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Found 33 results

  1. I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini. Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files This is the tutorial i tried to follow, since it covers the Adobe softwares: I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset. Any ideas? Cheers, Callan de Keijzer Desktop.zip
  2. Sand Simulation

    Hi! I'm a student at NAD in Montreal and I'm trying to learn Houdini. I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground) So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver). Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim This is my second attempt and it still explode (at fist I used 10 substeps) Does somebody have any ideas on what could be the issue? Thanks MountainGrowth_47.hipnc
  3. Fluid question: Gas compression

    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
  4. Particle PROBS

    So ive been working on a particle disintegration for a couple days now and I just ran into a huge issue! My teacher said it looks like its produces sprite cards instead of particles! anyone have a way to make it work as needed? need simple particles instead of sprite cards! PLEASE HELP!!!
  5. Hi guys, I was hoping someone might have a clue here...I have a vop with an object running over an rbd simulation to activate pieces, the only problem is they seem to be becoming inactive again after being activated. So the basic question here is if there is a way to fix an attribute once it reaches a number (in this case 1) so it cant change back to 0? Cheers!
  6. Hello friends. I would like to ask you for help. This is addressed primarily to those who want to model in Houdini. As you know, I developed an Asset for Houdini called Flux. I was asked by many people to sell the asset for modeling called Modeler. So I decided to ask you. Not everyone realizes that I decided to turn Flux into a full modeling plug-in with lots of features for both organic and hard surface. Now about the problem. I and my family now have a lot of debts. This happened due to our imprudence. I can lose my computer (and not only) on which I develop tools. I ask everyone who would like to model in Houdini, please buy the Flux 1.0 asset now. When I finish working on the Modeler, you will be updated to Modeler 1.0 for free. I ask for help. Thank you in advance and sorry for the unusual request. It's really hard for me right now( Gumroad link: https://gumroad.com/l/bIpqU or PayPal account for donation: marielucie8489@gmail.com
  7. Oi m8s, There is this plugin, qLib, for H15; essentially a bunch of OPs that make everyone's life easier. Unfortunately I have not had the luxury of finding some half decent instructions. I am: Running Windows 7 Pro Houdini 15.0.416 (Apprentice) Maybe this is this issue? The instructions say to: << ### Installation The installation process involves two steps: **getting the contents** and **setting up the environment** for Houdini. There are two ways to get the contents of the library. You can download a compressed **archive file** or you can clone the official repository with **Git**. While installing from an archive may be a bit simpler, we highly recommend you to use **Git** since it gives you the additional benefits of **instant updates** and easy access to **older versions** and **development branches**. ### From Archive File Simply **download** the current version by pressing one of the download buttons and **unpack** it to the place where you want to install qLib. >> Very unclear, if anyone can help t'would be great.
  8. Hello everyone,I encounter a problem, I load an object in my scene. I noticed that my shift in the viewer did focus my object, so I searched on the sidefx helpers (I link the url) "http://www.sidefx.com/docs/houdini/basics/view [www.sidefx.com] “The solution I could find was the ”space + G".He walked once.Arrived at a certain level of my work, I had to use the procedure previously done.I come to my big problem.My object disappeared, leaving room for red stripes on my node geometry. I can not find where the error came from … it is not for want of having tried yet. Do you have solutions? I link you my project and the picture of the problem.Thank you in advance Pyro Smoke_v03.hip
  9. Please, I just need a couple of pointers I've been trying to set-up a pyro simulation, have some smoke rise up and collide with an rbdobject. I've uploaded my hip file and written all my questions and problem explanations in there. Plus I think that it's much easier to understand if you have my hip file instead of me trying to explain it here in text form. Please take a look at it. The gist of it is : The smoke has a temperature field. And I've wanted to lower the temperature field of the smoke that comes in contact with the geometry so I've come up with the idea to give the geometry it's own temperature field and tick the temperature merge option on the pyro solver. In order to create the geometries temperature field I plan to make a volume mask to mask out the smoke's temperature field so that i'm only working with the voxels that make up the geometry and then lower their values, the result will then be the geometries temperature field. I've listed all the problems and explanations inside the hip file please take a look Any suggestion is greatly appreciated Thank you Houdini_DOPs_pls_help.rar
  10. Need some expert help :)

    Hi everyone, I'm a 3D Generalist in PiranhaBar mainly working with Maya, I;ve played around with Houdini but don't know much. We are looking into the best solution to create a colored powder explosion like the attached image. I've tried with Maya fluids and it's a pain, slow and unpredictable. at least that was the experience I had, I'm not a Fluid expert by no means. Then the particle system in Maya doesn't help either. I come from Softimage ICE and the difference is uge. Do you guys recon this would be possible with Houdini? Not so much the Particle debris but the fluids cloud sim. Would be great to know your opinion. Tks
  11. Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced. test_animated texture.rar
  12. Hi, im start learning Houdini now, and im a noob. I thought about start modeling something just to get some practice with the software, i have some modeling time in Maya so i decided that could be a great idea starting with it in houdini too, but i dont really know how to set a JPG as material so i can use it as blueprint, i found a way to snap a image in the background, but that wasnt exactly what i wanted. I just want o create a grid and use the blueprint to cover it so i can model from there. Thanks in advance!
  13. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  14. HELP | Particles Upres

    Hello, It's my first post, I have always used this forum to solve my doubts but I couldn't find the solution for it >.< Well, I want to upres a particle simulation (sand solver) As you know Houdini has a "limited" Particle Separation and I wanted to get a higher detail. In my case, it's just for a simple simulation (a cube of sand falling) · I have tried to use a Point Replicate controlling the Pscale and the Seed but it doesn't look very well hehe. · Another option, which it's not exactly the right one (cause the particles behaviour between the particles) could be to make different wedges with a random seed and mix them. · I found a SHOP node Point Replicate Procedural but the result is quite similar to the first option, and its only appears on render and I need to export as alembic. Simulation intended Master Simon Fiedler shows what I'm looking for on this video Any Idea? Thanks, Javier ParticleUpres_HELP_01.hip
  15. limit to bounding box

    Hey peeps, I'm new to houdini and trying to create a fur effect. I'm following the video on the SideFX page, but I ran into a problem that's probably very simple, but problematic for a beginner: when I select limit to bounding box, the box isn't there. Now I don't know if it's just not visible and I need to zoom it on it (though I tried selecting the move tool to see if it would become visible) or if it's just not there. I imported a 3D model from maya if that's an important factor. Thanks in advance!
  16. 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
  17. I Have stacks of plates and bowls that i made with a copy node on one original model of each type of plate or bowl rather than importing each model multiple times. I want each object to be able to fall and smash independently which i am struggling to work out. When i make the stack a RBD Glued Object it either all moves and smashes the exact same way like they are being read as one whole piece rather than individual plates/bowls or they move individually but the glue errors saying "making objects from different solvers mutual affectors" so they cant smash. Sorry if this is a basic question i am new to Houdini, any help would be greatly appreciated!
  18. WEDGE ROP HELP

    Hey guys, trying to use the wedge rop to create multiple pyro wedges to then drive particles - i thought my setup was correct and cant find an error myself but all the wedges look identical, provided my file so have a look and would be great if anyone had any ideas Thanks as always Chris Ink_Water_v2_t1_introducewedge.hip
  19. Hello guys, need your help, About week I fight whit this and without success... So, please look on example. This is a cheese cream. If you look closely at beginning falling cheese have a small viscosity value (create some splashes almost like a milk or similar) and after some time he become more viscous (create some almost static ripples). I was try to affect viscosity value with temperature value (like lava effect) and try some manipulations with age of particles but this is didn’t show proper result. I'm stuck..... Any suggestions and attached hou files will be most appreciated.
  20. Temporary variables in VEX Help

    Hi I'm new to this wrangle node programming, I've been busting my head over why this doesn't work for three days, it's so simple therefor i must be missing out on some general vex concepts. If anyone can please point me in the right direction that would be greatly appritiated. I have a bunch of points on a grid and their moving up and down via noise. I am trying to set up a point attribute that has a value of 1 when a point if moving up (positivly in the Y axis) and a value of 0 when a point is moving down (negativly in the Y axis). This attribute is called Direction, I'm computing the logic on temporary VEX variables and then writing them out to the attributes. Here's how it looks like : // 0 is going down, 1 is going up, -1 means the point has no direction // on the first frame they have no direction so the points just take their current heights so they can use them for comparison on the second and every other frame int temporary_Direction; float temporary_Previous_Frame_Height; if(@Frame == 1) { temporary_Direction = -1; temporary_Previous_Frame_Height = @P.y; } else { temporary_Direction = @Direction; // ------------> this is where the problem is (this is here so that the temporary variable get's the value of the currently proccesing point every frame) temporary_Previous_Frame_Height = @P.y; if(temporary_Direction == -1) // If the point has no direction { if(temporary_Previous_Frame_Height < v@P.y) // If it's going up { temporary_Direction = 1; temporary_Previous_Frame_Height = v@P.y; } if(temporary_Previous_Frame_Height > v@P.y) // If it's going down { temporary_Direction = 0; temporary_Previous_Frame_Height = v@P.y; } } } // Out_Values i@Direction = temporary_Direction; f@Previous_Frame_Height = temporary_Previous_Frame_Height; // Out_Values The problem here seems to be when I declare "temporary_Direction = @Direction", for some reason on the second frame when I read @Direction the value wich is given to temporary_Direction is 0 instead of -1 wich was given to every @Direction on the first frame. Temporary_Previous_Frame_Height updates just fine but temporary_Direction doesnt. Also writing "if(temporary_Direction == -1)" doesnt seem to work either. Is my thought process even slightly right here, what am i doing wrong, are temporary variables created in vex something that exist globally and in order to use them per point we need to read each point's values or are temporary variables something that exist for every point. Also why do i have to give values to all attributes every single frame or else they will reset to 0 (hense the Out_Values section). //////////////////////////// Update Thank you everyone for replying. I've tried out the time shift sop and it work's fine now( I dont even need the Previous_Frame_Height attribute anymore). I've updated the main post with the original hip file and the one with the time shift sop. Learning about the time shift sop is great, but i would still like to improve my thought process on writing code. It would be greatly appritiated if someone can take a look at the original hip file and possibly shed some light on the problem. I've added notes inside the original hip file for clarity. Any help would be appritiated Thanks in advance Original.hip Time-Shift SOP.hip
  21. Pyro ViewPort Issue

    Hey guys, so had this odd viewport issue for a while with pyro - sometimes it will show it properly (with shadows lighting etc.) sometimes it will be solid white voxels and then other times black smoke with again no shadows - provided screenshots below to help! I thought it maybe a GPU problem - running a GTX 770 - i7 3.3ghz - 32gb ram - Turning headlight only on in viewport (lightwise) then clicking back to normal lighting sometimes fixes it but not always (Images below show the black and white viewport errors i was on about) rather than shaded white smoke
  22. Where are the example files located? In the Scatter SOP help it says: "See the Door With Polka Dots example" http://www.sidefx.com/docs/houdini/nodes/sop/scatter I can't locate the example anywhere.
  23. Hello guys! I need your help, I install Ubuntu on mac, then install video drivers (all works fine) After this I install Houdini 15, but after I create billowy smoke from shelf I got this error (in attach) I try create pop network (same problem) Other stuff work well. Anyone can help me with this? Tnx forward guys!
  24. Help with a Tornado

    I am new in houdini and i am having a really difficult time creating a tornado alto I've done it a hundred times in Maya and 3Dsmax fumefx can someone guide me or send me an easy to understand hip i found no useful tutorials in this
  25. I have an artefacts after rendering on the tea and under tray @@ help me please
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