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TheDude last won the day on February 23 2014

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  1. Volumes change density/quality in render

    There are lots of variables here, so it's hard to speculate. Here's a few things to check. Alpha Consistency from different angles. Near / Far clipping plane on camera. Density consistency in the geo of the file you are using. Check in shader for unusual manipulation of the fields imported.
  2. Scatter points on displaced surface

    So once you've got your points on your deforming geometry, you can then inherit your UVs from the object, and displace by the texture
  3. Grains cloth - bend resistance

    Right, the only balancing act if you wanna do it the hack way is simply how many grains thick you make it along with constraint parameters -- That being said I've found cloth in houdini to be getting better and better each version, despite innumerable changes. Or maybe I'm just better at not doing dumb stuff
  4. Grains cloth - bend resistance

    There's not a way for grains to do this by default. You'd need to add in a good amount of work but it is possible. Without thinking about it too much, you'd want your initial object your putting into the sim to have some sort of angular and position comparison to the array of points near to it. (I am imagining this as a sheet) Now if a cloth falls going down, perpendicular to the ground, you would need to add in force as its rest comparative position is changed from its current comparative position, this will enforce its "rest" shape, and so enforce non-bending. This is super primitive, for example, you'd now need to build into this the ability to rotate while retaining this comparative position, requiring it to additionally contain a rest quaternion which it can carry through to multiply into its rest position. Once this is all built, you could keep pushing, giving plasticity, by adapting the rest position and rotations if a sudden change in the current shape exists, or a gradual constant update of the rest attributes by the current shape, giving an almost viscous property. But yeah, this isn't really integrated into pops, but cloth does edit: quick hack workaround -- make your grain sheet about 5 grains thick
  5. Point Instancing Render Issue with Smoke elements

    Good news! I reported an RFE again with an attached hip file showing it breaking. They looked into it, and the next week i got an email. "This problem should be fixed in Houdini 16.5.304." Finally!! haha, pretty excited to not have to have hundreds of individual geo nodes in the future
  6. I wouldn't do this with a simulation. I would do something like copy a line 10 times, make them in a row next to each other -- resample them all -- (pseudocode coming) if my y position is between 1 and 2, x value is total avg x position of all lines, if not, remain at your current x position, so they'll remain in their line outside of that range. resample for even distribution again, then slap on UVs -- now you can animate points along the whole thing using UV to drive them What you need is super specific so I don't think simulating is necessary, just a bunch of sops n cheats also this gives flexibility to change the lines shapes, make them rounded or rectangular, more or less, etc
  7. Mantra error loading Geo issue

    without properly combining volumes, just merging multiple volumes can be a bad idea. for example if you have 2 seperate volumes each with primitive names "density" "vel.x" "vel.y" "vel.z" the shader won't necessarily know properties to apply to competing fields. It can just cause horrible problems. To "merge" volumes, you can use vdb combine or volume merge
  8. missile trail simulation/rendering

    Another option is to just get nice particle motion from the trail, then vdb rasterize particles, and you can cluster by distance from cam for volume resolution staggering
  9. Super hacky, also looking for a better method DartThrowingAttempt_JG.hip
  10. Controlling animated instances

    Hey man, houdini is down at work atm so can't check out your hip, but basically if you have a trigger set up in your pops of when you want animation to start (I am imagining if it hits a surface, or something like that, then you'd make a new attribute that starts at 0 that adds 1 per frame), you can use this for what frame of the animation it is. Using the instancefile attribute (think that is the one) you explicitly tell what file to instance. So some sudo code would be string Frame = itoa(i@FrameCountingFromTrigger); //Frame is the trigger you add a value to every frame from whatever the condition is you want to start counting from s@instancfile = "/harddrive/project/instancefil1_" + Frame + ".bgeo.sc";
  11. 2 parameters in one link

    you can do something like this string parm1 = chs("../null1/parm4_"); string parm2 = chs('detail("../loop_info", "ivalue", 0)')); s@newparm = parm1+parm2; then if you need that value in a parameter, rather than an attribute, you can just point() to it
  12. Point Instancing Render Issue with Smoke elements

    No way! That's awesome to hear, thanks for actually following through with this, much appreciated and hope to hear more soon on it!
  13. To debug certain parts of shops, I always attach a portion that could be incorrect (or correct and misunderstood) strictly to Ce to just check out what it looks like. Try debugging your shader step by step to see what you may have done wrong. If you need more help please upload to cloud for sharing.
  14. Kill particles with SDF

    You can also do this manually in a sopsolver, object merge your sdf in, then volumesample(), if they are inside, kill.
  15. Point Instancing Render Issue with Smoke elements

    Hi Bifrost, just threw together a hip file. It will be a lot of work, but this is the workaround I used -- delay load procedural worked every time on the farm, whereas packed disk would break. If you have the time to get up a geometry node for every instance sequence, I would recommend taking the time to do that just because it is consistent. If you render Volume_One explicitly it will work (if you have 3 volume sequences, you will just need to create those three geometries... or 100 in your case ). I then tested to see if you can instance explicit delay load procedurals fast point instancing, in order to give you the ability to keep your current setup, but if you render instance1 you will see it error -- It can't do that, which I was hoping would be the answer to your issue. One idea I had was that since hard drives either read or write, but not both, that if the farm is in heavy load, then as it builds the geometry from disk, it could be potentially interrupted as it has to write something, and then resumes reading the rest of the geometry and so "skips" areas. I don't know how volumes are read, perhaps in buckets until 100%? If that is the case though, it doesn't make sense that it would read it in one go every time for delay load procedurals, but not for packed disk... I dunno super confused as to what is happening. Sorry for the bad news, super annoying problem to find at the end of a pipeline right at render time. JG_Instance_Example.hip