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Marcola

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Everything posted by Marcola

  1. Ubuntu 18.04 LTS "Bionic Beaver"

    Last weekend, i installed Kubuntu18.04, Houdini 16.5.496 and Redshift 2.6.11 and everything is working fine so far. Even though, the ALT+LMB function in Houdini like rotating the viewport while changing camera position with gizmo on doesn't quite work. That is because the ALT+LMB key combo is used globally by the OS to move app windows anywhere you want without having to click on the top bar first, which is cool and it is not. Other than that, i also noticed that once i have Houdini and Redshift running on the background and start jumping around apps like firefox, dolphin, calculator etc. the system freezes. Not all the time but it happens once in a while. After 2 days of research, a posslble reason for this OS behaviour could be the fact that if there is only one GPU card installed in the machine, which is my case, the card gets overloaded with CUDA calculations (Redshift) and OpenGL renderization of Houdini viewport and OS environment. This type of situation has been observed across OSs, not only Linux. So the recommendation to solve this problem is to install at least 2 GPU cards in the machine if the intention is to use GPU renderers. Lucky you Mantra users. My system config is: i7 8700K (4.6ghz OC) 64gb RAM 1 250gb SSD / 1 1TB SATA nVidia GTX1080ti Kubuntu 18.04 and Win10 I also had an issue while licensing Redshift in Kubuntu18.04 due to a library package that didn't come with the OS (libpng12). Without this license, the Redshift licensing tool doesn't work. It took me a good day of cursing to figure out how to solve the problem, download the library manually from the Ubuntu website and then install it in Linux. Hope this info helps. Good luck explorers.
  2. Hello, I just installed Linux Kubuntu18.04 and so far, everything is going well in Houdini. However, all my 3D files are on a secondary internal hard drive and i can't see it inside Houdini. In Linux, i can see it normally in the "Devices" section. How can i make the second HD visible inside Houdini? Thanks.
  3. Which Nvidia driver are people running?

    I'm on Kubuntu18.04, GTX1080ti running nvidia-driver-390
  4. Hi, I have a simple question but after hours researching i couldn't find an answer yet..... i'm trying to create a voronoi curved surface but after trying this approach: voronoi fracture/blast-inside group/divide-remove shared edges i get the voronoi cells on the curved surface but each cell is disconnected. I also tried tweaking the "fuse" setting in the voronoi sop to connect all the cells and add a fuse sop in the end but for some reason the cells vertex never get fused. Does someone knows how to create a voronoi curved surface without those straight edges from the original geo? I'm attaching some images as references to i i'm looking for as the end result. Any help is appreciated. Cheers
  5. Yea it does work! Your group expression solution is neat. Nothing like some quick coding. Thanks!
  6. Yea, that is a solid solution! Thanks man. One question, how come the inset in the poly extrude sop doesn't work?
  7. Thanks for pointing it out. I saw some stuff that Junichiro has posted, he's offering great tutorials for the community. On his voronoi tutorial, he points exactly how to use code to clean the edge points and create new polys, exactly what i was curious about. My approach to this problem was creating a new poly from scratch with no divisions, scatter points to it, connect to the voronoi fracture, use fuse sop with increased distance and then connect to ray sop. It works but there is definitely some extra work to do with complex shapes. Junichiro's approach is much more bullet prooff
  8. Hey Noobini, Thanks for your reply. So, the intention for the project is not creating any rigid body simulation or anything exploding... i only need to create a surface with the voronoi cells that are clean and connected so i can later manipulate the cells adding poly extrude, for loop etc.... Checking your file, i see that you fused all the cells as i already tried but there are still vertices along the cells edges making them not usable for later manipulation. I haven't tried using the exploded view sop because i want the inverse of exploding the cells which is connected cells, no need for it... I wonder why the voronoi fracture sop automatically disconnects the cells, maybe because the sidefx folks thought about it only for sims? Keeping the original edges from the previous geometry state is great for sims but would be interesting having some options within the sop to remove original edges and connect the cells. I'm sure that there are ways to implement this through VEX but i'm not fully versed in VEX yet. I hope that in the future versions of Houdini, SideFX can take a look at the voronoi fracture sop and add some more options to it. Cheers
  9. Hi Alejandro, Thanks for your input. For this project, i have to create a geometry instead of renders only. I'm trying to extract the voronoi cells from the original mesh edges, as they are mixed in the result and then fuse the vertices of the isolated voronoise cells. I haven't reached that result yet. When i turn on the vertex display, i can see that the voronoi fracture sop creates vertices along the cells edges and i suspect that those are the reason why i cannot fuse them. Ant steps towards the goal.... Thanks!
  10. I think the easiest way, not taking the credibility of setting up the Houdini environment file, is to copy the path location where the new project folder will be placed then go to File/New Project, copy the path there, create a new name for the new project folder and hit accept. Pretty simple. Pre-Flight Scene is also very handy for that kind of stuff.
  11. Sine waves color

    Oh man! The master himself! Matt, thank you so much for the amazing material that you posted a few weeks ago in your website. Learning a lot with it! Some challenging exercises but i suppose that programming is supposed to make people think smart before implementing it. We should have a section in the odforce forum dedicated to the Joy of Vex. I bet that a lot of people have questions about the exercises. Thanks for your help on my question. "Lerp" is a good friend. Cheers.
  12. Sine waves color

    Hi, I have a very basic question. I have a black and white sine wave function applied to a grid and i would like to change the color of each ring (black and white). How can i achieve that? Attached is the file i'm talking about. Thanks! VEX_SineWaves_ODF.hipnc
  13. Sine waves color

    Alright, will try switching the P for Cd. The @Cd.z, in my mind, was because every value under 50 grey i wanted colored, as i used the fit function from 0 to 1. Probably, that is not the best approach for the problem but somewhat, it works.
  14. Sine waves color

    Ok, thanks for the info again. It makes sense. What i meant by saying "fade color" is a color transition that is not jagged, like the attached img. I can change one ring color but not the second.
  15. Sine waves color

    Thanks for your reply Noobini. I also tried the if statement but as you can see the float fade color is lost when the if statement is applied. I keep getting a warning sign in Houdini stating that i should cast the line where the if sits. I tried casting it but i still couldn't get a smooth color as the original black and white rings, if that makes sense. SideFX, would be very nice if you guys implement in H17 a better debugging system other than very basic error messages. People want to learn VEX and Houdini is awesome!
  16. Houdini asset not updating

    Ok, thanks for the explanation about the asset manager! Much appreciated. I'll pay attention to path directory before trying to edit the .hda again, hopefully it will work. Thanks!
  17. Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
  18. Ink FX

    Thanks eetu, awesome material on the page!
  19. Houdini asset not updating

    Hi LaidlawFX, Thanks for the suggestion! I'll definitely try what you hvae said and let you know, i suspect that because i didn't create a project folder the file path is not being found. I have access to the folder where the file is saved and i created only one .hda file which is the one that works perfectly in Maya but i cannot edit it. Regarding the asset manager, sorry for my lack of knowledge but does it mean to have an asset embedded in the asset manager? Cheers, Marcos
  20. Spyrogif

    Nice man! Houdini's learning curve is quite steep but definitely worth it. Great work, keep them coming!
  21. Droid WIP

    Hi everybody, Wanted to share the latest experiment and say that Houdini is absolutely a fun piece of software to work with. Nothing in this project is final yet. Cheers.
  22. Hi all, After researching for some days, apparently there is no way to export Houdini transform handles into Maya through the digital asset (correct me if i'm wrong). So one way i found to do this would be through the Maya connection editor between a locator and the Houdini asset. So, in Houdini i have a grid and a sphere and the sphere is controlling the grid extrusion by its position and scale attribute. It is a very simple setup with attribute transfer to test in Maya and everything is working fine except one thing. My goal is to control the sphere inside Maya with the traditional "transform handle" so i can control where the extrusion on the grid is happening by moving the handle instead of typing numbers. Once i imported the asset in Maya, i could attach the locator transform handle to the whole asset using the connection editor however, i cannot see the sphere transform node parameter from Houdini in the connection editor, only the main translation parameter that controls the whole asset. After that, the result that i got so far is the locator translation handle transforming the whole asset and not only the sphere inside the asset and therefore, i cannot move the extrusion around. That said, in this case, does anyone know how to connect the sphere transform parameters to the locator handle in Maya through the connection editor so i could control the extrusion on the grid? Any info would be appreciated. Thanks
  23. Hi @mestela, this solution is great! Would you mind explaining, how come creating an inside surface, blasting them and removing the shared edges end up outputting only the voronoi edges? I'm trying to understand the logic behind it as the topology of the previous node (grid) is combined with the newly created voronoi edges and i would like to get the idea about how your procedure removes the previous topology but keeps the voronoi edges. Thanks!
  24. Differential Erosion / Melting simulation

    A possible approach would be to convert the mesh to volume fog vdb, apply any noise you like to it and convert it back to mesh.
  25. Crease and or Subdivide attribute

    I just figured it out. Adding a crease sop in the end enabled the attribute created in the wrangle sop and i could finally use the sphere to manipulate the crease smoothness. Cheers all.
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