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Found 29 results

  1. 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!
  2. 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
  3. 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.
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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!
  9. 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.
  10. 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
  11. 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!
  12. 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
  13. 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!
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. 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!
  20. 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
  21. I have an artefacts after rendering on the tea and under tray @@ help me please
  22. Snow Sim WIP - Help wanted

    Hey guys working on a snow simulation setup for a student film for second year of my University course (University of Hertfordshire) - Been working on some rnd' and so far happy with results but was wondering if anyone had any idea how to get rid of the crazy/flying like particles in my walking man RnD' - Wasnt sure if more substeps/ constraint iterations / or if their was too much force from the colliding object to the snow - will provide a scene too! - SNOW RND - SNOW WALKTHROUGH TESTS (For the shot in this the sim itself may just include dropping the snow ontop of a building for nice placement and not any actual interaction once stable so these tests maybe slightly uneccesary but would be nice to gage a further understanding!!) Will provide both houdini files if asked, LEFT TEST; 1.4 million particles upressed to around 14million at render time Constraint interations - 40 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 RIGHT TEST; 168,000 particles upressed to 4.2million (bit excessive in the upressing) Constraint interations - 65 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 - thinking possibly my scale kenetic attribute is causing the excess velocity/movement on impact (was testing more constraint interations vs higher particle seperation (more particles) which is more efficient ) - HIP File provided, - Alembic geo file too - https://www.sendspace.com/file/8flg0v RnD_Snow_Walkingthrough3.hip
  23. About wave layer tank

    i use the wave layer tank tools by houdini but I encountered a problem help!!!!! thanks
  24. CG Workshop - Intro To Houdini 14

    Hey Everyone, CG Workshop is currently enrolling for the Intro To Houdini 14 course. I will cover a variety of material and get into many technical low level concepts, such as the math, geometry, and trigonometry involved in gaining complete control over an effect. When it comes to making great FX, there aren't any push-­button solutions. This course helps to lay that groundwork to understand what is going on under the 'hood'. I will take you step-­by-­step through the construction using production techniques in Houdini, right from looking at the UI and procedural modeling in Week 1, and eventually on to particles, grains and fluids. We will cover methods that give complete control when you're procedurally fracturing geometry, creating dust and debris, dissolving effects, as well as procedural animation and modeling, to name a few. http://training.cgsociety.org/course/introduction-to-fx-using-houdini Check it out and let me know if you have any questions! Spencer
  25. Greetings, I've had some down time and decided I'd attempt to get HQueue to work on the couple of machines we have here. NOPE. Somehow I can get the Server set up on a machine and the Client on that same machine will register in the web interface but none of the other machines will register. All windows 7 machines, all clean installs of HQueue client and Server. Can someone make a HQueue setup for idiots? I've read through the official instructions it doesn't really offer anything other than the bare basics of what to install. Example of my setup now - Server-PC 192.168.0.1 running server and a client, client works fine it seems. Port 5000 Slave01-PC 192.168.0.2 running just the client, and installed and pointed to "Server-PC" in the ini. What am I doing wrong? Is there anything else I HAVE to have installed? Am I missing a step? The guide makes it seem as though that's all I need to do. Both systems have working versions of Houdini on them already.
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