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  1. Today
  2. A couple of thing there is not need for the rbd pack. And also where the bullet solver was located in the DOP network was the wrong place, if you going to use the DOP RBD workflow then is better to bring back the data by using the DOP import sop. However there is not really a need for you to use the DOP solver anymore you can just use the bullet solver in SOPs which is friendly and you have everything that you might need for the most part, the only thing you gotta do is feeding the right data. Also, I would recommend watching some the masterclasses from Sidefx to get used to the workflow. RBD_Test_FIX.hip
  3. Yesterday
  4. Hi Tim, I’d suggest running your simulation on a flat tank, since the type of water you’re aiming for, looks much calmer. You can then deform your geometry using the spectrum data (this setup is already included in the Ocean shelf tools.) After that, I’d recommend running a Ripple Solver over the specific area where you need more detail. This will give you greater control over parameters like expansion, number of ripples, etc. You can also use a VDB mesh conversion to add more resolution in specific areas, such as around the paddle interaction and the boat. ( using vdb mask ) I also suggest sim this on its proper scale. 5x times of its original position won't give you any advantage and the number of particles needs to be higher.
  5. That's very easy. This is because resample doesn't respect the way the vertices are wired for that bridge. Just drop a Hole -> Un-bridge holes before resample Do whatever you want after that, Finally rebuild the hole with Hole SOP If you need the geo for more than the outside look, you also need to make sure that the bridge has shared points, otherwise you're going to have internal faces. Maybe try a fuse for that portion of the geometry,
  6. I am a beginner trying to set up a simple RBD destruction. When I run the sim, the object falls as a single rigid object without the pieces breaking. I tried to lower the primary strength of the constraints of the fracture but that did not change anything. RBD_Test.hip
  7. Hard to say without looking at the file. Worth trying resetting viewport in main meny Labs > Reset Viweport.
  8. It's just: a loop on some points of a curve, with a computed N for the orientation of copied objects. And some logic inside the loop to get an attribute from the backbone of the wall, so that you can see how to vary the attribute which controls the opening. Most of the logic is in this node: odforce.shutters.hipnc
  9. It's a scene from Disney's Moana. I'm trying to work on the action between the ocean water and the sand on the beach, and I'd like some tips. I want to realize that when the water is full the flat surface falls out and becomes bump.
  10. Hey guys, I'm just asking for my lazy friend (not me) if there is a hda floats fake file caching window. I remember that there was kind of this funny hda like 7~8 years ago
  11. Last week
  12. 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?
  13. 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
  14. you can use some pop grains with self attraction and ray them on the water surface.
  15. 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).
  16. 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
  17. Divide with Remove Shared Edges enabled > Resample > Hole > Polyextrude/Labs Thicken All about the order of operations.
  18. Earlier
  19. Hey everyone, I'm trying to create a liquid simulation of hot chocoa that is slowly swirling around inside of a mug. That part I've gotten down. But I'm also looking to create some floating bubbles for the frothy part. Does anyone have any tutorials they've seen that has covered something like this? Or maybe you've done something similar? Can be in flip or MPM. Thanks in advance for your time.
  20. Problem Solved! The problem was that splitting the explosion simulation into three parts and using vdb merge caused Solaris to recognize three volumes, with the Cd only present on one of them. Using vdb combine instead of vdb merge allowed me to recognize the volumes as a single unit. And "Tint Smoke Color with Cd" is worked. Thank you, tamagochy!
  21. Thank you, tamagochy! I've already known the parameter, but it didn't work.
  22. There's also this nifty little python tool for vector import
  23. 1. Alternative way (if applicable). You can extract motion clip trails and edit them instead, sometimes it's very handy. 2. Mixamo joint naming uses : symbols, and Houdini dislikes non-alphanumeric symbols in the joint names, it can result in very unpredictable behavior. Not sure if it's the issue in this case but I always sanitize the joint names and reset the joint scales prior to any other editing/animation.
  24. Hello! I have a question about the Pyro shader using Karma in Solaris. I want to use the Cd volume created in SOP for smoke color, but I don't know how. Redshift has a tutorial, but I want to use Karma CPU. https://youtu.be/KuI9B1MA6do?si=UbAWfRsf4ewwR__C I also want to use Cd volume for smoke color in karma, like in this tutorial. However, since I'm creating an explosion this time, I want to use scatter and control the flames as well. So my ideal setup would be to use the karma pyro shader as a base, set Cd volume to smoke color, and keep the scatter as-is. https://youtu.be/3RpTfeBdjKE?si=8sdL6z_-SfxJIwba As at the beginning of this tutorial, I created a CD volume. Please tell me if you know! Thank you, Kaito Ishikawa
  25. This was super useful! Thanks a LOT <3
  26. https://procegen.konstantinmagnus.de/circuit-networks
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