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Everything posted by haggi

  1. Okay, did you really try it? In the source code you can see: data["bhclassic"]=readBGEO; What means, bhclassic should be handled as bgeo. But maybe the code on github is newer than the plugins.
  2. There is no need to rename it as begeo, partio should be able to read bhclassic directly.
  3. You are mixing two completely different things here. Usually you do a sim and save only the result of the sim without all additional sim data which is needed for simulation (e.g. collision geometry, additional fields). So your final simulation result contains (in your case) some fields like temperature, velocity, density etc. These can be saved in the dopIO as bgeo, bgeo.sc or other formats. If you want to continue a simulation you will have to save the .sim files out of your dop network (as much as I know) what happens during simulation. You cannot convert the result of a simulation into a .sim file, you will have to do the simulation again.
  4. To continue the simulation at a certain frame you need a sim file for this frame. Sim files can be exported from the dop network. I prefer to use a file node in the dop network to write sim files to disk. Then you can use the last sim file as inital state in the dop network - of course you will have to set the sim start to your new start frame.
  5. If you mean the RenderView tab in Houdini, you can see what it does by simply showing the ColorCorrection bar. There you can see which gamma is used to display the image, applying the same gamma in Nuke should result in the same image. And if you did not change the output gamma value in your mantra render node, the rendered image is linear (gamma of 1.0). BTW.: You should not change the gamma before compositing, but at the end and only set the view in Nuke to the appropriate settings. The result is a better quality in most cases.
  6. No, not really as much as I know. For Houdini I was able to find these commandline switches: houdini.16xxxx.exe /S /MainApp=Yes /InstallDir=whereeveryouwant /AcceptEula=yes /ApprenticeLicensing=No /DesktopIcon=No /FileAssociations=No /HoudiniServer=No /HQueueServer=No /EngineMaya=Yes /HQueueClient=Yes /IndustryFileAssociations=No /LicenseServer=No /Registry=No /StartMenu=whatnameever For the setup of a maya deployment you can use: Setup.exe /qb /i path_to_deployment\Img\Maya2018.ini /language en-US We then call a loop and check if setup.exe is still running and continue as soon as it has terminated.
  7. We use bat files to install all needed software. Because we need bat files anyway for starting Maya, because our maya is heavily customized, we extended the system to all programs we use. In the batch file it simply calls all needed other programs install bat files and finally start the application. Where needed Maya is installed from a deployment setup.exe. The install file of houdini can use a whole bunch of options as well. Other programs can be simply copied locally and work fine. This procedure works really fine, at least on Win7. We added an archive of the software, simply packed everything in the programs folder. This way we can simply delete the local install directory in case we screwed someting up or files are lost (what indeed happens from time to time), and the archive is extracted locally and everything runs again. Drawbacks of this procedure is that you have to find a way to install everything with admin rights if you have limited user rights. Another small problem with this procedure is that you the Setup.exe of a Maya deployment does not block the execution of the bat file. So you will have to find a wait procedure until it is done. On the pro side: You do not need extra software, only the software which is actually needed is installed, it is easy to extend or add environment variables.
  8. So are you sure that renaming/removing the folder: C:/Users/tom/Documents/houdini16.0 does not help? At least here on my machine, it is recreated automatically.
  9. Your cloud does not look bad. To be honest I'm not sure which cloud noise I use most, I simply play around until I get the result I want, or at least as close as possible.
  10. I usually first build a simple geometry of the shape. Then I add a cloud sop node where you can set density and the shape like structures and finally I add a cloud noise sop which creates a very nice noise. Try to increase the amplitude and play around with element size. To answer your questions: Yes a cat shaped geometry as input should work fine. Do you have an example what you want to archive and why the built in clouds noises do not work for you?
  11. I suppose that's because the output gamma is 1.0. Mplay sets the gamma to 2.2 per default. Linear is usually the way to go and only change color space in compositing and final output.
  12. So you tried the volume mix and it does not work for you? Sounds exactly the way to go. At least it works fine with simple volumes.
  13. Strange, just did a copy and paste and everything works fine here.
  14. Indeed, the fileCache sop is a expanded version of the file sop. You can dive into the fileCache sop where you can see that it uses the file sop as well. The big advantage of the fileCache sop is that it makes it easier to export sequences of geometry from the UI or in batch.
  15. No, there is no way to simulate without time advancing as much as I know. But you can simulate, save the result and use it as initial state. So it seems you already tested someting. Do you have a hip file to share? It is hard to say what could be the reason for non filling and sqashy liquids. Maybe the collision object, maybe the particle separation, maybe the overall scale. In a hipfile we can immedatly see the reason in most cases. For the bouyant objects, you should make them rigid geometry and increase feedback scale in the flip solvers volume motion settings.
  16. Your questions are a very vague and an answer would mayve not very helpful. We can help very much better if you have a special problem. Why not modeling a bottle use a flip tank and do what you want to do. Then if you have problems, you can ask much better.
  17. You can do dof and motionblur in post but it is important to keep some points in mind: Motionblur will always be linear, no problem in most cases until you have fast curved animations. both effects will not appear in secondary rays (reflections, refractions, transparency) what can lead to strange artefacts. doing both in post can be tricky because with motionblur you blur the z channel or vice versa what can create another artefact. Dof reveals geometry in the blurred areas so if you try to create dof with only one image and a z channel you will have problems because you try reveal geometry which does not exist. Same with motionblur, the geometry will be blurred what means: In both cases it works better if you can separate the layers, e.g. the moving object and the background. I'd recommend to do only one effect in post and I'd do dof in post.
  18. I suppse the end user will expect some speedup in pyro or smoke sims if he reads this: And there are only a few restrictions mentioned in the docs.
  19. I have some something similiar some time ago. I exported a standin geometry from houdini and in maya I created an insance for every node with a simple script. The visibility of the original object was set to 0, worked quite well, even if you have to do it every time if you import the abc file again.
  20. Not sure what you eman. The attributeCreate sop is used to create a new attribute and you can use it to create an attribute. As an alternative you can create attributes in a wrangle sop. But I suppose you already know that an attributeCreate sop creates an attribute, so can you elaborate a bit?
  21. I had a similiar problem some time before. I created a hires fluid sim and used OpenCL. After some time my simulation simply stopped moving. I suppose the reason was that my GPU memory was too small in this case. I turned off openCL and everything worked fine again. No idea if this helps. I used H15 or H15.5 for the sim.
  22. For houdini I think as much ram as possible is good. And if you want to do simulations, 2 TB HDD can be a bit low. I'd recommend at least 32GB ram and 6TB HDD.
  23. If the merge node only has one input, it is not needed. The only advantage of the automatic creation is that you do not have to create it manually in case you want to add some inputs.
  24. Hi, I have a rigid body simulation of a few thousend parts. I export the geometry from maya, simulate in Houdini and bring it back to maya. Of course all shaders are gone and I have to reassign the shaders to the simulated geometry. Unfortunately the imported parts are all named with the pattern: <rop alembic input node>_packed<somenumber> e.g. attributeDelete1_packed1618 It would help a lot if I could keep the object names because with valid names I could simply reassign the shaders. Does anyone know a way to keep the names if I import an alembic from Houdini back into maya?
  25. You are my hero! Thanks a lot. "Build hierarch from attr", that's the solution.