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  2. Nuclear Explosion Rnd

    You should use the classic pyro solver instead, it has way more options and it's more complete (to me). Try to play with the time scale, it helps, add drag.... You could also add some buildings to help you visualising the scale, Cheers,
  3. Voronoi Fracture in for loop

    you need to loop on the new pieces, not the initial pieces that you set up at the first voronoi. You need to take care of the name attribute as well. By the way, the material fracture does all this for you as well. VoronoiFractureLoop_FIX.hiplc
  4. Fit vex is weird

    Thank you for your quick reply. I've solved it.
  5. Nuclear Explosion Rnd

    here is my advected fuel version, the evolution turns slower but the rolling effect was gone as well, kinda sad nuke_advect_fuel.mov
  6. Today
  7. Fit vex is weird

    rand(stamp("../copy1","id",0)+0,47) You made mistake here. It should be 0.47 with a dot, not comma.
  8. Voronoi Fracture in for loop

    Thanks for the response! Sure I've attached the hiplc Yes I made sure that the loop is fetch feedback, not merge. But this doesn't seem to help VoronoiFractureLoop.hiplc
  9. Nuclear Explosion Rnd

    anyone?
  10. bitmaps controlling glue strength in RBD

    Thanks a lot Sepu! You've filled in some of the wide gaps in my knowledge. Thanks for helping me understand this better! -Rob
  11. Fit vex is weird

    It's houdini 18 I know that Fit vex ‘comma’ goes in between min and max, but I have to type ‘.’ instead of ‘comma’ here, so no errors occur. What's wrong with this? copy.hipnc
  12. There is a @Cd error.

    thank you so much
  13. There is a @Cd error.

    or: float color =ch("float_color_y"); @Cd.y=color; or: vector color =chv("color"); @Cd.y=color.y; if you want to use Y only color_upd.hipnc
  14. There is a @Cd error.

    Because it doesn't work that way. You should use different syntax to address a parameter(a channel) : Try something like: vector color =chv("color"); @Cd=color; or: @Cd=chv("color"); == Cheers color.hipnc
  15. Yeah, Houdini on low end macs doesn't work. Buy another computer. Did you notice in your report that they system can not detect any vRAM.( Unknown VRAM )
  16. Vines reacting to collider / force

    Very true thanks a lot again fro the help
  17. Hi, I'm just starting off with Houdini Apprentice but runnning into an error with lots of different nodes. Heightfield Erode, Vellumsolver, pyrosourcespread (pyrosolver works fine), RDB Material Fratcutre all give me a string of errors ending in OpenCL Exception: ClBuild Program (-43). When I dive down into the nodes to find the error, it seems to point back to a single OpenCl node with that error. I've tried switching OpenCl to my CPU, to my main GPU, to the intel interegrated GPU... all gives the same problems. Also tried this with Houdini 18.0.416, 18.0.348, 17.5,460... same thing. Ive attached a screenshot of what I'm seeing, and info from About Houdini below. Any suggestions gratefully recieved! O Houdini FX Version 18.0.416 Operating System: Mac OS X Version 10.12.6 (Build 16G29) Number of Cores: 8 Physical Memory: 16.00 GB Number of Screens: 2 Screen 0: 1440 x 900 at 0,0 Work Area 0: 1440 x 873 at 0,23 Screen 0 DPI: 110.5 Screen 1: 1680 x 1050 at -1680,-87 Work Area 1: 1680 x 1027 at -1680,-64 Screen 1 DPI: 90.0 Build platform: macosx10.14-x86_64-clang10.0-targetosx10.12 Python Version: 2.7 Qt Version: 5.12.6 UI Scale: 2.000 OpenGL Vendor: ATI Technologies Inc. OpenGL Renderer: AMD Radeon R9 M370X OpenGL Engine OpenGL Version: 4.1 ATI-1.51.8 OpenGL Shading Language: 4.10 Detected: ATI Consumer (Mac version) Unknown VRAM 1.51.8.0 Build platform: macosx10.14-x86_64-clang10.0-targetosx10.12 Python Version: 2.7 Qt Version: 5.12.6 UI Scale: 2.000 OpenGL Vendor: ATI Technologies Inc. OpenGL Renderer: AMD Radeon R9 M370X OpenGL Engine OpenGL Version: 4.1 ATI-1.51.8 OpenGL Shading Language: 4.10 Detected: ATI Consumer (Mac version) Unknown VRAM 1.51.8.0 OpenCL Device Extensions: cl_APPLE_SetMemObjectDestructor cl_APPLE_ContextLoggingFunctions cl_APPLE_clut cl_APPLE_query_kernel_names cl_APPLE_gl_sharing cl_khr_gl_event cl_khr_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_khr_image2d_from_buffer cl_APPLE_fp64_basic_ops cl_APPLE_fixed_alpha_channel_orders cl_APPLE_biased_fixed_point_image_formats cl_APPLE_command_queue_priority OpenCL Device Extensions: cl_APPLE_SetMemObjectDestructor cl_APPLE_ContextLoggingFunctions cl_APPLE_clut cl_APPLE_query_kernel_names cl_APPLE_gl_sharing cl_khr_gl_event cl_khr_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_khr_image2d_from_buffer cl_APPLE_fp64_basic_ops cl_APPLE_fixed_alpha_channel_orders cl_APPLE_biased_fixed_point_image_formats cl_APPLE_command_queue_priority
  18. Hi; I tried to use "POP Fluid" in my fluid simulation, but there are some issues: 1) The particles are shrinking to zero volume thickness. 2) They pass through the sidewall of the container when I animate its rotation! Thanks for helping. POP_Fluid_01.hip
  19. HDA loop not updating

    Hi guys. I have a problem with one of my HDA's. I have 3 parallel loops. The first one is looking for a number of iterations to run out of points and stop by triggering Stop Condition. The second and Third loop is using a number of iterations from the first loop. Problem is that the first loop does not update when HDA is inside a loop. I have to select the first loop output and then it works. UPDATE: I thought that the problem is that the first loop is parallel to the one dependent on it, but after I added it to the flow and it is before the 2 others it is still not updating. Any way out?
  20. uv relax

    well here's my go...don't care if you laugh honestly... use switch to toggle between 0 and 1 and compare. take it or leave it. vu_relaxUV.hiplc
  21. bitmaps controlling glue strength in RBD

    You got a few things wrong with your setup. First of all the constraint attribute `strength` should be a primitive, not a point, so after the wrangle, I promote to primitive the attribute. Also, your wrangles were set up to some group that it didn't exist, also one of them was connected to the wrong path. One more thing in the `rbdconstraintproperties` you can set up the strength to 1 since is gonna be a multiplier to the wrangle above. I color the nodes in red that I fixed for you. color_to_glue_strength_attempt_FIX.hiplc
  22. Distort Color through Points

    Thanks Librarian, those links got me so much closer! The link from exp-points sent me down a better path. I tried making multiple noises and multiplying together in addition to the curvature. Also trying mixing some curvature and AO together and distorting them a bit with noise. Definitely better than what I started with, but I'm sure my node graph is just ridiculous, and so many of my steps are probably unnecessary. I'm getting the feeling I could have done almost all of this within one attribute vop? Also, the end result is still not quite up to par with what I'm hoping for. If anyone knows some better methods, or any more links to some info on a related subject, that'd be awesome. In then end I'm trying to make a mask to scatter points on that I would instance some Debris/leaves/trash/pebbles onto. I'll post my trashy .hip if anyone wants to tear it to shreds. distorttest4.hiplc
  23. I'm trying to set up Houdini 18 SOP RBD systems combining different fracture methods together going into one rbdbulletSolver. I have everything working but one element I would love to add is the ability to control glue strength with bitmaps. I know there are clusters and procedural ways to vary glue strength but for art direction purposes I would like to use a grey scale bit map to color points scattered on geo in proximity to the constraint primitives, change their color to the grey scale values, then use those values as multipliers of a strength value. In this example file I am coloring scattered points with a color node instead of bitmap to make the file easier to but it should work the same way. Tutorials I've found are not working for me. Hoping to find some help. Thanks color_to_glue_strength_attempt.hiplc
  24. uv relax

    Hi guys.here is a question trouble me a lot. how to relax the uv net as uniform as possible.i try it some time and do not get the expected result. may you guy with experience about this give some tips and that will be appreciated. regrads. Test.hiplc
  25. Procedural Robots

    impressive I like the "no more human" design of somes.
  26. Hello, i am trying to replicate the type of particles behaviours i see in this video. I am interested specifically in the floating particles that pertain the point cloud colours, but swirl slowly creating that sort of web/ripple effect in the image, someone can point me to a tutorial where i can see how this can be done? thank you
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