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Hi magicians, How can I create something like this? (ref attached). Idea is to be somehow realistic, but also art directable, I'm struggling to have some nice dripping, mostly vertical, falling within a FLIP sim. So far I've played with surface tension, stick colision, viscosity, different emitters, and some custom forces, but still looks pretty messy. Any thoughts? Thanks!
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ariel joined the community
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goldenponyboy joined the community
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mattak started following Deforming geometry
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pei joined the community
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FrameLab | Composition Guides for Houdini
Biscotte replied to Biscotte's topic in Tools (HDA's etc.)
I'm back, After checking the code, here's what I found: - UI_EVENT_REDRAW comes from Houdini's env variables. Its limit needs to be up. - "wmic" bug fixed Concerning aspect ratio: - They are made for horizontal framing, can be customized with dedicated button for vertical. Pixel size are shown for custom ratio to help get exact resolution wanted. Note that I'll add vertical toggle since it seems rather useful. - Added helpcards for buttons that don't seem straightforward. Can you send me your email so I can send you a beta version @Dmitry Futoryan?- 3 replies
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FrameLab | Composition Guides for Houdini
Biscotte replied to Biscotte's topic in Tools (HDA's etc.)
Hi @Dmitry Futoryan Thank you for reaching out and for taking the time to explain the issues in detail. Really appreciate it. I’m sorry for the frustration you’ve run into. I wasn’t aware of these specific errors occurring in H21.0.596, I’ll follow up once I’ve identified the cause of the errors and can provide either a fix or clear setup instructions. Thanks again for your patience and for bringing this to my attention. Note that for support, you just have to reply to your Gumroad's receipt email.- 3 replies
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I think the idea that POP simulations are entirely single-threaded is a bit of an oversimplification. While it’s true that some parts of DOP/POP (frame stepping, dependency-heavy logic) don’t parallelize well, nodes like popadvectbyvolume, where each particle independently samples a volume, are quite amenable to multithreading and are implemented that way internally. Since this setup is using cached volumes, it’s also very likely that what you’re seeing includes: volume file loading decompression (bgeo.sc or VDB) VDB block expansion and conversion into Houdini’s internal structures All of those can be multi-threaded and will show up as parallel CPU activity. The parts where a few threads seem to “go their own way” don’t necessarily look like pure file I/O to me; they could just as well be decompression, memory allocation, or volume data preparation happening alongside the main particle work. To really pin down what’s dominant, I’d recommend checking Houdini’s Performance Monitor rather than relying only on the OS CPU graphs. That should make it clear whether the time is spent in popadvectbyvolume itself or in volume loading / preparation. So in this case, it doesn’t look contradictory to the usual POP behavior — it actually seems like a scenario where core count does help, not just single-core clock speed.
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troc joined the community
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import hou, os hou.node("/obj/top_network").cookOutputWorkItems() os.system("pause") Because TOPs is run on a different process the python script would exit straight away so I had to add a pause at the end of the script.
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hyposecant joined the community
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scaduxx started following linear ripple/wave decay and bottle rotation, best approch
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blablabla joined the community
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Hi, I’m designing a physical modular column made from flat panels. Each panel needs a simple interlocking edge (tabs/slots or tongue-and-groove), repeated over several stacked segments for 3D printing. Is there a good procedural way in Houdini to: generate the panels add parametric interlocking geometry on the edges control number of segments Should I build one locking unit and copy it to edges, or is there a better workflow for parametric joints? Any tips, nodes, or example HIPs would be very helpful!
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elizastone123 joined the community
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This is a particle simulation using popadvectbyvolume (cached volume, no sim). I was lead to believe that particle simulations are single threaded hence the CPU core clock speed matters more than number of cores. this however looks quite multi threaded and the parts where some threads go their own way seem to be file handling I think, or am I reading it wrong?
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Wedge combination (min, max) - SOLVED
Coz_y_not replied to Coz_y_not's topic in General Houdini Questions
Solved: one wedge node. wedges count: e.g. 3 2 attributes: min & max each of the attributes gets a value list of 3: min 0.1 - 0.5 - 0.9 max 0.3 - 0.7 - 1.4 right click generate, I get 3 work items, and with overwrite target parapeter on work item selection I can clearly see it's working min 0.1 max 0.3 and so on. -
UpyopyoSky started following Matching Motion Blur and holdout between Maya and Houdini Renders
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Hi everyone, Our team is planning to render elements using both Maya and Houdini. Maya will handle most of the polygon assets and animated props, and Houdini will be responsible for FX elements such as particles, points, and volumes. (I understand that rendering everything in Solaris would be the safest approach, but for pipeline reasons we’re splitting tasks between the two.) On the Houdini side, we’re planning to use Karma, either CPU or XPU, depending on the shot. My question is: which render engine in Maya matches motion blur and holdouts most reliably with Karma? At the moment, the main candidates are Arnold and Redshift. If anyone has recommendations based on real production experience or R&D testing—especially motion blur consistency, and compositing accuracy—I’d really appreciate hearing your insights. Thanks in advance!
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FrameLab | Composition Guides for Houdini
Dmitry Futoryan replied to Biscotte's topic in Tools (HDA's etc.)
I purchased the product and wanted to avoid leaving a bad review, but the HDA is spitting out loads of errors in H21.0.596 and there is no documentation on how to make it work, nor can I find a way to contact the developer. I was hoping that I could have a camera that is 1920x1920 and quickly preview how it would crop to a vertical 9x16 frame as well as a horizontal 16x9 frame, but when using the aspect ratio mode it isn't obvious how to set that up. The buttons also don't have any labels to indicate what their function is and when you hover over them the only text says 0. The console also spits out all these errors when creating or deleting the HDA: Event Queue Full. Events being dropped: UI_EVENT_REDRAW to UI_Window Event Queue dropping 49938 events. Event Queue Full. Events being dropped: UI_EVENT_TIMER to UI_Manager Event Queue dropping 1 events. Event Queue Full. Events being dropped: UI_EVENT_APP_SPECIFIC to OH_UIeventHandler Event Queue dropping 1 events. ✓ Valid — you're good to go. 'wmic' is not recognized as an internal or external command, operable program or batch file. Please let me know where I can go for some user support.- 3 replies
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I have an attribute that's randomly populated using min and max values. I'd like to wedge in TOPs/PDG the combination of min and max, not min separately and max separately. So Min = 0.1 and Max = 0.3 this combination is one wedge, one result. If I simply put a wedge with min 0.1 - 0.5 - 0.9, and another wedge with max 0.3 - 0.7 - 1.4, I could end up with the min 0.9 and max 0.1, not what I want. How do I deal with combinations in wedging in TOPs / PDG?
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Forlovebycle started following Random link of interest
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Heya! We're Those Awesome Guys, a small indie gamedev team looking for someone to help us turn our concept art into a robust procedural Houdini city generator, hooked up to Unreal Engine. What you’ll be doing: Turning concept art into a cohesive, procedural CityGen HDA Building systems that play nicely with Unreal (splines, assets importing, the whole deal) Making tools that artists actually enjoy working with You should be comfy with: Designing and building procedural city systems in Houdini Creating and maintaining complex, well-structured HDAs Houdini ↔ Unreal integrations Geometry, attributes, and VEX (you know your way around them) Keeping networks and parameters clean, readable, and organized Bonus points if you like problem-solving, experimenting, and shipping cool stuff with a small team. Please send an email with your portfolio and any other relevant links or info to: welackahrdepartment@thoseawesomeguys.com (yes, it's a real email)
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HDA UI: How Can I Remove the Slider from an Integer Parameter?
pabcou replied to Masoud's topic in Tools (HDA's etc.)
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- integer to string
- hds
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pabcou changed their profile photo
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Hi everyone, I created an integer parameter in my HDA. By default, Houdini displays a slider next to the value field. I’d like to remove this slider, but Houdini keeps adding it back to the interface. Does anyone know how to permanently disable the slider for an integer parameter? Thanks for helping.
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- integer to string
- hds
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I want to transfer data from Houdini to Maya.
Sepu replied to jisun's topic in General Houdini Questions
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jisun started following I want to transfer data from Houdini to Maya.
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I want to hand over the color value and position value to the point generated by Houdini to Maya. I posted the file... What should I do? I think I used to use Bistro before. Now I have no idea. Isn't there a more convenient way? I'm not turning over the data to render, I'm taking the information of the Houdini-generated particles to Maya. I want to use it by instantiating. houdini_to_maya.hip
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JamesSop started following Pragmatic VEX: Volume 1 [4K] [H20]
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m3z changed their profile photo
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jisun started following I want to add a color value to the point movement using the Bland node.
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Hi. Thanks for reading. It's a very simple problem. But the biggest problem is that I did the Houdini again in a year. I want to change the abstract figure below to pig shape. In order of color values. Not all at once. I want to put color masks in order of sort number. Thank you for your help today as well. blend.hip
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Is the Karma dicing / render time displacement of the ocean single threaded? If you look at the CPU chart (showing 2 frames), the actual rendering happens in the 2 gaps where all threads are at 100% The spectrum bgeo is 36mb! and the mask 240 frame sequence is 230mb There are three visible stages (% time per frame): 1. 50% of the time -> One thread at a time 2. 10-20% of the time -> Right before they all reach 100% there is some dance there, not sure what that is 3. 30% of the time -> all threads at 100% Do you have any idea of what is being done in each of these stages? the last being render because once done the image appears in the render directory.
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- dicing
- karma rendering
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Subframes help get MB on fast moving objects. You shouldnt enable them on timeline, render automaticaly use them. You should render only frames, all calculations happens on render time.
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- rendering
- geometry cache
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