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  2. I got the green light! And with that, I’m about to do something wild—I’m sharing 30,000 +- Houdini files (yes, you read that right) with 6 lucky people for just $150 via PayPal. the price is negotiable ... Why? Well, I recently launched a service business, and this will help cover some essentials—software license, web marketing, and a few much-needed computer parts (because let’s be honest, Houdini likes to eat RAM for breakfast). If you’re up for it, not only will you be helping me fuel this dream, but in return, you’ll get access to two decades of my experiments, files, and creative chaos + other files . Whether you want to learn, tinker, or just have fun breaking things in Houdini, this is for you! So, if this sounds like a good deal, you’re more than welcome to jump in make contact with me. Thanx Tesan Srdjan , Librarian, cncverkstad ...
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  5. I just ran into this issue or one that's very similar. Make sure your tools have been saved to the correct .shelf file. I had this problem because when I was creating tools it went back to saving them to the default.shelf file, not the custom .shelf file I had set up which I used to move tools between versions of houdini. When I versioned up from 20.0.xxx to 20.5.xxx the shelf with the buttons came along due to my custom.shelf file, but the code for each tool did not because it wasn't saved to that file--all houdini was seeing was empty buttons with nothing behind them. Make sure when you drag your tools to the shelf those are being saved where you want them to be saved.
  6. Do you have any files textures in that folder? What are you expecting to see?
  7. You can resolve some of the mesh-generation issues by performing a radial sort of the points (facet2) around the center of each intersection, so that they are always processed in the same/correct order. Road generation is quite a complex topic and techniques will differ depending on what features you want to be able to represent.
  8. These codes helped me to achieve it: vector T = chv("T"); vector R = chv("R"); vector S = chv("S"); vector pivot = point(0, "P", chi("Point_Number")); matrix m = maketransform(0,0,T,R,S); matrix m2 = ident(); translate(m2,-pivot); m2 *= m; translate(m2,+pivot); v@P *= m2;
  9. Hi Osmaner Thank you for your response. In your file, when I change the point number, the curve shifts to an undesired location.
  10. It's quite simple IIRC: Create an attribute on the points between 0 and 1, for instance from the distance of the point to the closest point on a spline curve and use that as cost. I think in one case I also selected all outside points of text, created an attribute on them and then blurred that attribute. Hope this helps! Tom (Wasn't able to reply earlier, since something was broken with odforce for me... ;-)
  11. Last week
  12. I need some help figuring out how to make roads of different widths in my project. I followed this tutorial "Create Cross Roads In Houdini" for making intersections and I haven't been able to figure out how to change the road widths for certain roads. I separated the roads with 4 different curves, which is causing some issues with some of the intersections, but I'm not sure if that's the best approach for that. Would just making one curve and making groups from certain lines be better? In the tutorial there is an attribute wrangle that controls the overall pscale. Any help would be appreciated. Roads_and_Intersections.hiplc
  13. Hello i'm new on this forum! So sorry if i'm not really clear. I'm trying to source animated points in a dopnetwork. More precisely, I am looking to source a flip solver with points that I have animated beforehand so that my simulation reacts as I want. I tried with a flipfluidobject and it works but it didn't keep the animation. So i tried with a popsource but it make me apear an error . Error Connection to input 0 is the wrong type. I Tried also to add attribut ton my object before my popsource to compensate for the fact that it is not a flipfluidobject. For more information, I'm trying to do a meltflip of an animated object. The object is a wheel of cheese which is heated in the air by a laser! I think it's noobie pb but it stops me to move forward. Btw i'm still student.
  14. I think I figured it out. I had cranked the volume samples up to 4, lowering them back down to 1 seems to have solved it for some reason
  15. Exported the sim as a VDB to Blender and did a test render with Cycles and everything looked great, no issues with the sim. So definitely an issue with Redshift, updated GPU drivers too but it didn't help. Super frustrating
  16. combining absolute everything...
  17. Just wondering if anyone is pursuing AI animation.
  18. here is his answer and the code is working; kernel void kernelName( int stride_x, int stride_y, int stride_z, int stride_offset, global float * vel_1, global float * vel_2, global float * vel_3 ) { int gidx = get_global_id(0); int gidy = get_global_id(1); int gidz = get_global_id(2); int xres = get_global_size(0); int yres = get_global_size(1); int zres = get_global_size(2); int idx = stride_offset + gidx * stride_x + gidy * stride_y + gidz * stride_z; float3 vel = (float3)(vel_1[idx], vel_2[idx], vel_3[idx]); float speed = length(vel); float3 dir = normalize(vel); vel = dir * clamp(speed, 0.0f, 20.0f); vel_1[idx] = vel.x; vel_2[idx] = vel.y; vel_3[idx] = vel.z; } OpenCL is more difficult than VEX, but may figure out some formats and patterns when comparing other openCL codes, like an inside of gasTurbulence node.
  19. Will Trump tarrifs & trade policy impact VFX in Canada?
  20. Hi, i'm searching a way to making a crowd walking up or down some stairs, i tried with terrain adaptation but the agents dont really follow the stairs, they are more like climbing a slope. I search a bit some information on that case but found nothing of that, I just found a video that's a good example of what i'm searching for : If some of you have hints I takes them ! thanks
  21. untitled.mp4 that should give you the idea growth_curve_changing_geo_pop_vellum.hip
  22. Just find White dog on Twitter (X) he posted Some Files regarding that and everything its in openCL @Ekaterina Sky
  23. Hi, I have a openCL question. How can I write a velocity clamp in openCL for pyro sim? In VEX, I write like this: float speed = length(v@vel); vector dir = normalize(v@vel); @vel = dir * clamp(speed, 0, 20); However, I have no idea how to write it in openCL for a minimal solver mode. I suceeded to use ChatGPT to write a minor change in exisitng code, but not for a full writing. I am expecting to use a Gas openCL node, and not only write a code but also set options, bindings, Generated code tabs. Thus, it would appriciate if someone provide an example hip file. Thanks for your assistance!
  24. hmm, not very popular.. I've manged to do what I needed for the lookat, but it's actually useless since I can't limit the rest of the leg, I wonder why only FBIK can be limited ? So I'm struggling with a kinefx FBIK, with limits, but it's just horrible to animate, nothing to keep you "inbounds".
  25. I have several objects (using Solaris/Karma) that will have very similar materials but a few things will need to vary (such as uv tiling count). Is it possible to create something like a material instance which I could use for each object and have a few parameters(/inputs?) that can be tweaked per object, but most of the fine-tuning can be changed once at the "source" and propagate across all of the instances (like in UE)? I tried collapsing the texturing nodes into a subnet and promoting the parameters that need to be tweaked as subnet inputs, and then creating a reference copy of the subnet, but that didn't seem to work. (Possibly it was from me creating the reference copy, then having to cut-and-paste it into the new material). If what needed to be tweaked were just something like color I could make the adjustable parameters point attributes on the models and read them in. Would that just be the best way to go? Create an attribute that would then be read in to drive the UV tiling frequency?
  26. Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?
  27. Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?
  28. You can achieve this using either VEX or a transform sop with an expression on the pivot translate, I included both methods in the hip file. Best, Scale_odForce.hiplc
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