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Myt666 joined the community
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Arisha11Ei started following Differential curve growth
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FBX EXPORT - DIFFERENT FILE FOR EACH FRAME
xrossfader replied to machinainfinitum's topic in General Houdini Questions
2 years later and this just made my day. I modified it to work on named prims and added a naming property to the subnet so I can drop it into a named folder. Thank you!- 5 replies
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- mesh slice
- export
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I work with a small team at Lockheed Martin that is doing computational design and computational engineering work (https://en.wikipedia.org/wiki/Computational_engineering). We're solving a broad range of intriguing product design and engineering problems using cutting edge techniques. Houdini experience is a considerable factor in the candidate selection. Note the ability to get a United States security clearance is a requirement (US citizenship among other requirements). https://www.lockheedmartinjobs.com/job/grand-prairie/design-engineer/694/79883669328 We're doing some really exciting and novel work. Check it out please. Especially if you're looking for a change in your career that utilizes existing skills in new ways. I'm happy to answer any questions that I can.
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thanks for the tips ! I had a bunch of -1 and by declaring the variable as a string array make it works
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font_fill_particle_attract_vel.mp4 pop_font_fill_particle_attract_vel.hip thant should give you an idea !
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Hi everyone! I'm trying to figure out how to create a seamless loop from an existing FBX run animation, so that I can pass it as a motion clip to an agent. I tried using the MotionClip Cycle node, but at the blend section between the first and last frame, the character's position jumps back. Ideally, the locomotion would keep moving the character forward instead of snapping back every time. Is there a simple way to achieve this? I only need a very small blend, but if I don’t use any blending at all, there’s a noticeable pop in the animation.
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- motionclip
- locomotion
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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) (in the Write node you can choose Utility - Linear - sRGB as well) 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! -
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. -
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 -
rushi started following USD Workflow , importing animation and materials issue in solaris
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I tried to animate a USD automobile asset using a car rig, as seen in the video below, and then exported the animation in USD to import into Solaris and combine it with the original USD due to material concerns. However, when I combine the car parts, they go crazy. Do you know why? Screen Recording 2025-04-06 015011.mp4
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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!