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  • Posts

    • Hello, I tried to create fire by configuring the node myself. But I can't see the fire and smoke. Strangely, I tested the simulation using nodes like the pyro solver field's color and pyro bake volume or volume visualization, but only the light and color work. I checked by adding volume to visualize in Display Options, and the volume does exist. Despite having all the necessary pyro sources and pyro solver's sourcing, the fire and smoke are not visible. When I placed Simple Bonfire in this SOP, it worked fine. I'm currently using Houdini 20.5.410. What sould I do to solve this issue?
    • Hey guys so I'm working on randomizing shutters orientation for windows, right now I only have the left shutters to try  and no matter what i tried "@orient" and for each loop with transform and rand expression, for some direction the pivot remains wrong which is understanble depending on the direction after being copied xmax and zmax could become xmin and zmin. I also tried to set the pivot before the copy to point before the shutters itself and a loop and still not working :/ [url=https://ibb.co/jvL26RYy][img]https://i.ibb.co/4ZjGmdL8/randomizing-rotation-with-iteration-metdata-v0-jx4x5lbn7ezf1.webp[/img][/url]   I uploaded the image to explain. I tried both method , copy to points with orient randomization // copy to point with loop and transform inside of it   
    • you can use some pop grains with self attraction and ray them on the water surface.
    • https://github.com/pixel-ninja/HuskStandaloneSubmitter   I've rewritten my Husk plugin and submission script for Deadline. Sharing it here in case anyone else finds it useful. It lets you submit multiple USD files to deadline. Supports GPU affinity on Karma XPU, so you can split tasks across each GPU. Also supports submitting jobs from Render Pass prims (new in Houdini 21, they're like the USD version of takes or render layers).
    • I'm working with Houdini HDAs (version 21.0.440) in Unreal Engine 5.5.4. I'm following this houdini Pegasus project https://www.sidefx.com/tutorials/project-pegasus-roads-tracks-and-rivers/#comment-18817 where I saw the "Curve Input" option appear on an asset, as shown in this image. However, when I import my own HDA, that option is missing. I only see inputs for Geometry Input, World Input, and PCG Input. My goal is to control curves directly inside Unreal Engine in real-time, not to create them in Houdini and then import them. I've seen a few tutorials with different workarounds for controlling splines, but I was wondering if there is still a simple and direct way to get that curve input, like there used to be
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