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Jesus Nieto

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About Jesus Nieto

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  • Name
    Chucho
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    Vanccouver
  1. How to work with millions of points smoothly

    Hi Atom, I don't understand. I am making sand simulations with the grain solver which end up being around 20 million particles and houdini becomes pretty much useless when they are displaying on the view port. is there a chance that the graphics card is disabled or I am doing something wrong? Here's the specs of my computer: Windows 7 Professional 64bit 64GB Intel(R) Xeon (R) E5-2690 @2.60GHz nVidia GeForce GTX 1080
  2. You know points in Houdini are the base of Houdini of many effects such as Water, Sand, Magic, Crowds, and other object's instancing target. As I understand a point is the lowest level of information that you can have in Houdini's viewport and the lightest, but when you are making a water or a sand simulation working starts to become really sloppy due to the millions and millions of points you can get with one of this simulations. My question is , is there a way to work with say 30 or 200 million points in the view port without losing total control of it? or is there a way to load half or a tenth of the points from disk?
  3. Houdini particle size in Maya

    First, remember that maya scale is 100 times bigger than houdini scale, so whatever you are going to export you have to scale by 100. After that you have to multiply your "pscale" attribute by 100 too because it doesn't scale by default as "v" would. Then you would have to map it to the variable you need in maya, have you tried using "scalePP" instead of "radiousPP"?. Exporting Alembic should do just fine.
  4. Distance from center in shops

    I've had things not to match in SHOPS from SOPS too, and I don't exactly know why. But one thing you can do to get your attribute in SHOPS is to store it in sops using a bind export, and then in SHOPS simply place a parameter node and read back your attribute. it should match exactly. You can later use a fit or a ramp to adjust it in SHOPS and not see the ugly poly edges in case it's not too high poly.
  5. Hey guys, I am really stuck with this one. I was told it is impossible to change the scale of a piece inside of DOPS while it's simulating with the bullet solver. I have achieved something similar where the piece goes into dops, gets out of dops, gets transformed in the scale, and then goes back into the same DOPS sim in a loop. So it creates overtime shrinking. But now I need this to happen inside of DOPS. I´m pretty sure it´s possible. Does anyone have a clue.
  6. Group Shared Opposite Faces

    Wow, I had no clue you could do this from the VRF Node, very usefull, thank you!
  7. Hi Everybody. I've noticed a strong missing part in the Voronoi fracture SOP that would be very useful. I'm trying to generate some kind of shared face id. in order that if I had a box split it 2 parts, both inside faces from the pieces would share an attribute "id" that means they are complementary faces. I need to make this work for many pieces. Maybe there is an already "out of the box" way to do this. Does anyone know a way to achieve this?
  8. Per light illumination with instanced lights

    I just found out Mantra does it for default but don't forget to force your instanced lights in the objects and not in the lights
  9. Hi guys, do you know if it possible to produce an "all" or "all_comp"_pass from mantra or as others may know, a per light illumination pass if you have instanced lights? and how could I do it? Thanks
  10. Wedge to Flipbbok

    Hi Jim, I couldn't find the flipbook making option when I'm in COP's, how ever. I rendered the wedge node, and played it back from COP'S. looks fine, so if you just right click on COP's viewport and click "save sequence" you can save your comp to any image format you like and then bring it back to COP's. I tested it and the the sequence looks perfect. I don't know if this is what you wanted.
  11. Hi Jim, It's very simple. You create and tweak all the parameters you want in chops and sops and then, inside of DOP'S you can use the point expression, to read them. I've made a quick example for you. I believe you can also use a sop solver to get attributes but this method is pretty straight forward. Calling_geometry_attributes_from_DOPS.hipnc
  12. Goal Position on packed objects.

    Hi João, I would probably try to do this with cone twist constraints and some transforming representative geometry for the dancer, since it would be to heavy to simulate with deforming mesh. You can use a sop solver inside of DOPs to break the constraints if they exceed certain angle. There is a very good class on cone twist constraints in CG Society's - Destruction in Houdini http://www.cgsociety.org/training/course/destruction-in-houdini
  13. VDB Foam Bubbles on Flip Fluid Surface

    Well I've never played with flip, but if flip is points my first approach would be to isolate the surface points using the bounding object option in the group SOP and selecting those with a box, supposing that your flip tank is not moving. Then I would blast everything that's not on that group, and then use the blast again to isolate a random number of those surface points. Finally create a random pscale attribute and copy the spheres onto the points.
  14. VOP NOISE with Alembic

    Any time! I'm glad I could help!
  15. VOP NOISE with Alembic

    The noise you create in the VOP exists in world space, and it does not move unless you animate it's offset. How ever, since your object is moving, it is constantly reading the noise from a different position, making it look like it is moving. You can easily fix it by instead of having the noise connected to the object's position, connect it to a rest position. Check this file: Noise_in_rest_position.hipnc In your second example the reason it is not working is because every noise needs to have a vector input, P is a vector, but ptnum is an integer and does not specify any position, so the noise does not know where to go.
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