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Found 5 results

  1. Hi, sorry for the basic question but I am just switching from maya to houdini and am still asking the very basic questions. I wondered if someone would mind explaining to me the most simple way to add noise to a float value with an expression (which also returns a float), preferably in a way where you can see a representation of the noise? For example like how in maya you can add a noise expression to a float parameter, for example: noise(time); And then you could view the result in the graph editor like so: Is there a houdini equivalent which is quick and simple enough for me to understand? Thanks a lot!
  2. Hello, guys! I keep having an issue when I try to compare attributes from two distinct points. The VEX program tests if they are equal, like this: if(ptu == t_start) And although I see in the geometry spreadsheet that they are, the VEX code say they aren't. I thought It was a precision problem, so I rounded both values to a three float precision value //round t_start = rint(t_start * 1000)/1000; t_end = rint(t_end *1000)/1000; ptu = rint(ptu * 1000)/1000; This was the solution for some points and for others, the problem persisted. Some still have the same values in the spreadsheet and the VEX code interprets them as different values.
  3. Hey there, im new to houdini and i really want to create some partcile trails that are floating around the shape of an object. Would be great if someone can explain me a quick way without attribute wrangles as im not experienced in coding at all. Thanks in advance. Nick
  4. Ocean Float Workflow

    I am trying to figure out the correct workflow to have an object float on an ocean whilst also interacting with that ocean, creating splashes etc. The ocean I am creating is quite rough so there is a lot of low frequency displacement/movement generated by the ocean spectrum (big rolling waves). Things I have tried so far: flipsolver > Volume Motion > Solver > Feedback Scale set to 1.0 Object density set to 400 Object bounce set to 0 Splash Tank: Object floats correctly. Good motion. Not much real interaction with the ocean. Doesn't really create splashes. Particles get generated within the object due to the nature of the Splash Tank. Wave Layer Tank: Unstable behaviour. The object seems to generate a large splash which then causes it to bounce around erratically and eventually sink (sounds cool but not what I'm after). Wave Tank: Doesn't keep up with the ocean deformation very well at all. Beach Tank / Flat Tank: Unsuitable. From my tests the Splash Tank result is best but doesn't really allow for proper interaction between the object and the ocean. The Wave Layer Tank might work if I could get past that instability. Am I going about this the wrong way? Any suggestions welcome.
  5. I'm making a Houdini <-> Maya connector, and after some time wasted in attempts to find bug in my library, to my surprise i found that geometry produced by "make breakable" tool contains "NaN" coordinates. I mean not all points, but at some frames, some polygons(1-2 per mesh) looks like consists totally out of "NaN" points Is it normal at all, and does anyone seen this behavior before? GEO_Vertex vtx; UT_Vector4 pos; ... vtx = prim->getVertexElement(i); pos = vtx.getPos() * wMatrix; // <---- NaNs here [/CODE] What makes me really wonder is that NaNs appears not at the start of the simulation but at the frame 98, and geometry topology isn't changed at this frame - it's all the same shards, just moved a bit away. Also simulation is quite compact in space, so it's not float/double overflow. Any other geometry seems working just fine, it seems just breakable are "buggy".
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