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loogas

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About loogas

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    Peon

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    www.facebook.pl/madfusionvisuals

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  • Name
    Lucas
  • Location
    Poland
  • Interests
    VFX, cross-country biking/light MTB, paragliding

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  1. Hi. I don't know how many people actually go crazy with crowds and render them but after simulation fun, all the flipbooks, there's rendering nightmare. I solved many issues but this just beats me - does anybody know what could be the cause of random parts of the agents disappearing? The smaller ones, knights, are taken from Mixamo and they never flicker, but the bigger ones, baked before and and all that stuff, just go crazy. Some of them are ok the whole time, some of them partially disappear and reappear. I'm out of ideas. They're ok in the viewport. Some short videos: https://youtu.be/gxx_bYH19Hk https://youtu.be/jCpBqh-GAb0 I've attached a screenshot. Is it the scale problem? (they have a scale of 3, with some randomization). But why do we have scale then... I put them in separate network, so after the sim each group is in its own GEO node, because at first it seemed to solve the problem, but no - different frame and it's back again. I've reopened the scene, restarted the computer, rendered several times. I've removed the shader, changed it to simple Principled Shader without any adjustments - nothing helps Any tips are welcome.
  2. Hello everyone. I got stuck - anybody knows how can I make the Wiresolver disable the points of the wire when they collide with the ground plane (or anything really ). Just stop solving them so they stop moving. This is a simple scene. There is only a Windforce dop with some noise and downward velocity in Y and the Wiresolver (and ground plane connected to the Static Solver). https://youtu.be/iMRW3GQ-XH8 With pops we have collision behavior but the wires don't work with pop nodes. Is there any built in functionality for this or does it need code? Extra question: When I use gravity and windforce the gravity doesn't work, so I faked it. We cannot mix those forces accepted by Wiresolver with stuff like gravity? I've tried introducing POP forces as well - with POPsolver connected to Multisolver, together with Wiresolver, but the sim just goes crazy. I've attached a test scene (I've also added a box to collide with). fallingWire_Problem.hipnc
  3. Hi, I've setup a lot of materials with overrides and stuff for crowds in Material Stylesheets. I have several shots, so they are in separate Houdini files. Usually copying a node or other types of info between Houdini instances (for example you open 2 .hip files and copy from one to another) is great but it doesn't work with Material Stylesheets. I've added a Style Sheet Parameter and tried at least copy the Styles one by one but it doesn't work. Do I need to setup everything again in another file?! That's like an hour. Imagine having 10 shots... Any ideas? There has to be a way Edit#1: Amazing how often you post something and 1 minute later you come up with with a possible solution If anybody is interested - instead of adding a stylesheet parameter to an object you can create New Style Sheet at the top - and this one will let you view the code and save it (View JSON->Save). Then you can import than in another file. Strange you cannot do it in the Stylesheet Parameter added to an object. So it's not perfect - because once you import to the global StyleSheet you need to copy and paste inside the .hip file you're now in, to the object you want to have the stylesheet. Or as I can see you can go to the Imported Files section and reference it there. Well, there you go
  4. Mantra Freezing

    Hi everyone. For me the problem still remains. I'm using Guided Ocean Layer in Houdini Indie and after many days of setting up the details, sims, etc. I'm stuck (or extremely slowed down) in the rendering stage because I have to babysit the render. Impossible to leave it for the night or whatever - it gets stuck on a random frame. When I run it again from that frame there are no problems. When I run it from the beginning it freezes on a different frame - no repetitive stuff. I've tried disabling other layers (interior, boat, whitewater etc), just leaving the extended ocean. I've changed dicing, I've disabled and enabled "Add Bump to Ray Traced Displacements". When I set Verbose to the max (5) I understand I see all the details, well it gets stuck on stuff like this: "[11:34:38] Creating geometry (/obj/guidedoceanlayer_fluid_extended) [11:34:38] Rendering: X(47, 62) Y(351, 359) [11:34:38] Rendering: X(63, 78) Y(351, 359) [11:34:38] Creating displaced geometry (/obj/guidedoceanlayer_fluid_extended) [11:34:38] Rendering: X(79, 94) Y(351, 359) [11:34:38] Rendering: X(95, 110) Y(351, 359) [11:34:38] Rendering: X(111, 126) Y(351, 359)" Random frame every time. I think it's a bug, because I've tried to simplify stuff back to the basic shelf tool setup. Or maybe it's because my waves are bigger that usual? The geometry says it would need dicing set up to 24. But why the problem always occurs on a different frame? I've checked on Houdini Indie 16.0.633 and 16.0.736. Same thing. Thanks for any tips.
  5. Hi guys. This is an old topic, what do you think about translating it to Houdini 16? I've been trying to do this for several hours in H16 and I'm stuck. I've been working on a project with particles following a curve (using POP Curve Force and then POP Forces, POP Torque etc), everything fine but now I would like to have particles follow a curve which is turning and bending like crazy. The problem is they "escape" on sharp turns, even when I turn off all other forces (I've attached an image). I guess POP Curve Force is too simple and doesn't give you controll over that. It works if you have the same amounts of orbit, follow and suction scale but I need them to follow only and then add some noise - no suction or orbit. How would you go about doing this in POPnet? I found your examples in the old particle system (however the particles still don't stick perfectly to the path there - you can see them going away a bit on turns - which is physics I guess), tried to translate them somehow to the new system, but I know to little in Houdini. Here's my example/test file: https://we.tl/DnR25hIRZv I've included a POPVop attempt in the file which I think is the way to translate the old system to the new one, but I can't figure out how the particles should "inherit" the normals/velocity from the curve, along the curve. Thanks for any help.
  6. Curves to act as loose guidelines for particles

    Hi guys. This is an old topic, what do you think about translating it to Houdini 16? I've been trying to do this for several hours in H16 and I'm stuck. I've been working on a project with particles following a curve (using POP Curve Force and then POP Forces, POP Torque etc), everything fine but now I would like to have particles follow a curve which is turning and bending like crazy. The problem is they "escape" on sharp turns, even when I turn off all other forces (I've attached an image). I guess POP Curve Force is too simple and doesn't give you controll over that. It works if you have the same amounts of orbit, follow and suction scale but I need them to follow only and then add some noise - no suction or orbit. How would you go about doing this in POPnet? I found your examples in the old particle system (however the particles still don't stick perfectly to the path there - you can see them going away a bit on turns - which is physics I guess), tried to translate them somehow to the new system, but I know to little in Houdini. Here's my example/test file: https://we.tl/DnR25hIRZv I've included a POPVop attempt in the file which I think is the way to translate the old system to the new one, but I can't figure out how the particles should "inherit" the normals/velocity from the curve, along the curve. Thanks for any help.
  7. Houdini 16 and Nvidia drivers on linux

    @Atommy GTX580 has 3GB of memory but good guess @martyI was wondering if the version is the problem (platform version vs. device version in my screenshots). It seems it is. Well, I've installed Linux Mint just to check this issue there and I can confirm that OpenCL support on my GTX580 doesn't work in Houdini 16 Apprentice on Linux as well. Time to upgrade then (I think I can borrow a different card ;)). Thanks for your input guys.
  8. Houdini 16 and Nvidia drivers on linux

    Thank you for pointing that out edward My bad. However, I've installed it and it's still the same - no OpenCL device :/ And sorry that I'm posting about Windows in the Linux-related topic but the common thing is the Nvidia/OpenCL problem. I'll check Linux and we'll see.
  9. Houdini 16 and Nvidia drivers on linux

    Linux version doesn't help on Windows, but thanks for that - it shows Linux version are more up to date Yeah - I'm thinking about installing Linux (Mint). Last time I've used it was about 10 years ago
  10. Houdini 16 and Nvidia drivers on linux

    Thanks - I'm on the newest drivers (378.78) and it seems the daily build is the same as the one you download from the main link (16.0.504.20).
  11. Houdini 16 and Nvidia drivers on linux

    Well, I've been waiting weeks for this weekend so I can finally play with H16 and no fun for me :/ Windows 7, Geforce GTX580, newest drivers, AMD Phenom processor with the drivers lukeiamyourfather mentioned - I still get errors. In previous Houdini versions OpenCL was working (but didn't increase speed a lot). I cannot use the new terrain tools and stuff. Even if I edit the .env file as Atom did it doesn't help. I've attached a screenshot - just a quick comparison of "about" section in H15.5 and H16. Geforce GTX580 supported OpenCL 1.1 but it in "platform/profile version" it says 1.2. Or maybe I'm out of the game and need a new card...? :/
  12. Hi, just a quick question - how did you make it work? Through the old VOPSOP or the new Attribute VOP? I keep getting problems with translating stuff to newer versions of Houdini. I can see what anim suggested but it seems as if the attributes are not comming through - when I plug it in to Cd I don't see any color change. Update: I got it! (after 3 hours of going crazy ). If anybody has a similar "problem": In VOPSOP we didn't have to plug in the P when working with PCOpen, in Attribute VOP/Point VOP even though we don't have to write expressions and can plug in other inputs from "outside/the upper level" directly to PCOpen it doesn't process correctly without the additional P input. Here's a comparison (both versions working):
  13. It would be great if you could share the solution However, I think I got it, the way it's supposed to be done (but please correct me if I'm wrong). I'm quite new to Houdini so the learning curve keeps hitting me in the face, but after watching almost all GoProcedural tutorials and recent Masterclasses (which mention adding different materials to different agent layers, but never actually show it) combined with studying help I ended up with a workflow that I've just described in a small document. Maybe it can help, I've attached it. Now a question from me: How could we create an image plane (render pass) from a group name attribute? I mean the group name we create in "crowdsource" node. For example, we create a scene with 10 different groups, we name them, and we want to have a mask for every group after we render. We could bind a parameter in the shader? But we have to bind that in every material? For the shoes, hats, bodies, of e.g. 30 different characters? That would be a nightmare. Another solution: create a simple shader with just the parameter and use it in Takes? But then we render the scene twice - the "normal" render with shaders we created for all the characters and assigned through Material Stylesheets, and then the "masks" render, right? Still not a perfect solution. Thanks for any tips. HoudiniCrowdMaterialStylesheetsForParts_v1.0.pdf
  14. Instance orientation

    Hi, I appreciate all the examples - they're working fine but with VOPsops. We're supposed to be using Attribute VOPs now and after spending 3 hours on this simple task I just gave up. The randomization is not working. How does one translate the simplest example, from Macha's file, into Attribute VOP? I've attached my attempt and screenshots. Thanks for any help, it's driving me crazy... (I'm still quite new to Houdini). random_rotation.hipnc
  15. Thanks! I was having the same problem
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