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Anyone who's interested, I managed to find out that I have to convert the images like this: (e.g. using Houdini COPernicus or Nuke) Or! You can save this step by setting ACES Output Transform in Davinci to sRGB (Linear) - CSC at export. Probably this is the easiest way. Best wishes, Attila
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sipi started following ACES confusion
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Hello I'm confused into color management. Can someone sort this out? I have Blackmagic Raw footage. In Davinci Resolve it is looking fine. I use ACES and sRGB Output Transform. (As far as I know I have to use Output Transform according to my monitor. I have DELL P2319H monitor and I assume it is in sRGB, not Rec.709, but correct me if I'm wrong about this.) Now I want to export this footage, to use it in Houdini/Nuke. I turn off any Output Transform for exporting the exr sequence. It looks like this in Davinci: At this point I'm interested in getting the same image in Nuke and in Houdini what I have in Davinci. In Nuke, if I set the Input Transform to ACES - ACES2065-1 on the Read node I get the same image, which is cool. See: The problem comes in Houdini. First of all, am I right that Houdini 20.5 doesn't require ACES installation? As far as I know it has ACES built in. ...right? I bring in the sequence and something is off. The colors are strange. See: Do you have any idea, what is going on? What should I do? Regards, Attila
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Flip box container to Flat UV pos?
EdwinFumano replied to caskal's topic in General Houdini Questions
@caskal this looks very interesting. just out of curiosity, what would you use this for? cheers! -
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- Yesterday
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Hello guys. I need to create text formed by particles floating in scene. To create this, I have created font sop, typed any text, scattered points into this text and set a unique id for each point. This has to be the final position in the pop particles emitter. In dop I wrangle a unique random id number ranging from zero to the maximum number points corresponding to goal, this is the "address location" The point is, how to move this particles to the goal?? and when they reach the location should stop, not being flickering around or going back and forth. My first shot was using pop attract but when the particles somehow reach the goal it bounces back endlessly, Im not sure if the pop attract it is a good apporach. please help me. pop_target_v00.hiplc
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Remove particles from the effects of POPAdvectByVolumes
Atom replied to reelinspirations's topic in General Houdini Questions
My first thought is the advected particles might be leaving the volume boundary. Try making the domain big enough to encompass the particles. They may be getting stuck because their velocity is converted to zero once they travel outside the advection domain. -
Theophylact joined the community
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Hi, So I have a pop simulation project where I'm using a curve and a custom force in a volume to advect some particles. When the particles reach a certain point, I would like them to continue moving in the general direction, but not be 'stuck' to the popadvectbyvolume volume at that point. Can't seem to figure out how to get that working. I've tried groups and popstreams, but they are not working as expected. Thoughts? Thaniks, Jim
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Adjusting Scattered Points' Distance Using Pscale, how?
Atom replied to Masoud's topic in General Houdini Questions
There is an enhanced scatter and align node with additional features. https://www.sidefx.com/docs/houdini/nodes/sop/scatteralign.html - Last week
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MotionMati joined the community
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Hi I'm running into this issue where my agent's footlocking is returning the feet back to the original location and not snapping to the nearest part of the grid. This is a stationary walkcycle and I am translating it forward which might be the problem. I attached the file. If you can help that would be awesome! scorp.hiplc
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I appreciate your confidence in me - and the suggestions. I need to spend some serious time learning about constraints and dops, however... I think I just found a solution that may work in this case. Took me a while but I figured out a way to manipulate the constraint geo, which is with a "sop solver (constraint geometry)" node. Brought in the point scatter the same way as with the geo sop solver to get the wave force, then the constraint prims are deleted if the waveforce is above a certain value. Not sure if this is the best way to do it but since it seems to be working, I'd consider this a success. Thank you! customForces_v12.hiplc
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Here's the same scene after playing with a few parameters. Lower density and gravity. Also played with the glue release control. ap_hard_glue_wall_breaking-2_040325.hiplc
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Hey everyone, I want to scatter points on a surface while dynamically adjusting their distances based on the "pscale" attribute. When I change the "pscale" value, the spacing between points should automatically update to reflect the new scale. Any suggestions on how to achieve this? Thanks for helping. Points Pscale.hip
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Hey Atom, thanks for checking out my project. I'm not exactly sure what the secret sauce is here but to me it seems like there's no longer any constraint geometry, even when turning off the waveforce node and gravity on the bullet solver. I'm imagining my goal as something like if waveforce > threshold, break constraint, so I'd like to keep the constraints until waveforce breaks them, if possible. And maybe this is too much to even say but another component of this will be the lack of ground and not having gravity affect the pieces until the constraints are broken, but maybe that part will come for free after the constraints, idk. Appreciate it!
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Irene Howard changed their profile photo
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Rig the tree with kine fx , animate the rig . convert Line the rig add vellum glue and vellum hair on freezed rig. Add attatch Geo constraint for attaching hair to your anim rig and setup stiffness Attribute there . Try Point deform to apply Sim /anim combination now Back to non abimated rig
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You can keyframe time scale. Applying more force will auto-break the constraints. ap_customForces_v09.hiplc
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A kind sir helped me with a tip to use attribute transfer node instead of vex. Been a minute since I picked up Houdini, apparently. Updated is attached. The forces are being transferred so the issue now will be figuring out how to break constraints / have gravity affect the pieces only once they reach a force threshold, or something like that. customForces_v09.hiplc
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In the dopnet > sop solver > wrangle, it seems the nearpoints function only actually finds neighbors of point 0 for some reason... That might actually be my issue rather than not reading each frame.
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Cleanup UVs after vdb conversion - *SOLVED*
ChrisCousins replied to ChrisCousins's topic in General Houdini Questions
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Cleanup UVs after vdb conversion - *SOLVED*
ChrisCousins replied to ChrisCousins's topic in General Houdini Questions
Hey thanks! I'll check this out and report back :-) -
Cleanup UVs after vdb conversion - *SOLVED*
hannes603 replied to ChrisCousins's topic in General Houdini Questions
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Cleanup UVs after vdb conversion - *SOLVED*
ChrisCousins posted a topic in General Houdini Questions
Wondering if there's a technique for this? I've got a megascan model with a bunch of UV islands. Convert to vdb, do some stuff then convert back to polys with the UV data along for the ride, then extract the UV data and re-apply it to the mesh. Works great, except at the edges of the UV islands - the UV points are all connected so there's glitches. I've made an edge group for all the stretched edges, selecting by length, so I've got them isolated and the UV islands look intact. But after that I'm running out of ideas - hopefully this has been solved before! Thanks :-) -
Thanks! ill check out your notes, normally i would work with particle Cd attribute but i was worried that i wasnt the best approach if i wanted to see that mixing inside the fluid, not only over the surface so i thougt that maybe doing the process with volumes would allowed me later to obtaint a volume field that i could render but after some research, i think i might need a differetn sim witch pyro to "emulate" that effect...