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Everything posted by Digistruct

  1. Huge thanks for your time and help, guys! It's truly appreciated!
  2. Hey guys, I'm doing a pyro sim and had to interrupt the simulation before finishing due to needing the computer for other work. Now I wanted to continue the simulation from a certain frame but I've run into trouble. I duplicated on of my .sc files and made it a .sim (maybe this doesn't work?) And tried to continue but it restarts the pyro (from that frame) and just resumes with the current source being fed into it. What is it that I need to do here? Thanks in advance! Cheers, Jack
  3. Cool, thanks! Is there any way to convert the sim I've already done into .sim or so I need to re-sim it?
  4. Hey haggi, Thanks for your response! I will do just this! Quick follow up question: is .sim preferable to .bgeo.sc? Is it just preference or is there any real difference?
  5. I can add that I tried with the DOP setting "Start Frame" at both the start and from where I wanted to continue. When it's from the start it simply "finished" the simulation with the rest of the frames being empty at 2kb each. When it's from the previous frame to continue from what was originally described happened.
  6. Hi guys, This is something I've been looking around at for awhile, checking different solutions and testing them out. But I just wanted to check what you guys find to be the most effective way to create a shockwave from f.e. an explosion. Any and all ways are welcome, I'd just like to know what you find works best for you. Cheers, Jack
  7. Hi guys, I'm trying to learn how to make HDA's for games and specifically UE4 right now. I've made some simple assets with a varied level of success, but they've all had the same issue in common. All the assets I bring in have either a lower transparency on the surface closest to the camera/player (objects with thickness) or is being clipped in half from the point of view as if the near clipping plane is super high ( open objects without thickness f.e. a tube). Any help on getting to the bottom of this issue would be greatly appreciated! Thanks, Jack
  8. Hi Mike, Sorry for the super late answer, completely missed I got an answer. Here's the HDA and an image of the issue (and it's happening on all HDA's, not just this one specifically). Thanks! invisibleWall_HDA.zip
  9. Hey guys! I've recently started dabbling a bit in procedural modeling and making tools for creating assets. I just decided that I wanted to make a procedural railway as much from scratch as possible with looking as little as possible at tutorials and such, to test my way forward. But I have run into a problem I feel is slightly too big for me to try and find and the feature is far too important to just leave flawed. When I draw out the curve that is supposed to be the guideline for the railway I just figured I'd have a transform&merge to offset the other one, not thinking of the very obvious problem that this won't work if the railway starts bending. Any suggestions on what I could do? Thanks and have a great weekend! Jack
  10. Since I've already got this going I figure I might ask about the next issue that popped up! I used the same curves and a skin for base for he planks under the actual rails. It works fine except for when bending the curve since the facet -> primitive that drives them seem to work from a world orientation rather than per normal and therefore the planks melt together when the curve bends 90 degrees. Also, if any of you know of any good sources to learn about procedural modeling then I'd love to know about them. Thanks again!
  11. Thanks, Atom - I had a look at it but the asset is locked and since I wanted to do this mainly as a learning experience that defeats the purpose... Ryuji , that worked great! Huge thanks for the help!
  12. Hey guys, I'm trying to make a cannon fire it's guns and had stitched together something I was rather happy with until Houdini crashed. I opened the crash file and everything seems fine, except that the pump I use will not work for the life of me. Is there anything I'm missing or has the crash just broken it? Thanks! cannon_fire_simSetup.hiplc
  13. It was working fine until the crash! So I'm guessing that would be the villain in this scenario. I was not aware that I was supposed to lock any files before submitting them - if you tell me how I'll get right on it! Thanks
  14. That worked perfectly, Lewkiw - thanks! Did not fix the broken pump though... But I'll remember that string of code, might save me some other day!
  15. Indeed there is no file when I use the latest line you sent, Lewkiw! Hamp, that sounds like a good way to work around it but with the risk of sounding a tad stupid - how would I go about rewriting that string of code with a Windows style path? Thanks!
  16. Hey lewkiw, Thanks for the reply! The first step worked great, I could see all the nodes getting picked up by the first line. But when I try to enter the second line, all I get is "Can't open /tmp/foo.cmd"!
  17. Hey guys! I've had some serious issues these past days with insufficient RAM where Windows 10 force closes Houdini, so it's not even real crashes it just kills Houdin mid-simulation. Since it's a very troublesome process to try and detect when the force quit has happened and restart it from the last simulated frame I'm turning to you guys for help. 1. Is there some way I can limit Houdini so that it sims slower but I won't have to worry about it crashing? 2. (Probably a bad idea) but is there some way to stop Windows from killing Houdini if the problem should arise again? 3. Am I simply in over my head and calculating something too heavy that won't be possible to write out? (Feels pretty weird though since I can simulate at least around 10-12 frames between every crash) Any and all answers are greatly appreciated! Cheers, Jack
  18. Sure, I'll post the scene! Also this message keeps popping up in the console: "OpenCL Exception: Failed to create compute grid. (-4)" Might that be connected to the crashing? I am running Houdini from an SSD but not writing to one, if you think that could be the problem I'll start simming to the SSD instantly. I'll download HWMonitor and see if there might be any heat related issues, but the computer is equipped with liquid cooling so I doubt that'd be the issue - but I'll check it out! P.S. Managed to sim a few more frames so I don't think the issue was with a specific frame in the simulation or so, this time it proper crashed my computer though! EDIT: For some reason I can't upload the file, I'm only getting a notification about it failing. https://www.dropbox.com/s/1d88ru5mp4fhm0s/gasCanister_test.rar?dl=0 Try this link and let me know if it's working as intended.
  19. Thanks for the replies you guys! I'll follow along with the steps you recommended Atom and then I'll report back to you guys on my findings! EDIT: Due to my lacking tech wizardness I do not think I'm fully qualified to indentify an issue should I find it, but anyways to answer your earlier questions. 1. I just upgraded my computer to 64 GB of RAM, which (I hope) should be plenty for now. 2. According to CPU-Z they are all running at 1067 MHz in frequency (please let me know I am looking at the wrong thing here). 3. The CPU is overclocked, yes! But it's been for a while now and this issue is recent. 4. Will run the prime95 now and check back! EDIT: I ran prime95 for 2 h 14 m and all of the workers reported zero errors or warnings - so unless I am missing something there is no problem there.
  20. Hey Catchyid! Thanks for the reply, I can see now that I should have been way more explicit in my previous post haha. I am not simulating per se but writing it to disk through an ROP Output node and that's when the crashes happen, the DOP Network is switched off completely!
  21. Hey guys, I've recently started learning Houdini and after going through a bunch of tutorial hours I wanted to try and create an HDA. Just for practice I decided to do a simple yet effective rock/stone creator. After creating all of my nodes and starting to do my top level parameters I wanted to drive the stones randomization seed through a button. It's just a box, scattered a thousand points and voronoi with cell grouping turned on. Now, what I'm unable to figure out is how I can have a button parameter generate a random number within a range that feeds into the cell group and chooses one of the voronoi'd pieces. I've tried looking for code snippets that could help me but so far I've not been able to produce anything working. Any help would be greatly apprieciated! Thanks a bunch, Jack
  22. Huge thanks for the help, guys!
  23. Tried it out and it worked in the fashion that it gives me a random value back (thanks a bunch)! But it also seems like you were right about it changing at every restart - which is a problem.. . I'll just have to keep googling and scouring through forum posts, I'll let you know if I find any solution!
  24. Hey Shawn, You might be no expert, but you clearly know more than I do - so thanks for helping out! I'll try this solution as soon as I'm able and then report back, worst case scenario I'll just keep looking! I never would've imagined this to be as complex as it seems to be haha, but it's always good with challenges! Thanks again, Jack
  25. Hey, guys! I was recommended this forum if I ever ran into any problems with Houdini and so I have. I only recently started learning Houdini and I'm loving it, but it's certaintly is complicated. I have issues with a rather simple particle simulation, sparks emitting from an emergency flare. I created a small cylinder to act as sparks and instanced them, but when rendering I just get the big blobs from the particles over. How do I turn off the particles in the render to see my instances? Also, would it be easy to make the particles emit light or maybe to instance lights on the particles? I'd be really thankful for any tips! /Jack searchParty_emergencyFlare_v001.hipnc.hip