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Search the Community: Showing results for tags 'scale'.

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Found 10 results

  1. Hello, Trying to learn and understand Houdini's procedural modeling processes. I am trying to build a bookshelf like so Can anybody suggest a good way to randomize the scale of each copy? Ideally, no expressions if possible. Prefer to visually connect nodes in Houdini TEST 06 Book shelf.hiplc
  2. okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char. so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following: float @pscale = 1; @pscale = rand (0.002, 0.006); and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc! so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this? ta ant
  3. I am using the following code to change the scale parameter in a geometry node: { s = @scale; if (s < 1) { if ($FF >= ch("/obj/CONTROLS/Start_Frame_HV")) { s = s + .25; } } return s; } I am able to grab the value, evaluate it, add .25 to it, and it is reflected on the desired frame. However, after the very first time, it will not add to it and it stays at .25 until scene completion. I have tried referencing it via the ch("...") function but it always comes back with a recursion too deep error. Up until it hits the desired frame, which is 24, the value remains at the desired value of 0. Then at frame 24 it is set to .25, so this tells me that this script is evaluated at every frame, or am I missing something? I am able to increment it from 0 to .25 at frame 24, but nothing after that. Any guidance would be much appreciated
  4. Hi, Im trying to change the scale of my Alembic camera in Houdini. I have tried using the null node at object level, but it causes issues when I try to render some ocean. I see that you should be able to change the uniform scale deep inside the alembic file in xform. The Uniform Scale is stuck on 1, I cannot edit it (the 1 is inside a yellowish box) which seems to be why I cant change it. Any help appreciated, cheers Charlie
  5. Hi folks, my pipeline is Maya > Houdini> Maya I am a bit confused about scene scale. Please help me! Thanks in advance. These question are bogging me down:: 1. How much percent should I scale my objects in Maya to simulate properly in Houdini space? 2. If a real building is lets assume 260 meter high then what should be uniform size of it in maya and in houdini? 3. If I want to make some ocean sim what should be the size of the ship and the tank? 4. How can I understand this facts? Please give me some book/reference/tut if you can. Thanks for your reply!
  6. Hi guys, I have another question for you, this time about scale. In some of the tutorials for FLIP fluids I've followed, they say that it is important to keep the scale of the simulation as close as possible to the reality. In my case, I have a boat that is 100 meters long, should I try to scale the sim 1:1 or can I scale it down of half or 1/10th? How should I change the solver's spatial scale and mass scale? My main doubt is: should I use a 150m domain with bigger particle sep or a 15m domain with much smaller particle sep? Thank you! Cheers! Andrea
  7. Hi All, 1.I am Emtting Pyro Smoke from Rbd Object with different size. But my Smoke is coming with same size.how do i control size of emt Smoke. 2. If i need Smoke emt from frame 0 to 10. Lets say on frame 0 desity will be 0 and on frame 10 it will be 2. Thanks
  8. Hi there! I've made a simple pyro setup (see attached scene) to see if changing the scale of a pyro simulation affects its behavior and I'm quite surprised with the results. In the scene there is a “SCALE” node affecting the size of the source volumes, as well as the size and divisions of the pyro container, and the buoyancy lift value. All this to keep the values relatively the same. I probably have to scale some other forces but I'm not sure which ones and I realize that it can quickly become both cumbersome and error-prone. In any case, if the “SCALE” node is set to a value of 1 then the pyro simulation do its usual thing, but if it is set to 0.01 for example, nothing works anymore. Did I miss something obvious to get the same results at any scale? Is it considered a best/required practice to run pyro simulations at a “normal” size before scaling them up/down to what's needed? Thanks, Christopher. pyro_scale.hipnc
  9. Hi folks, I want to delete an object when it comes to scale 0. How can I do it? I was using delete SOP wit expression $sx<.9. But SX is not supporting. Please suggest. Thanks in advance!
  10. Hi guys, We can use $PCT in the Sweep Scale parameter and will get a linear scale from 0-1 along the backbone. That is great and fast! But, why using 1-$PCT does not give us a precise result? As you can see on attached image, both extremes on right sweep are bigger than on left one. It's obvious on the thin end, but also occurs on thicker one… $PCT gives us an 0.0 ... 0.25 ... 0.75 ... 1.0 scale 1-$PCT should give 1.0 ... 0.75 ... 0.25 ... 0.0 scale, right? The same problem occurs when using a ramp: chramp("profile", $PCT, 0) It works perfectly fine at first stage, but if you change your first ramp point control from 0 to 1 and last one from 1 to 0 it clearly appears that the thin extreme is NOT zero size… (?) Maybe I'm misunderstanding something obvious? THANKS for your feedback! NOTE: these alternatives works perfect… $PT*(1/($NPT-1)) 1 - ($PT*(1/($NPT-1))) chramp("profile", $PT / ($NPT - 1), 0) …but it really intrigues me that the more simple $PCT has this problem.