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  2. You can place a null inside the object you want to switch off. Connect the final network output and the null to a Switch and you can animate the switch from the full object being rendered to the null being rendered. This can cause render anomalies, however. For instance bounced rays will no longer bounce and if the object appears in a reflection it will all of a sudden not be in the reflection when you switch to the null.
  3. Python - Add Render Properties

    OK - I've got it thanks. import hou sel = hou.selectedNodes() for s in sel: group = s.parmTemplateGroup() folder = hou.FolderParmTemplate("folder", "myFolder") folder.addParmTemplate(hou.ToggleParmTemplate("vm_volumenormal", "Compute Normals for Volumes", 1)) group.append(folder) s.setParmTemplateGroup(group)
  4. Hi, I'm quite new to Houdini and am facing a problem which might be simple for any experienced user. I want to deactivate/activate a part of my scene after a specific duration. It turns out I have a scene seperated by a wall which rotate on itself 7 times by 180 degrees, therefore I want the scenary of the scene that goes off camera to deactivate, so It doesn't appear after the next rotation. I hope it makes sense, if not, tell me I'll try to rephrase my explanation. Thanks Maxime.
  5. Splash from the side not the top?

    Hey Atom, yep thats was my initial thought, I did that on the first gif, just wondering if this was the best way to do it. For integrating both of them, should I delete the quiet particles so they mix better? so I only get the splash mixing, in my gif you can see the box from the other sim on top
  6. P and N AOVs

    Export those in the shaders for the objects you want to show up and create a new image plane using that instead.
  7. Today
  8. Heya, I want to expose/add this property to my geometry node via python. Anyone know what's needed to do this? Just simply setting it's value (i.e. "1") via python doesn't work unless it is exposed.
  9. Crowd Agents Motion Blur

    I tried unpacking and it worked. Thing is I'm with over 5k agents. There is a v_agent and w_agent attribute, I tried swapping those for the v and w attrib but didnt work either.. Damn, I'll probably do a camera culling and unpack them... Unfortunate
  10. P and N AOVs

    hey folks, I'm trying to create a P (position) and N (normals) pass which doesn't show the "Forced Matte" objects in my mantra ROP. Any ideas if this is do-able?
  11. Splash from the side not the top?

    Could you simulate it top down and then rotate the cached out results to your final angle?
  12. Hey Magicians!, I've got a flip tank and I need a splash from a object that collides on the side of the wall, how can I get this effect? so far I faked by making 2 sims and merging but there's probably a better way to do this. I need to have the boundaries closed on the flip so I don't get "air" on the sim. This is the result that I get with the closed container and it needs that outer splash Any tip will be great! thanks!
  13. Hello everyone! I'm trying to create a futuristic UI in Houdini 16 for a live-action shot. The "control panel" area is meant to be curved and inclined so the character can "use it". What I want is to scatter on that surface a bunch of random GUI element, but the problem is that I don't know how to make those object follow the surface curvature. In the image attached I scattered a single point at the center of one panel area and gave the normal direction of the faces + v@up, then I use Ray SOP to make it stick on the surface. As you can see the problem is that the text (or any object) doesn't bend. Is there a way? I tought of a some sort of linear interpolation of spherical interpolation but it's too complicated yet for me so I ask you if you have a better solution Thanks in advance!
  14. POP Curve Force with wrong directions.

    Thanks Marco!!! I fixed it! It was confused the arrows direction of the curve guide but.... works! Muchas gracias Marco ;-)
  15. Hi, A string parameter has a menu list script in my hip. So I can select the string from a long list. Is there a possibility to automatically fill the typed string field from the list ( not selected from the list just filled). Maybe pySide ? Thx. G
  16. Hi, A string parameter has a menu list script. So I can select the string from a long list. Is there a posibility to autofill the typed string from the list ( not selected from the list ). Maybe pySide ? Thx. G
  17. Crowd Agents Motion Blur

    I think unpacking is the solution.
  18. Box UV Projection Type?

    f1, thats a great example. But it's not something easy to explain to a beginner just learning about UV's in Houdini. Something like that should really be default inside of Houdini.
  19. blood flow

    Hi there. I have this pumping organ. The idea is that it needs to pump "blood" from one tank to the other. The setup I have seems to do a good job. The animation is of the organ pumping and there are valves opening and closing to let the liquid in and out when it needs it to. I also have a curve flow in there to help the liquid along. Looks gross. Mesmerising but gross. There is one issue I would like to avoid. The setup seems to get a lot of air in the organ. I would very much like to avoid this. Not sure how to go about this. Any ideas? heartPumpTest_v02.hipnc
  20. Hey! I'm really struggling with transferring color to my FLIP particles from object. I need my particles to grab color from object they falling through and keep it even after leaving the object. My simulation have constantly changing numer of particles, so every workflow I find here don't work (or I can't make it work : ) Can you help me with it? Here is my scene file. transfer_color_to_FLIP.hipnc
  21. Hello node friends! I have kinda of a problem when rendering crowds with motion blur. Since they are packed prims, I cant get my deformation blur to take effect. I'm loading a single rest shape as my base shape for the agent and rig. Then loading 15 fbx with just the animation. So far so good, it simulates the crowd, as all the transitions I need and so on. When it comes to render, I can get all my stylesheets working, but when I try to render with deformation blur, I cant only get it working when the agents are unpacked, any suggestions? I have my blur samples to 16 and geometry motion blur enabled. Sorry if my englando was bad or confusing. cheers
  22. Dense cloud shader (wdas cloud hype)

    DAM! LOOKS GREAT!
  23. Smooth direction to surface?

    @anim I threw everything and the kitchen sink at this one, from subdividing both meshes, to bluring the the direction from minpos(1,@P) - @P, from iterating (minpos + Smoothing)... Ultimately I knew this had to be made incredibly simple and fast and all of those were convoluted and didn't actually work. As for sub-diving the mesh; either I'm dealing with a NURBS surface or subdividing will only make the issues visible with minpos of a smaller resolution, not actually fix them. I really tried to grasp what would be the math to obtain the smooth ray dir or P'' from the available data, P, P', N', Prim P and N, PrimPoints P and N. But couldn't come up with something. The "extrusion" bit was definitely revealing. I'm sure there's a much more elegant way to go about it than actually having a primitive "extruded". I think you're right, it would be indeed nice to be able to use such functions on a SubD surface. RFE it! Cheers
  24. not saying it'd be technically impossible to make system like this as I don't know but I can't imagine how clever the devs would have to be to be able to decipher the feedback dependencies of individual solvers considering that every iteration you can have completely different amount of points fed in, different branches active within the for loop, etc. so even if all simdata was cached for all "virtual" solvers on each frame there is simply no telling which solvers in next frame of for loop should get which data, unless there was some tagging system which would help define those dependencies, but certainly not automatically so in my opinion, I wouldn't consider it a common technique, however I get that it may seem trivial at the first glance, maybe with the assumption of constant number of copies and memory to spare for all simdata solvers need for next frame what's common however is pre-caching data or instead of solver use Feedback For Loop, which since not cached will compute all iterations from scratch every frame, but will at least work within loop so for lightweight experiments why not In production you would probably use wedging to produce all your simulated copies
  25. Smooth direction to surface?

    to me it looks like Closes Surface (Smoothed) is a Minpos from your geo to the subdivided (smoothed) version of the target geo, then just intersect original target geo in direction towards that position since at the moment xyzdist/minpos can't represent geo as subd limit surface natively, you have to use subdivide sop to create such representation, so to get really smooth results you either subdivide a lot or subdivide enough and apply a little post smooth/reproject step at the end that being said I wish xyzdist, intersect and all similar function could trace against subd limit surfaces
  26. Smooth direction to surface?

    Hello @AntoineSfx That's Softimage Closest Location: Closest Smoothed Surface in ICE. Very useful for cage deform. I think I nailed this one, by stop focusing on trying to compute the correct direction from on xyzdist/primuv resulting normal. I'm sure there's a way and I wish I could do it for simplicity but the math it's just not coming to me... So what I did was to loop for each point, select only the candidate prims from the reference mesh that could be the closest primitive, "extrude" them along their point normals until they are coplanar with the point. Then check which prim is the point inside of. If you already know the right prim, maybe the problem can be resumed by finding the ray direction from the primitive's point normals. What I did is on the right, extruded to make it coplanar, xyzdist() on the extruded prim, and applied the returned prim and uvw with primuv() on the original primitive. It's like I'm dividing the 3D space into extrusions of the reference mesh and see inside of which extrusion the point is in. The only advantage with this is that in the process of finding the correct prim, I also right away get the corresponding uvw, hence a complete "location". On the other hand a bunch of SOPS and Loop block are required. As for the initial shape it looks, like so: I added all this info to the RFE. Hopefully in the future we will just need to type a function in VEX. Would be cool since what I came up with is inherently slow for heave geo Scene file here: https://jmp.sh/bELWJdX Cheers
  27. [SOLVED]Melting UVs?

    amazing, I can't thank you enough. for some reason when I try to jump into the geo1 node Houdini crashes (16.5.536) but I'll try to rebuild into a new project. thanks again!
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