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Search the Community: Showing results for tags 'houdini 16'.



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Found 8 results

  1. Hi everyone ! I need help for a project that I need to finish before next week, I have created a crack propagation (with VDB) on a simple geometry in Houdini, but unfortunately when I play the animation of the alembic exported file in Maya it makes crash the application… A workflow is described by Wayne Hollingsworth from gnomon here https://www.youtube.com/watch?v=RHLDS3SrZfs&t=3025s between 1:02:50 and 1:05:00 but once in Maya he uses Vray proxy import instead standard import to keep UVs. I share with you my houdini file (hiplc, h16), the alembic file size generated in houdini is under 100Mo As I am pretty new to houdini there are maybe some mistakes, if you see something wrong or if you have an idea to solve the problem, tell me thank you very much ! Alexandre calcification_v2.hiplc
  2. Hi everyone, I'm trying to do a school of fish with a particle system that would follow a curve. Basically I'm emitting some particles and they move along a curve with a popcurveforce. By default the particles orientation seem to go along with the curve but since I'm trying to do a school of fish, I would like my particles Z orientation to always be 0 so the fishes don't swim on the back. So far I've tried with this expression in a popwrangle : p@orient.z = 0; The thing is it seems to zero out the orientation of x and y as well.. And I still want the x and y to go along with the curve. I'v tried with a popattract instead of a popcurveforce and I'm still not able to constraint the Z orient.. Maybe it has to do with something else than the @orient attribute since I don't see it in my geometry spreadsheet..? There's something I don't get! (Needless to say that I'm new in Houdini :P) Thanks a lot! test_fish_school.hiplc
  3. Hey all, can maybe someone give me an example of how the position pop node works? thanx!
  4. I run a pyro simulation (flames), using Houdini 16 non commercial, cached the sim (120 frames) using the import_pyrofields node (save to file->save to disk). I can see the cache in the hard disk 115MB file. But when I try to play in the sim after clicking load from disk, I hear a weird noise (this happened on two different days, the noise has to do playing the simulation), and the sim is completely frozen on the last frame I had played. Even if I go back to frame 1 you would see exactly what in the picture. Any idea what I may be doing wrong? After closing and reopening the file, I no longer hear the noise but the simulation is still frozen on the picture you see no matter what frame I move to.
  5. Hi, i am following Steven Knipping Houdini rigid 2. I install the Houdini 16 apprentice version and I am stuck with the group node. In the video, Steven creates point group and the convert those point into primitive by group node. but when i use the group node its not creating any group. and when i try with a sphere it working out. There is no tab to convert point to primitive. I try with attribute promote but still getting error. it will be very helpful if someone can explain me the new group node in Houdini 16.
  6. In Houdini 16, after watching new ocean tutorial from official website, I can not find option 'Bake All Displacements to One Layer' in Ocean Evaluate node, anyone knows?
  7. Hey everyone!I've been messing around with the new guided ocean layer approach in Houdini 16, but came to realize my simulation goes haywire when I lower the particle separation. Everything seems to be respected at a particle count of 740,000, but when I simulate 3,000,000 points the velocities go crazy and I get patches where particles disappear.I attached both flip-books to show what I'm talking about.Both files have the same parameters just a different particle separation. hi_res_sim.mp4 lo_res_sim.mp4
  8. Hi, I'm fairly new to Houdini and was working on a fur simulation in Houdini 15.5. Changing to H16, a lot has changed in the hair and fur department and now I don't seem to get my simulations working anymore when using an alembic archive file. Tests with a sphere (which I animated with just a few keys to give it some movement) work perfect, giving it some short fur sticking on the spheres surface (without extra simulation), and some long hairs on which I used the "simulate" button. This test works fine and the long hairs move nicely with the movement of the sphere. (I'm rendering the hairs as points to give it a more experimental look) Using an alembic file (alembic archive) of an animated lion, the short hairs still stick to the surface and it moves along with the lion nicely (No extra simulation) , but when I create some long hairs and press the "simulate" button, it doesn't work. The hairs stay in the same place and I keep getting errors from my Hair_gen node : invalid bounding box. Since the setup for fur in H16 is totally different then in H15.5, (you don't need to set up your mesh as a rigid body and setup the collisions anymore since H16 does that apparently automatic with the "simulate" button ?), I don't know what to do. Any suggestions or tutorials on how to use the hair & fur on an animated file in Houdini 16 ?? Could the alembic archive node be also the cause of the problem? I use a geo node with an "object merge" to bring in the simulation from the alembic archive file.