth simulation in progress. Take the nodes in the solver and place them after the DopImport. Delete after the simulation is complete. This also gives you the advantage to change the way the burn occurs later and not have to re-simulate the cloth.
  13. The typical workflow for fluid is to write out the compressed cache to disk. After that is done you can scrub it from a file much quicker. The next step is to do the same thing with the polygon surface. Write it to a cache then read it from the disk for better performance. This is the only way to avoid simulating everyframe when all you want to do is scrub to the next frame.
  14. Ok, I see what you mean. Try disabling the grain sprite inside the AutoDopNetwork.
  15. On your output change the Convert To actual polygon surface. From your screen shot you are converting to a compressed cache, not polygons.
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