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Everything posted by art3mis

  1. Although Blender specific, found this tutorial very useful and informative. Curious, what would be the equivalent of ACEs color space in Houdini?
  2. I normally try and avoid working at world or reduced scale (1 unit = 1 metre) because I find that navigation with the mouse extremely difficult. Both mouse tumbling and scroll wheel changes are much too sensitive. Is there any way to reduce or change the mouse sensitivity in Scene view from within Houdini?
  3. Not sure how to do this but I need to randomly choose between multiple source objects in a copyTo point SOP. Imagine a Sphere with Scattered points on the surface. Now using a copyTo SOP imagine having to copy not just 1 object to these points, but randomly choose between multiple. ie For 3 objects instead of copying just a green colored grid, randomly choose either a red, green or blur grid for the copyTo operation.
  4. Thanks Atom. Just getting comfortable with copy stamp, now I understand its been deprecated in favor of For Each loops? At least according to Jeff in the recent H16 new geometry workflow webinar. Not intuitive!
  5. thanks..guess I was oversold on the title. no secret:)
  6. Great reference..and link to downloadable pdf http://cinematiccolor.com/
  7. After watching this was wondering. What would be the equivalent of ACEs color space in Houdini? Is this just a Linear workflow or?
  8. Hi Not a Houdini specific question but thought I'd ask If all you have are diffuse, normal and specular maps, is there an easy way to derive a translucency map or effect? This is for realistic looking foliage.
  9. I'm no expert but pretty sure that you shouldn't be extruding AFTER any sort of voroni or boolean fracture-shatter operation. I'm guessing some combination of tetrahedralizing + boolean and followed by boolean shatter? but other experts should chime in...
  10. Thanks! Appreciated. Also another thing that was confusing me is that a default Sphere only contains a single point.
  11. Using a scatter and new copytopoints SOP to try and wrap tiles or shingles around a sphere. The issue is that the tiles all have the same orientation. (see attached) They need to wrap the surface. I've tried adding a new points SOP with Class = points and Attribute = Normal with the VEXpression self + value and can change the direction of the tiles but only globally. Can anyone have a look at the attached .hip and tell me what I am missing? tiles_wrap_sphere.hiplc
  12. H16 has a number of new and or improved SOPs for massaging your geometry. Can anyone share their preferred workflow when it comes to importing geometry from other 3d apps? What if the source is a lidar or laser scan? Does it make sense to convert to VDB then remesh? Is it a good idea to ALWAYS use a PolyDoctor SOP? What about the sequence or order of SOPs? Do you always add a normal and Subdivide last? Any feedback appreciated!
  13. Just curious. Is anyone successfully running the latest Nvidia driver (381.22) on Linux ? I am currently on 378.13, with Houdini 16.060 on Ubuntu-Mate16.04 LTS.
  14. Thanks! Tried both suggestions but...nope. Again orientation is changed but all tiles have the same orientation. Something missing I think... I think I need to modify self + value in my Points sop so that the normals are all tangential to the sphere surface.
  15. This forum is the best:)
  16. Attempting realistic leaf simulation using high poly leaf geometry with displacement. Discovered quickly that cloth simulation does not work with high poly geometry. Can anyone point me to any good tutorials on using proxy geometry with simulations?
  17. When defining collision objects using the shelf tools, you have the choice of either using 1) Solid > Solid Object (Finite Element Solver) or 2) Collisions > Static Object (Static Solver) If you are already using the Finite Element Solver in your simulation, say to define cloth, does it make sense to not introduce a second solver(Static) for your collisions? ie In most cases will your simulation work more efficiently with a single solver vs 2?
  18. Because the following settings are all interdependent, it can take a long process of trial and error before you can get your simulation working. Too many possible permutations! Shape Stiffness, Volume Stiffness, Damping ratio Mass Density I realize there are many contextual factors, such as the actual object scale etc, but are there not some suggested starting settings for various objects and materials in terms of bend or flexibility? ie stiff canvas vs silk dress, hard vs soft rubber, etc
  19. ok thanks. ...just needed reassurance:)
  20. Marty not sure what 'Added support' means, but finally see my Titan XP card listed as having support with 381. Wasn't listed in previous versions.
  21. Thanks. Marty, so you aren't running 381? Carlo, can I ask did you do an upgrade thru 'Software & Updates" or did you do a manual install? A search on the official Nvidia download page results in version 381.09. Not sure why 381.22 didn't come up. http://www.nvidia.com/download/driverResults.aspx/117741/en-us but (from experience and too many wasted weekends) I am extremely nervous about doing any manual install...
  22. A fairly good and concise history
  23. The effect I am trying to achieve is straightforward. Imagine a single piece of flat geometry(blade of grass, sheet of paper) that is fastened on one end only and being blown (affected) by turbulent wind causing it to bend dynamically. I'm going thru Peter Quints DOP's video and looking at the documentation for Wind Force. Does this seem like a job for Cloth Object + FEM Solver? Thanks in advance for any feedback..
  24. Hi My goal is to simply use a Displacement map to displace some geometry. My understanding is that I first have to compute the displacement vector from the displacement map, and then add this value to the existing points in my original geometry. Attached is a .hip containing a simple example and 2 corresponding screenshots. In the first screen shot you can see I am iterating over vertices on the Attribute VOP. In the 2nd screen shot inside the Attribute VOP I am trying to compute my displacement vector for all the vertices. The Texture SOP points to my Displacement map, a greyscale image. What am I missing to make this work? Can any VOP experts possibly help? COmpute_displacement_vector.hiplc
  25. Thanks...tried your suggestion, no luck..will keep digging