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Found 18 results

  1. I may be missing something in the voronoi fracturing SOP, but I can't figure out a way to create clustering without causing fracturing on the geo. For instance. A standard brick will or just group of geo that clusters into groups using the scattering method so I could make the cluster groups bigger or smaller. I feel like I'm overlooking something so obvious, or maybe I have to create proxy geo that is clustered and test if the brick particles are inside of it to group them? Ah, now I've just confused myself. I hope a few of you have run into this problem and have some incite. Thank you :D!
  2. Hi everyone, I'm trying to create a delay effector style effect on some copied boxes, but I've chosen the option to pack primitives before copying and now in CHOPS I want to know how to make say a Spring CHOP pick up the rotation of a packed prim. Here is an example scene file below. Thanks to anyone who can help. C4D_mograph_rebuilding_01.hip
  3. I've run into this issue a few times now. I have a shader that generates several output variables for extra image planes. The variables that are generated would be really useful in SOPs. The only thing I can think of that would allow me to run the same calculation on each point, is to collapse the SHOP network into an OTL that I could also exist inside a VOP. But the parameters are being driven on the shader and it seems a bit messy to channel reference all the ramps and other parameters. Is there some way to apply the shop_materialpath and then compute and export a variable on a per point basis? Thanks!
  4. This has been driving me insane for the last half an hour so I thought I'd see if anyone here has any insights. I've made two near identical setups. One in a foreach subnet (working correctly) and on in a foreach block (not working correctly). I've attached a simplified setup to demonstrate the problem. I suspect it has something to do with the "merge each iteration" option. Which seems to work slightly differently on the blocks. It's like it's not feeding the results back into the next iteration correctly. Any ideas? There's no real reason that I can't use a subnet, I'm just intrigued as to why the results are so different. I'm sure it's just me doing something wrong. FOREACH_Loop_vs_Subnet_01.hiplc
  5. Hey, For a side project I'm working on I'm trying to create random/periodic lighting strikes. I'm trying to get a line with animated noise on it to increase its length to a set max value, pause for a few frames, return to a length value of 0 then have it hit the max value again after holding its value again. I have multiple [lines] with different length values (with a point VOP to create the noise) feeding into a [switch] I've tried using multiple expressions like floor($F/24) and $F % 2 and a fit range. I've gotten the values to switch after 24 seconds but not switch back; and to switch back and forth but it does it every frame and it's too fast. I've also gotten the switch to count up every X seconds (i.e. 1, pause, 2, pause, 3, pause) but not count back down. Anyone have any ideas?
  6. Hi ladies and gentlemen, boys and girls, I have a job to create a kaleidoscope animation. I'm just learning how a Kaleidoscope works in real life and time is limited. Has anyone ever worked on such a project and can give tips on how to get started and maybe some math behind how it works? I've attached a video I found that has this effect created by buck (starting at about 16 seconds in). Any help here would be much appreciated really. Thanks in advance. Sherwin Williams - Kaleidoscope-SD.mp4
  7. Get Sop Vel to pops

    I'm trying to find a way to get bring in the velocity from a field i created in sops into pops directly. I can do this easily in dops with a sop geo and a particlestofield node, but i can't seem to replicate this in pops. I've seen this done before in a pop wrangle, but I don't know the code myself. Can anybody help me out?
  8. I thought I was losing my mind when I first ran into this because I thought I was just having a brain fart. But, When using the "Voronoi Fracture Configure Object" I can't seem to only have particles emit from the newly created inner surfaces. I attached my scene file to this post. I know that if I do the fracturing (non-dynamic) in SOPs, I get the inside and outside group. I feel like this is something that is super obvious and I'm just not seeing it right in front of my face. Any help would be much appreciated! Thanks!
  9. Burning Paper

    Hi guys, I am trying to make a burning paper like this, but i`m failing at this every time, kindly describe how to approach for this, and if possible a hip file will be appreciated. Thanks
  10. Hi, I'm trying to set the activation of pieces in an RBD fractured sim by using an attribute created from the density of a volume in SOPS. But when I run the sim, pieces that aren't supposed to fall fall, and pieces that are supposed to don't. When I look at the initial attribute created through the volume, and the activation values in the DOP data, it appears to be correct, but it doesn't sim properly. I have no idea what to do to get this to work properly . I'd really appreciate any input anyone can give me to help fix this!
  11. When I create rest using the rest SOP if I do a transform down the chain it will alter the rest position as well. But, if I create the rest attribute using any other method it won't be altered, maintaining it's value, as expected. Why does a transform SOP edit the restP? restTranslateTest.hip
  12. Rolling Box Tutorial

    Houdini Rolling Box Tutorial Here's a tutorial set for creating a rolling box without simulation. This was based on a question from one of my students, which turned into a bit of a complex answer. So I recorded the process. It's a good overview of how to create somewhat complex animation setups and avoid motion blur problems. The value isn't so much in getting a box to roll as to understand some animation methods in Houdini. Also covers lighting and rendering. Enjoy -Garman
  13. vol100 Houdini Intro Basics Here's the basic getting started videos from my VizyAcky (now defunct) vol100 Houdini Intro class. These videos are a good "getting started" overview, including making your own custom desktops. Files can be downloaded at: https://garman-herigstad.squarespace.com/shop-vizy-acky/ -enjoy Garman
  14. vol100 Houdini Intro Chapter 01 My VizyAcky (now defunct) vol100 Houdini Intro class videos are now on YouTube. There are fifteen chapters (fifteen YouTube Playlists) plus an introduction "basics" chapter and a "Rolling Box" demo. About 30 hours of instruction. While an introduction it hit's the ground running. Well suited for someone switching from Houdini from another 3D package and wants to understand the meat of how things work quickly. These lectures took a lot of time (and money) for me to create, and while I've closed down VizyAcky.com, I wanted to give these files a second life. Downloads PDF Notes and Houdini Files can be downloaded at: https://garman-herigstad.squarespace.com/shop-vizy-acky/ vol100 Houdini Intro Basics vol100 Houdini Intro Chapter 01 vol100 Houdini Intro Chapter 02 vol100 Houdini Intro Chapter 03 vol100 Houdini Intro Chapter 04 vol100 Houdini Intro Chapter 05 vol100 Houdini Intro Chapter 06 vol100 Houdini Intro Chapter 07 vol100 Houdini Intro Chapter 08 vol100 Houdini Intro Chapter 09 vol100 Houdini Intro Chapter 10 vol100 Houdini Intro Chapter 11 vol100 Houdini Intro Chapter 12 vol100 Houdini Intro Chapter 13 vol100 Houdini Intro Chapter 14 vol100 Houdini Intro Chapter 15 Houdini Rolling Box Tutorial -Enjoy Garman
  15. BulletSOP 2.0.7

    BulletSOP 2.0 - Introduction: https://vimeo.com/67030933 BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. At this moment it's single-thread application (we're waiting for official release of Bullet Library 3.0 with GPU support) but speed is very impressive already. As well as memory footprint. The plugin is free! So you can create truly stunning massive simulations. It has 6 extraordinary nodes which are very powerful and universal. All data which these nodes generate can be modified with standard Houdini nodes. This tool is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Free video tutorials are coming soon! Create freely, simulate quickly and enjoy fully! Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) Links: LinkedIn group: http://www.linkedin....Houdini-4796605 BulletSOP 2.0 beta Sneak Peek: https://vimeo.com/57193837 More author videos: https://vimeo.com/user3251535 Best wishes, Milan Suk EDIT: I see that interest in this version is great, so I want to add that you need Houdini 12.5.376 build! With older or later versions I can't guarantee functionality! EDIT2: The latest BulletSOP 2.0.8 - http://forums.odforce.net/index.php?/topic/17769-bulletsop-208/ BulletSOP_2_0_7.tar.gz BulletSOP_2_0_7.zip
  16. Unity Importer for Houdini

    Hello all , Today I have a short demonstration of my Houdini-file-parser for Unity, for procedural level generation. You can procedurally generate positions, rotations, scales, colors etc. in Side Effect's Houdini and import and process these in Unity. This way you can position, rotate and scale prefabs automatically into a scene, without creating additional scripts. This package is now available via the Unity Asset Store: https://www.assetstore.unity3d.com/#/content/12316 An early version of this importer has been used for my graduation project: http://forums.odforc...in-video-games/ Documentation: http://www.twandegra...r for Unity.pdf Music: Krackatoa-Noahs Stark
  17. UV a skin

    Hello, I've done this before so I know it's possible, but having a brain fart. I can UV as a sweep by using end and unrolling the curves the U and V curves, then uv texture with Arc Length spline setting U to be -90 degrees off the axis of the V, and then scale it after the sweep. But the sweep does not let me use pscale, and orientations that a copy stamp and sweep setup let me use, which in this case would be much prefer-ed. -Ben
  18. Follow Path in SOPs with Speed Mask

    Hi everyone, I am building the effect of a waterdrop running on a vertical surface (bottle or whatever). I have curve as path and we raySOP I project it to the surface. Using a portion of the curve to running from the top to the bottom but what I want to be able to animate the speed, or even better using the speed mask based on surfaces normals at Y. In the attached hip I have a test-setup with a vertical surface with noise and speed mask on its color. Wherever is black drop should travel faster and wherever is white slower. I am using two different techniques for the travelling of line with a switch. Any ideas? Thanks in advance! EDIT: What I am using for travelling the line is a duration, let say in 200frames finish the ride, but what I want to have is a constant speed and then be able to multiply this with an attribute as the speed mask. I would like to keep everything in SOPs if possible but I am also considering POPs. speed_mask_800.hip
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