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Atom

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  1. Have you watched the training video for Terrains?
  2. Check out the Tokeru Houdini Example File website. Perhaps: http://www.tokeru.com/cgwiki/index.php?title=Houdini#Slide_points_along_edges or http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_stick_to_surface
  3. vex

    The term is case sensitive. so you need... i@maxp = npoints(@OpInput1); Or just use the constant as well.
  4. Change the emission type to All Points or Points from the first context geometry. Remember to connect your points to the first input of the popnet. ap_Points_as_Particles.hipnc
  5. Even on Windows 10 there are OpenCL problems. I see this when I use the Terrain tool. After that failed attempt to create terrain Houdini 16 crashes when I close it.
  6. I typically use PopSteerSeek and just use VEX to overwrite the goal variable with location of my goal for each particular point. This require a goal vector to be assigned to each point but it does simplify seeking. Then you can use the braking controls to adjust how each point arrives. goal = set(v@goal_location[0],v@goal_location[1],v@goal_location[2]);
  7. Hi All, I am trying out the Crown Splash preset for H16. I have the Display flag set on my compressed_cache node and I click Save To Disk button to write my 360 frame compressed cache to disk over night. However, this morning I discover that Houdini 16 crashed while writing the cache and stopped at frame 86. So I think ok, at least I have 86 frames, surely the compressed cache in Automatic mode can simply look at the last valid frame and continue simulating from there. This is not the case. When I move to frame #87 the entire sim starts cooking from frame #2 -87 and ignores the fact that that data already exists on the disk. Automatic mode is not smart enough to pick up calculating after a crash. Is there anyway to configure Houdini to use the last compressed_cache frame as the starting point, instead of the start of the simulation? If I change the start of my simulation to the last frame calculated, frame #86, the process seems to start from there but the resulting compressed cache file looks like frame #1, i.e. there is no consideration for the last frame calculated. It is the same as starting over.
  8. Fun, can't wait to play around with that one.
  9. Click on the whitewater button then select your current flip object that resides in the AutoDopNetwork. This will create three new layers on top of your fluid. Bubbles, Foam and Spray. These three layers can have alternate materials applied.
  10. Just wrap your channel fetch with an int() function. int i = int(ch("i"));
  11. I want to eat the letter C.
  12. I like the concept a lot. I think the render looks good but I also agree with the "too still" comment. Try modulating the ship up and down slightly on the Y axis. Something as simple as sin($F) * 0.3 maybe? What about adding some drift to the floating icebergs as well? Seeing none of the crew operating the weapons seems kind of odd also.
  13. Well, I figured it out by inspecting the pscale attribute in the geometry spreadsheet. I sorted from highest to lowest value and sure enough there were a few large values of 0.3 at the top. All other particles have a pscale of 0.048. So my guess is that these large bubbles were the result of surfacing those larger particles. I just followed it up with a wrangle and the problem went away. if (f@pscale > 0.1) {f@pscale = 0.048;}