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Found 23 results

  1. Hi peeps, Maybe someone can help me achieve this. I followed a tutorial by Antengma on how you can make lines between points with a specific searchradius. (That is the code I'm using in the wrangle) Now for this particular setup, I want only the red points to draw lines between the blue points. My guess was to put the red points in geo handle 2 and set the nearpoints(0, @P, searchrad); to nearpoints(1, @P, searchrad); This didn't work... Can someone alaborate? Thanks in advance!
  2. I want to use boolean to do soft body bellum, but I don't know what to do if I want to control the string part... I need your help. I also attach a link to the YouTube video that I referred to. Report post I need the part2 part of the video. vellum_duck.zip
  3. Hi guys! Recently I was asking for some advice on how to deform spherical parts of volume into different shapes (in my case skulls). And here is the best reply I've got: "You need a dop I/O node - target your dop network and then point it to your smoke object. Add an import field with the little plus button and import the field named "Pressure". This value is very small but if you use volume visualize nodes or volume vops you can fit the values to pull out the pressure range where these mushroom shapes occur. Once you know the range (usually somewhere around 0.02 to 0.00 for these shapes) you now have the correct mask range. You can now set "Pressure" as the control field in your disturbance tab on the pyro solver. Just make sure you use the correct range, then you can dial the strength of your disturbance applied in only the areas highlighted previously in your volume visualizer. One thing to note - if you want to identify them each you're going to need a sop solver. Once you have the pressure field isolated, you can convert the vdb to poly and use connectivity to seperate them out and then pack them to get a centroid for the specific mushroom. But you're going to want to blend the point position of that centroid over time as it may jitter or pop in and out of existence depending on the tightness of your isolation range. Once those points have a history they'll have velocity and direction you can use to orient your custom field that warps it into a skull or whatever." However, I'm stuck on the last step where I have to setup sop solver and feed the output back in a sim. I would be very grateful for any advice or more detailed instructions on how to set the last part up P.S. I've attached a basic setup file in case if needed sklsmk_test.hipnc geo_02.0001.bgeo.sc
  4. Hello all ! On a shot like this I would like to change the shape of my fire so it doesn't have this mushroom like shape when it grows but I can't figure out how. Any other tips or advice would be much appreaciated too ! Thnaks in advance ! Maho CLAQUIN
  5. Hey guys, I have done a search but there are not many answers. How can I get a flip sim to have torque or self rotation? I have a slightly viscous, surface tension flip sim, kinda like paint flying through the air with sheets and thin streaks. I want some of the "heads or blobs" on the end of sheets and streaks to pull the fluid more than other bits, so it flips, flops, rotates around as if its not water but something a bit more sticky. See how everything just floats instead of any torque? Any ideas? Cheers!
  6. Hi Guys, Not sure if this is a newbie question, but I'd like to create a simulation that consists of a growing points in grains. What I had in mind was to point scatter an animated alembic (From C4D) and mapped it into an AutoDopNetwork. However, the resulting effect only solved on the first frame. Is there any way to let the simulation solve on every frame equals to the amount of scatter points I have? Dave
  7. Hello everyone, I am new here! First of all I need to say I am quite the beginner (recently found houdini and I so far am loving it) and my experience with Houdini is very limited. I would want to ask for some help in figuring out how to carve believable roads out into terrain, similar to this video (https://youtu.be/4R2wC6_SBxk). I am following a map where the road needs to follow it, so using this scattering method (the video creator posted a file in the description) does not work for me - unless there is a way for me to get "shortestpath" between multiple points? I tried using a curve but it just does not work. I feel I am at loss in how to get something like this result. Any kind of help would be appreciated, thank you.
  8. Is there anybody knows where sideFX will post there versions updating details? For example,they delete the node named ‘paint’. Where can I find the page that can visually see all the nodes changes. I already search the documentation:https://www.sidefx.com/docs/houdini/news/18/index.html But I didn't see the paint node changes. If there is any wrong with the post.Please let me know.
  9. Houdini question: How to change the size of an obj mesh in order to match a specific size. Hi guys, I have a question about how to change the size of a mech. Picture 1 Picture 2 As you can see, In Picture 1, I have a grid, and an obj mesh is imported from Maya. I want the obj mesh to match the size of the grid; in other words, I want the mesh’s X-axis as long as the grid’s X-axis. Same as Y, I don't care about the Z-axis for right now. Can you give me some advice about how I can do that? The purpose is that I want to develop a tool which could help Level designer or Artist to build a Sci-fi wall efficiently. Thank you very much!
  10. Hello everybody, I've got some questions for you. I am soon going to start a new project on Houdini and I need a lot of documentation to have a good start. I want to do a procedural apartment with a defined boundary. The number of rooms can be changed as well as their shape and in the end there will be furniture which will stay in a defined room. If you know of any websites, videos, pdf or even hda wich could be related to all of this I will be more than happy to study them. Thanks in advance for your help ^^
  11. i want to do this in pop,but the return value is always (0,0,0). code:vector pdir=point(0,"@P",7); (i want to get the position of point 7). How can i do it with function point()?
  12. Hi, I search and read a lot of post on google/ODForce without really finding a answer to that. I trying to see how I can compress a fluid correctly. Just to illustrate one case from many others , I try to compress gas with a piston in to a cylinder. I know Houdini is more a artistic tool than a fluid analysis software but there a way to make divergence, density and pressure interact correctly ... or what I thinking is a correct bihavior? In the example hipfile I attach to this post , I expect to see the density and pressure increased proportionnally to the changed volume of the cylinder by the pushing piston (SIM_Compress geometry at obj level). I figured out a lot of way to connect , inject , add , multiply combinations of density/divergence source without any good result ( "best" one attached to the post ). Somebody have a idea ? Thanks compression_test_v001.hip
  13. Does anyone know why i get this error in mu Channel node i created and attribute , for my chop network? Thx in regards
  14. Hello People, I have been trying to produce a Boolean value i.e. 0 or 1,So that i can use it as condition for my (IF Block) in pointvop. But whenever i am dividing Ptnum by 2 using the node modulo is always leave a value of 0. Help!!
  15. Hi guys, first time posting here. Recently started using houdini and following some tutorial. i did some freezing effects by instancing particle with some model and then use vdbfrompolygon node to kinda merge the polygon. then convert them back to polygon again. the problem is. when i convert them to vdb. my mesh looks jittering due to the constantly changing of poly on the vdb. Anyone know is there any option or node i need to add or adjust ? thanks!
  16. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  17. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  18. Hello, I'm trying to create a looping animation of water spiling on the ground, so that it repeats itself every 60 frames , but im stuck at the part that where I need to blendshape the last frame and the first frame since I can't find anyway for the points to be blend shaped to their nearest relative point. waterfallloop.hip
  19. Can someone tell me why often in time people will like to separate out density, temp, vel and merge it back in the smoke object in pyro ( under the initial data as: density SOP path, temp SOP path...ect) instead of that, we can put multiple source volume node to input different channel as well. What is the main different here? All I know is putting those SOP path makes it last longer in the sim, thinking like as if you want to have a shape of a box being evaporate then we will use that and if we are using any of the initial data we will most likely not wanting to put down the Source volume node where this is constantly pumping stuff into the sim. In addition, to do any of explosion sim, is the best not to put fuel data as any initial SOP path since those will stay quiet a while if you are sourcing the fuel on your Source Volume already. In render you will have a constant light area where is being burn even your explosion has already occured and about to finish. Please correct me if im wrong.
  20. Hi there, First time trying to advect particle to my fluid source, however the particle seems to be pushed to certain direction. I have checked my velocity on my particle, dont seem to have any velocity pointing anywhere towards to where its going. Im pretty sure there are many other ways to advect it, this is the only way I come up with since I just started to use houdini, I have attached the file down below please sim a few frame of this pyro and to be able to check the particles. I have tried to name everything as clear as possible at the same time. Thank you guys in advance! particleAdvectionProblem.hip
  21. Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay
  22. Hi all, first of all, I'd like to say I'm new to this website, and have only been working on Houdini for about four months. I really like the interface, and I'd say I've made some pretty 'okay' stuff for a beginner. But now, I'd kind of like to take a step up and begin putting my work into real videos. I've looked at the composite view tab, but as far as I can tell, it only handles images. Would I have to export it to an external program and then insert my video? Or is Houdini even capable of this? Also, as of right now, my only sources for tutorials are youtube (hardly any) and the Houdini Tutorial Archive over at papicrunch, which is getting more and more limited. I'm not so sure I'm ready to move on to Houdini Papers yet, as I'm mainly a visual/tactile learner, but I did a Voronoi destruction scene based on a paper. I would really enjoy if you could point me towards some more beginner/moderate tutorials that are preferably videos. Thanks!
  23. I created a simple waterfall scene, and got a very nice mesh shape, but in any case can not bring the desired Whitewater (similar to a waterfall splashing), it was able to share the experience under
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