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Found 47 results

  1. Hey guys, I'm just getting into Houdini (have been working in comp for the past 6 years) and I need help with a most likely simple question. I have some geo in my scene that I scattered a lot of points onto. I'd like to only keep the points on the Y axis. Like imagine a camera above the character looking straight down. All the geo it sees should have points scattered on it and nowhere else. Do that make sense? Any help on this would be great! I am hoping to take these points into a particle sim and use them to drive a smoke sim. Thanks!
  2. Hi! I have a strange issue. When I write many files at the same time, some of them breaks. It can be 200-300 files simultaneously size of about 10 Mb, or 70-80 files of 100 Mb - I have the same result: files exists, but 5-10% raise read error in Houdini. They have a normal size or less than normal on the storage. I tried this on the old storage and on the newest storage (with perfect access time, speed, caching etc) - the same result. Houdini 16 behaves just like Houdini 15.5. When I starting write this files, we have write errors on the storage from other software like Nuke or just write files from the OS. Another picture is not observed: when we write hundreds exrs from nuke - there is no file breaks on the storage. This occurs for many months, and I think the reason is in the method of writing files from Houdini. Is there a technology to change the method of writing geometry from Houdini (flags, variables)?
  3. Hi, I am trying to make particles fly off a moving figure. so for example if he throws his arms in the air i want particles to fly of like sand. What is the best appraoch to this? I have tried using the trail node and attract pop but every time at some point no more particles emmit and just the ones that should fall to the ground are moved by the figure. I put a link to a flipbook render below. thanks test_Two_grain.mov
  4. Hi everyone. I've got a little problem, I'm trying to render my work in mantra, but the problem is that houdini reload the geometry for each frame and it's a bit long. When i render it in the render view everything works well, Houdini loads the geometry once and render each frame very quickly, but when i render it on the disk , he loads the geometry for each frame, and i don't know why. what i render is just a simple sphere instance on a lot of point , arround 10 million. Is there a way to cache the geometry for the render ? Thanks.
  5. Hi people! I'm learning some things in Houdini to create HDA's for cinema 4d or export vdb's simulations to render in c4d. In this case, I want to make a smoke simulation but I have one basic issue that I'm sure it solves with a simple way. I have one torus emitter inside of a tube but the smoke doesn't respect the tube geometry, It moves through it. How can I fix it? Thanks!!
  6. Hi all! First post, sorry is not to contribute much but to ask for help, hopefully someone else with the same problem can read about this and find the solution here. I have a problem loading geometry in Houdini 16 running on W7x64, no matter what kind of file the behavior is always the same, to hang for a few seconds, then display the Cooking message for a (longer than it feels right) moment and then returning an error in the node. The dreaded message in the ! Error field of the node is: Unable to read file "C:/Users/userName/Documents/fileName.obj". This happens either via FILE > IMPORT > GEOMETRY and also popping the TAB menu, typing GEOMETRY and creating a new node, double clicking on it and trying to browse to the file via the floating file chooser input. I have already tried with many different files and file types, creating a simple cube OBJ and trying to import it, to make sure the file name does not have any spaces or numbers, I have even dropped the file in the $HOME folder (/Documents in my case) to ensure was not a path issue. I also have tried to check my houdini.env file to see if something weird was overwriting the program defaults (all is commented out, no actual environment variables there), even to add a PATH | path-to-the-houdini-bin-folder; to the system variables to no avail. The default.bgeo that Houdini uses as placeholder is loading without any issue, so not sure if this involve a path problem, my guess is more a geometry interpreter related issue of sorts. Additionally, Houdini gets all weird after the geometry is unsuccessfully loaded with constant freezes and even if I can get to select the node and eliminate it, the behavior of pressing space/alt to cam-navigate the 3D viewport results in a constant spinning around (!?). I have added an image displaying the error if its of any help, would be great to know how to get a workaround to this issue if someone can give a hand, thanks in advance! Eth.
  7. Hi all I have a question about exporting geometry using .fbx - Basically I want to export certain model that has been created in Houdini and render it in Keyshot, while in Houdini the model looks smoothed as shown in the pic attached sc_from_houdini.png but when i import it in Keyshot it comes totally black opaque and unable to receive new materials. I can overcome this situation by entering dummy (zero) changes to the geometry in Keyshot, which renders it able to receive materials and be rendered properly. Now, the problem I find is that once this first issue is fixed, the result of the render is showing the raw polygons and not a smooth surface as it appeared in the Houdini renders, as we can see on sc_from_keyshot.png attached. Anyone have idea what this happens? Perhaps I am missing some step before exporting the geometry, or exporting it wrongly? Sorry is not the same exact camera, but is the exact same geometry, I also attach here the houdini .fbx exported file ) Thanks in advance ) s.fbx
  8. Hey, I am trying to do some stuff in python with viewport selections. I want to query whether or not the user has anything selected, not necessarily get what is already selected. As far as I can tell the only way to do anything with the viewport is through toolutils. If I use "toolutils.sceneViewer().selectGeometry()" and nothing is selected, it waits until the user hits enter over the viewport before continuing. Is there any way to simply return whether or not any geometry has been selected without having to wait for the user to hit enter? import toolutils sv = toolutils.sceneViewer() geo = sv.selectGeometry() if geo: print "There is a selection" else: print "No geo selected" Thanks! James C
  9. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  10. Hi, I just started learning houdini for my graduation work. Is there any way I can replace fur by other geometry? I am trying to make something like in the picture. What would be the best way to approach this?
  11. Hi all, I am trying to create an effect where I can take any high rez model and smoothly reduce the number of polygons so that it is high rez and smooth on one side, and very low rez and faceted on the other. This is purely for aesthetic purposes, as I think that look would be quite cool. The area where the transition happens should be arbitrary (ie. a group of points) but to keep it simple initially let's just say the transition happens over the entire model on the Y axis, so at the top it has the highest density of triangles and at the bottom the lowest. My initial idea for accomplishing this was simple - put down the model, create an attribute called 'weight' and assign it to points according to their position in Y, then use a Polyreduce with the Attrib Weight set to 1. Alas, this did not work. It reduces the mesh alright, but instead of a smooth transition I get a very sharp transition from smooth to completely faceted. Worse, the keep% parameter doesnt really have much effect on how faceted it is after enabling the weight attribute. Can anyone think of a better way to do this? im sure there is.. Ideally looking for something that could almost be a digital asset and would allow the most flexibility in defining where and how the transition occurs (ie. painting the model, groups, point attributes, etc.) Attached is hip file and screenshot for reference. (p.s. it takes a few min to cook at the current model resolution). Thanks! Smooth to Facet_2.hiplc
  12. Hi guys, I need to export some hair as alembic but it's not as easy as it looks like. I think it need to be converted to geometry first. Do you guys have any idea on how to proceed?
  13. Hi, I have been trying to deform scatter point over the surface of the geometry, What would be the way to deform or slide scatter or give slide scatter points with offset over time on the surface of the geometry ? I have tried with color texture and it worked, but i am looking forward for the VOP method, can someone guide me over that ? I am still to houdini and trying things out. Thank you,
  14. Hi All, just started learning Houdini and have a problem. I would like to get a wireframe but only from specified edges (all hard edges in that case, example attached). 1) Can anyone give me a tip on how to do this? 2) Can i control the profile of wireframe?
  15. Hey guys, hows going? I'm trying to figure out how to do this kind of stuff, as you already may know, these artists are Cristoph Bader, and Simon Holmedal, two genius. I know there's an easy way to do in cinema 4d, with x-particles, a followsurface node and a turbulent noise, but the more I learn Houdini, the less I want to go back to my older apps, and the more I want to study fractals, nature, maths (always a hard thing for me since I'm a designer), but proceduralism is da bomb! Sam welker posted a tut on creating swirly patterns on a plane, entagma has some on fractals, as well as for loop subdivision depending on attributes. My questions, are these done with particles and solver? I really want to achieve this kind of complexity, If someone has a good tutorial or resource on stuff like "this particle goes here, and when spot this one the next do this" and stuff, pop behaviors explained for a 1 month houdini user, could be also a ray sop involved here to get the shapes?, at the same time they are uniform, noise?, trying to figure out but its driving me crazy, some key words to google would be very helpful, lately I'm more in abstract stuff than anything, started looking nature more closely, probably there's VEX involved here, thats my biggest fear, I guess I'll had to learn if I want to make power stuff. Thanks for reading!
  16. Got this file here.. can someone set it up so the pieces that are ripped off by the colliding sphere are affected by gravity. The sphere that is being hit is supposed to stay in place like being static, but get ripped to pieces. CLOTH_CRASH.hip
  17. Hey all, I've cached out a cloth sim that's was attached to a static object but when I read it back in with a file node the geometry jumps around in some frames. In the sim in the DOP net it's fine but in the cache it jumps around. Anyone know what's happening?
  18. Is there a Network Editor equivalent to the Geometry Viewers “accept” action?
  19. Hello everyone! I have attached a scene with a simple setup. This is a result from a rbd sim. I would like to run a flip simulation from this geometry but first I need to find a way to make the original geometry blend with the mesh of the fluid simulation. The idea is to get a smooth transition between the geometry itself (with shaders and textures) and the polygons from the particles. Any ideas how I could achieve that? Thank you blend_test.hip
  20. Smoothing geometry on the GPU using OpenCL. In VEX it has to be done in 2 steps where the same thing can be achieved in OpenCL in one step using barriers [khronos.org]. For a 822K polygon model, it's over 500 times faster than VEX on GTX 970 for 1000 iterations, and over 600 times faster for 10K iterations. Timings are recorded separately as there seems to be some overhead when running them one after another. Special thanks to SESI.
  21. Hello everybody, I'm learning houdini, been reading stuff from a week ago, was super hard at first, too much words (vex, sop, vop, chop, vdb, and so on) and a different worfklow, node based. (I'm a designer and come from apps like photoshop and cinema 4d). Thing is yesterday I was able to create my first setup and now I'm addicted to this, can't stop thinking how to make stuff and never tried a most powerful soft. Here are some samples and my basic ideas on how to deal with, but some tips or help would come super handy, First example When I watched this I thought maybe can be achieved with a geo file node, selecting geometry by some attributes, a copy node with small spheres (or are they particles?), and some deformation via attribute vop, but this seems more complex, I'm missing something? Second example I'm particullary interested on abstract geo stuff, I'm a zbrush sculptor and wanna use houdini capabilities to do something like this, a doubt I got is how to deform the polygons (ie quads or tri) but keeping the overall silohuette, I did a test by saving the position, deforming with a mountain and then give the position back with a point wrangle, but it didnt worked. Third sample I was able to achieve something similar with vdb workflow, only thing I couldnt do is the cyan borders, were they made by another vdb combine / reshape sdf? or there's a way to make groups based on edges on vdb? like what the cookie node does on geometry separating autogroups? Sorry for being that long, I'm pretty excited about this soft, here are some more cool images of what I would like to play with, autor is Anton Won Soder Thanks for reading! cheers from Argentina
  22. Hello I am creating a simulation where I have a sphere oscillate back and forth to rest. The sphere is moving but I also modeled a coil where I would like to constrain one end to the "wall" and the other end to the sphere so that it will squash and stretch. Right now the coil isn't moving. I have the file attached. Could someone show me how to do this please? I have looked online but haven't had luck finding something doing this directly. Thank you Single_Spring.hipnc
  23. How can I create geometry between 2 curves?
  24. Hello everybody! If we want to create geometry using VEX we can pipe a null node into an Attribute Wrangle and in the latest we can use functions such as addpoint() to birth geometry. One requirement is that we have to set it to run over Detail (only once). The problem comes when I want to do this using a .vfl file and compile into VEX and use a VEX node that points to the compiled file. Geometry won't be created. It is strange because I know VEX just work on points, not on Detail so I have two questions: 1. Why do we have to run the Attribute Wrangler in mode "run over Detail (only once)"? Why not points? 2. Is there a way to use a pragma flag or something to tell the vcc compiler that this code must run over Detail and only once? Thanks for your help in advance. Ramon.
  25. I have imported two point clouds as geometry SOPs. I would like to construct a system in Houdini that allows me to make a selection of the combined point cloud as if it were a single cloud. I would then like to apply transforms to the selections, using information specific to the individual clouds. So my goal is: - user only needs to make a single selection in the overlapping cloud region - the post-processing of the selection needs knowledge of which geometry the individual points came from Is this possible in Houdini? Can anyone offer me guidance for how I might achieve this? Thanks!