<?xml version="1.0"?>
<rss version="2.0"><channel><title>General Houdini Questions Latest Topics</title><link>https://forums.odforce.net/forum/15-general-houdini-questions/</link><description>General Houdini Questions Latest Topics</description><language>en</language><item><title>How to offset shooting animation for each copied spaceship?</title><link>https://forums.odforce.net/topic/68115-how-to-offset-shooting-animation-for-each-copied-spaceship/</link><description><![CDATA[<p style="color:#000000;">
	Hi! I’ve built a setup where a spaceship flies along a spline and shoots.
</p>

<p style="color:#000000;">
	After<span> </span><code dir="ltr">Copy to Points</code>, I duplicate the whole setup using<span> </span><code dir="ltr">Copy and Transform</code><span> </span>because this workflow is more convenient for my setup.
</p>

<p style="color:#000000;">
	I currently have 3 spaceships, but the problem is that they all fire at exactly the same time, perfectly synchronized.
</p>

<p style="color:#000000;">
	I need to add a different<span> </span><strong>time offset to the shooting animation for each copied spaceship</strong>, so each ship fires at a different time.
</p>

<p style="color:#000000;">
	I can’t figure out the best way to do this, especially since the ships are duplicated with<span> </span><code dir="ltr">Copy and Transform</code>.
</p>

<p style="color:#000000;">
	Could someone please suggest how to set this up?
</p>

<p style="color:#000000;">
	Houdini 20.5<br />
	 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot2026-08-12at17_12_55.png.056ee3b4c3388939fa745b4c2e1dc9e9.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73103" src="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot2026-08-12at17_12_55.thumb.png.52c3cb03931f0810735681af3dc5410c.png" data-ratio="126.48" width="593" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-08-12 at 17.12.55.png"></a></p>]]></description><guid isPermaLink="false">68115</guid><pubDate>Wed, 12 Aug 2026 12:23:28 +0000</pubDate></item><item><title>Scatter SOP: 100 points per piece instead of 100 points total without a for loop?</title><link>https://forums.odforce.net/topic/68260-scatter-sop-100-points-per-piece-instead-of-100-points-total-without-a-for-loop/</link><description><![CDATA[<p>
	Hey everyone,
</p>

<p>
	For a project, I'm using a Copy to Points SOP with a piece attribute to scatter two different animated mesh types onto points. Each copied mesh has a unique <code>id</code> attribute.
</p>

<p>
	I would like to scatter 100 points on every individual mesh instance after they have been copied to the points. Currently, if I use a Scatter SOP with a Force Total Count of 100, the points are distributed across all meshes combined, rather than 100 points per mesh.
</p>

<p>
	Because there can be hundreds of animated mesh instances in the scene, I'd prefer to avoid a For-Each loop if possible for performance reasons.
</p>

<p>
	What would be the best way to generate a fixed number of scattered points (e.g. 100) on each copied mesh instance?
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Cheers!
</p>
]]></description><guid isPermaLink="false">68260</guid><pubDate>Wed, 07 Oct 2026 14:11:50 +0000</pubDate></item><item><title>mixed up openGL in TOPS ?</title><link>https://forums.odforce.net/topic/68264-mixed-up-opengl-in-tops/</link><description><![CDATA[<p>
	Hey , I'm starting in PDG/TOPs and would like to wedge a simulation of boat on flip with ocean waves as guide.
</p>

<p>
	Here's the steps <span>:</span>
</p>

<ul>
	<li>
		I simulate first the ship as an RBD on low res flip just to get the general motion, but here the waves (from ocean wave node) are wedged into 3 variants (to test I have input one value that is very high)
	</li>
	<li>
		then I take those 3 variants points from the RBD-FLIP sim, create a VDB (using collision soucre) for each of them so 3 VDB variants.
	</li>
	<li>
		Finally I input the VDB into the main flip sim as deforming object with its geometry of course . Here I wedge the velscale of the collider (3 variants) as well.
	</li>
</ul>

<p>
	 
</p>

<p>
	So if I understand correctly I will have 9 wedges ? (3x3) this is what tops shows me as well, I'm testing just 10 frames ,as I'm starting in this context yet when I verify the OPENGL renders they are sometimes mixed up the falling boat(from the big ocean wave,shows a very calm wave)
</p>

<p>
	 
</p>

<p>
	here's my setup ( up till the fetch VDB BOAT it's correct , I have put ROPGL nodes to verify this) , I think I got it all wrong below that ? I'm not sure how to fix , I have watch the sidefx intro to pdg in their portal but I still don't know well the nodes <span>:/</span>
</p>

<p>
	 
</p>

<p>
	let me know if there's something more I need to provide to debug this.
</p>

<p>
	<img alt="Capture-d-ecran-2026-10-09-175600.png" class="ipsImage" data-ratio="115.74" height="750" width="608" src="https://i.postimg.cc/Jn2rG337/Capture-d-ecran-2026-10-09-175600.png" />
</p>
]]></description><guid isPermaLink="false">68264</guid><pubDate>Fri, 09 Oct 2026 16:05:47 +0000</pubDate></item><item><title>Randomize orient attrib in MPM</title><link>https://forums.odforce.net/topic/68248-randomize-orient-attrib-in-mpm/</link><description><![CDATA[<p>
	Just a quick question. Is there a way to randomize orientation of the pts generated by the MPM Source node before the simulation? I've tried it with the standard attrib randomize node, but it doesn't work.
</p>
]]></description><guid isPermaLink="false">68248</guid><pubDate>Sat, 03 Oct 2026 03:27:41 +0000</pubDate></item><item><title>procedural city TOP</title><link>https://forums.odforce.net/topic/68225-procedural-city-top/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	I built a procedural city and created a random attribute to control the height of the buildings, which works correctly.
</p>

<p>
	However, when I merge/assemble all the buildings together at the end, the randomization no longer works, and all the buildings end up with the same height.
</p>

<p>
	Does anyone know why this happens and how I can preserve the random height of each building
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="73143" href="https://forums.odforce.net/uploads/monthly_2026_09/rand.png.87d49b35b172ca8277b6e6d109140b18.png" rel=""><img alt="rand.png" class="ipsImage ipsImage_thumbnailed" data-fileid="73143" data-ratio="43.6" width="1000" src="https://forums.odforce.net/uploads/monthly_2026_09/rand.thumb.png.8da467328eefce37f0c8e1b484df8264.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73146&amp;key=63d1ea3054a404fadf83d630e26a491f" data-fileExt='zip' data-fileid='73146' data-filekey='63d1ea3054a404fadf83d630e26a491f'>PDG.zip</a></p>]]></description><guid isPermaLink="false">68225</guid><pubDate>Mon, 21 Sep 2026 09:04:00 +0000</pubDate></item><item><title>COP - sample attrib on uv - No rasterize method</title><link>https://forums.odforce.net/topic/68219-cop-sample-attrib-on-uv-no-rasterize-method/</link><description><![CDATA[<p>
	Hey guys — is there any way to sample an attribute, like a curve, onto another mesh UV?
</p>

<p>
	I don't want to use UV Rasterize Attribute because it’s too expensive for me when I need to increase the divisions.
</p>

<p>
	I haven't found any node in COPs to do this.
</p>

<p>
	Any help would be appreciated.
</p>

<p>
	Thanks!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_09/Screenshot2026-09-14113916.png.a8a077509374b3dd7c483242bc0e4681.png" data-fileid="73134" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="73134" data-ratio="42.30" width="1000" alt="Screenshot2026-09-14113916.thumb.png.10174c6252c973259b0b24eae732ec48.png" src="https://forums.odforce.net/uploads/monthly_2026_09/Screenshot2026-09-14113916.thumb.png.10174c6252c973259b0b24eae732ec48.png" /></a>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73133&amp;key=6046d123f2ed5b10209872a2155d02bb" data-fileExt='hip' data-fileid='73133' data-filekey='6046d123f2ed5b10209872a2155d02bb'>sample attrib on uv - No rasterize.hip</a></p>]]></description><guid isPermaLink="false">68219</guid><pubDate>Mon, 14 Sep 2026 08:23:16 +0000</pubDate></item><item><title>Rig armor parts with different bone capture attributes</title><link>https://forums.odforce.net/topic/68150-rig-armor-parts-with-different-bone-capture-attributes/</link><description><![CDATA[<p>
	Hey there!
</p>

<p>
	I am having this model of a full armor I want to rig / animate.
</p>

<p>
	At first I used the "bone capture biharmonic" method to skin the armor which gave me overall deformation of the different pieces.
</p>

<p>
	Next I used "capture packed geo" so the pieces stay rigid which worked really well and gave me exactly what I was looking for.
</p>

<p>
	The issue is now that there are pieces like the hand of the character which I want to deform in a more organic way like a normal hand would.
</p>

<p>
	Because the hand is not made of different joints like a robotic hand, what would work with the capture packed method. I would have to split the fingers up in segments to deform them, what would look weird / break the whole hand.
</p>

<p>
	Is it possible to use different capture methods for different parts and combine the bone capture attributes later for deforming?
</p>

<p>
	So for example use biharmonic capturing for the organic parts and packed capturing for the rigid parts?
</p>

<p>
	Or would there be a different approach / workflow?
</p>

<p>
	 
</p>

<p>
	Looking forward to your ideas. Thanks!
</p>

<p>
	 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot(238).png.6a5197af456e2ae825fb7ac0d5d472d6.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73110" src="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot(238).thumb.png.1ca97c178c86dc2dfc9d7d2796e3c821.png" data-ratio="183.37" width="409" class="ipsImage ipsImage_thumbnailed" alt="Screenshot (238).png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot(237).png.0f44ff216897473485c61eae2d880dc6.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73111" src="https://forums.odforce.net/uploads/monthly_2026_08/Screenshot(237).png.0f44ff216897473485c61eae2d880dc6.png" data-ratio="161.89" width="391" class="ipsImage ipsImage_thumbnailed" alt="Screenshot (237).png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_08/gif01.gif.9d4c64a90ef3aac71a1c1a319ae4d5e7.gif" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73112" src="https://forums.odforce.net/uploads/monthly_2026_08/gif01.gif.9d4c64a90ef3aac71a1c1a319ae4d5e7.gif" data-ratio="56.25" width="800" class="ipsImage ipsImage_thumbnailed" alt="gif01.gif"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_08/gif02.gif.e2328b02c5c1ed00a00a616be0a43c14.gif" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73113" src="https://forums.odforce.net/uploads/monthly_2026_08/gif02.gif.e2328b02c5c1ed00a00a616be0a43c14.gif" data-ratio="56.25" width="800" class="ipsImage ipsImage_thumbnailed" alt="gif02.gif"></a></p>]]></description><guid isPermaLink="false">68150</guid><pubDate>Sun, 23 Aug 2026 16:06:44 +0000</pubDate></item><item><title>velocity mismatch between Volumevop and volume from attribute (hipfile included)</title><link>https://forums.odforce.net/topic/68116-velocity-mismatch-between-volumevop-and-volume-from-attribute-hipfile-included/</link><description><![CDATA[<p>
	Volumevop using a simple constant vector 0,-3, 0 shows:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_08/Screenshotfrom2026-08-1215-52-02.png.137671d352cb7daf62f9667fdb92d464.png" data-fileid="73101" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="73101" data-ratio="44.10" width="1000" alt="Screenshotfrom2026-08-1215-52-02.thumb.png.b58b11e03a909641b89eece48b3c6b05.png" src="https://forums.odforce.net/uploads/monthly_2026_08/Screenshotfrom2026-08-1215-52-02.thumb.png.b58b11e03a909641b89eece48b3c6b05.png" /></a>
</p>

<p>
	while the volume from attribute (after pointvelocity 0,-3,0) shows:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_08/Screenshotfrom2026-08-1215-53-47.png.add45b80293e7b0df4f184adecf1873d.png" data-fileid="73102" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="73102" data-ratio="44.10" width="1000" alt="Screenshotfrom2026-08-1215-53-47.thumb.png.b6db0e526846d0be5affdfe6faa134bc.png" src="https://forums.odforce.net/uploads/monthly_2026_08/Screenshotfrom2026-08-1215-53-47.thumb.png.b6db0e526846d0be5affdfe6faa134bc.png" /></a>
</p>

<p>
	Any idea how to get the volume from attribute to align with the 0,-3,0
</p>

<p>
	it seems to be inventing some other velocity that I'm not aware of, I gave it just 0,-3,0
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73100&amp;key=6ea4dcf96f3c3ae334a5b1f15bd06e33" data-fileExt='hiplc' data-fileid='73100' data-filekey='6ea4dcf96f3c3ae334a5b1f15bd06e33'>velocity_mismatch.hiplc</a></p>]]></description><guid isPermaLink="false">68116</guid><pubDate>Wed, 12 Aug 2026 13:56:25 +0000</pubDate></item><item><title><![CDATA[Destruction & Acitve]]></title><link>https://forums.odforce.net/topic/68011-destruction-acitve/</link><description><![CDATA[<p>
	Hi Everyone
</p>

<p>
	I'm using an RBD Packed Object with a SOP Solver. I want to apply an upward velocity <strong>only once</strong> when a piece becomes active.
</p>

<p>
	 
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2026_07/wqw.mp4.758123f47f29b3818bd8288e1cc525db.mp4"></source> <a class="ipsAttachLink" data-fileext="mp4" data-fileid="73077" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73077&amp;key=b068a46be887dfc7707d7e0423ae573d" rel="">wqw.mp4</a>
	</video>


<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73078&amp;key=1880192573c2ec2b08150dd9ea04699d" data-fileExt='hip' data-fileid='73078' data-filekey='1880192573c2ec2b08150dd9ea04699d'>DesTruction.hip</a></p>]]></description><guid isPermaLink="false">68011</guid><pubDate>Thu, 30 Jul 2026 13:06:10 +0000</pubDate></item><item><title>Ocean Displacement Distance From Camera [SOLVED]</title><link>https://forums.odforce.net/topic/55916-ocean-displacement-distance-from-camera-solved/</link><description><![CDATA[<p>
	Hi there, I'm building an ocean starting with the large ocean shelf preset. I only seem to get wave detail close to the camera. Further out toward the horizon I lose displacement detail. Should this be active displacement back there, or should I be seeing bump?<br />
	<br />
	Just a quick low quality render for now. The top half of the image seems to lose detail. The sky begins to reflect like a mirror.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="71259" href="https://forums.odforce.net/uploads/monthly_2024_10/image.png.f4deee1533c26c0fe3c3e04b962a9fae.png" rel=""><img alt="image.thumb.png.7ad71f9b4ebc2781bf2512cf948525e9.png" class="ipsImage ipsImage_thumbnailed" data-fileid="71259" data-ratio="130.43" width="575" src="https://forums.odforce.net/uploads/monthly_2024_10/image.thumb.png.7ad71f9b4ebc2781bf2512cf948525e9.png" /></a><br />
	<br />
	<strong>Note: </strong>Our studio is currently limited to Houdini 19.5.493 so I don't have access to the Ocean Procedural LOP. This setup is using the slightly older Karma Ocean LOP<br />
	I am unable to attach a scene file due to work limitations, but happy to answer any questions.
</p>
]]></description><guid isPermaLink="false">55916</guid><pubDate>Tue, 01 Oct 2024 20:22:21 +0000</pubDate></item><item><title>VEX HOUDINI COURSE FOR BEGIN TO ADVANCED</title><link>https://forums.odforce.net/topic/67996-vex-houdini-course-for-begin-to-advanced/</link><description><![CDATA[<p>
	i'm new with vex and fin the road can pro vex, some one can help, i very very appriciat
</p>
]]></description><guid isPermaLink="false">67996</guid><pubDate>Wed, 29 Jul 2026 11:45:11 +0000</pubDate></item><item><title>Line connecting two moving points?</title><link>https://forums.odforce.net/topic/67594-line-connecting-two-moving-points/</link><description><![CDATA[<p>
	How would you guys approach a shot where one point on a moving object connects to another point on a moving object? And then turns off and connects to another moving point? Imagine a laser on the back of a car firing at a point on another moving car, repeatedly hitting it at the same point.
</p>
]]></description><guid isPermaLink="false">67594</guid><pubDate>Tue, 26 May 2026 01:09:51 +0000</pubDate></item><item><title>Crazy Issues - Revert Houdini Scene - Is Bug Don't know</title><link>https://forums.odforce.net/topic/56070-crazy-issues-revert-houdini-scene-is-bug-dont-know/</link><description><![CDATA[<p>
	I'm experiencing some strange issues in Houdini 20, and I'm not sure if it's a bug or something I'm missing. While working on a scene, it suddenly reverts back to how it was 10 or 20 minutes ago <img alt=":mellow:" data-emoticon="" src="https://forums.odforce.net/uploads/emoticons/default_mellow.png" title=":mellow:" /> . All the nodes are completely gone, and the parameters are reset.
</p>

<p>
	Has anyone else encountered something like this, or is it just me? I'm using the latest build of Houdini 20.  
</p>
]]></description><guid isPermaLink="false">56070</guid><pubDate>Fri, 11 Oct 2024 11:29:34 +0000</pubDate></item><item><title>NH Tools, collection of useful tools</title><link>https://forums.odforce.net/topic/67866-nh-tools-collection-of-useful-tools/</link><description><![CDATA[<p>
	Just putting this one here in case anyone is interested.<br />
	I made a git repo with my basic everyday tools I find useful.<br />
	Bests,<br />
	Nico.
</p>

<p>
	<a href="https://youtu.be/FKZ_0Y17yE4?si=ccFXDxuKr3cnt1mU" rel="external nofollow">https://youtu.be/FKZ_0Y17yE4?si=ccFXDxuKr3cnt1mU</a>
</p>
]]></description><guid isPermaLink="false">67866</guid><pubDate>Thu, 09 Jul 2026 04:54:05 +0000</pubDate></item><item><title>How do you procedurally transform sphere into half sphere shape but with smooth bevel</title><link>https://forums.odforce.net/topic/67859-how-do-you-procedurally-transform-sphere-into-half-sphere-shape-but-with-smooth-bevel/</link><description><![CDATA[<p>
	<img alt="r/Houdini - How do you  procedurally transform sphere into half sphere shape but with smooth bevel" data-ratio="91.45" width="421" src="https://preview.redd.it/how-do-you-procedurally-transform-sphere-into-half-sphere-v0-6slajmaodkbh1.png?width=421&amp;format=png&amp;auto=webp&amp;s=40d98c219c63faf02ca1787c3da87c4776b73e3d" />
</p>

<p>
	Here is the images of what I mean. Transform a sphere to this shape,<span style="background-color:#ffffff;color:#333d42;font-size:14px;"><span> </span>modified it without point count or point number changes  </span>Ignore the center core.  I'm having a hard time getting that nice round bevel around middle section
</p>

<p>
	<img alt="r/Houdini - How do you  procedurally transform sphere into half sphere shape but with smooth bevel" data-ratio="84.95" width="432" src="https://preview.redd.it/how-do-you-procedurally-transform-sphere-into-half-sphere-v0-8qhgnsk1ekbh1.png?width=432&amp;format=png&amp;auto=webp&amp;s=ad0aee04f610eefa3c30dbc2510051a8b310e2a5" />
</p>
]]></description><guid isPermaLink="false">67859</guid><pubDate>Mon, 06 Jul 2026 09:19:27 +0000</pubDate></item><item><title>Add animated fbx blendshapes to crowd agent</title><link>https://forums.odforce.net/topic/67850-add-animated-fbx-blendshapes-to-crowd-agent/</link><description><![CDATA[<p>
	Hi!<br />
	<br />
	I have a question; What is the proper workflow to get animated blendshapes from an .fbx into a agentclip? <br />
	<br />
	I have a .fbx agent setup with the blendshapes; I can see/manipulate the blendshapes with an agentedit node. Next to that I import a .fbx animaiton, which contains the same blendshapes but animated (a face animated with blendshapes). I can also verify that with an characterblendshapechannels node. I plug the animation data into a motionclip, then add it to the agent with an agentclip node. This only seems to add the skeleton animation to my agent, but not the blendshapes.<br />
	<br />
	Whats the proper workflow on adding animated blendshapes? <br />
	<br />
	Thanks!
</p>
]]></description><guid isPermaLink="false">67850</guid><pubDate>Thu, 02 Jul 2026 23:03:30 +0000</pubDate></item><item><title><![CDATA[Fix kineFX skeleton length & preserve rough world position]]></title><link>https://forums.odforce.net/topic/67834-fix-kinefx-skeleton-length-preserve-rough-world-position/</link><description><![CDATA[<p>
	I have a kineFX spine that i deform with a point deform and use capture proximity + bone deformer to kind of rig flat proxy geometries.<br />
	This works great, the issue is that if the plane i use to drive shrinks, so does the spine.<br />
	<br />
	I fixed this in vex before feeding the line into the bone deform and it does great, the one issue is that it creates an offset as its restoring the segment length.<br />
	Any idea how to keep the fixed length line closer to the "squashed" geometry without shrinking? <br />
	<br />
	Thanks all!
</p>

<video controls class="ipsEmbeddedVideo" data-fileid="73005" data-controller="core.global.core.embeddedvideo">
	<source src="https://forums.odforce.net/uploads/monthly_2026_06/ScreenRecording2026-06-27122559.mp4.5b18bdcecce8f12f17aa6835843da22a.mp4" type="video/mp4">
	<a class="ipsAttachLink" href="//forums.odforce.net/applications/core/interface/file/attachment.php?id=73005&amp;key=00ededea1041081344d03717f557afcf">Screen Recording 2026-06-27 122559.mp4</a>
</video>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-27123504.png.7f939b876eee793674a5d19bb3bce640.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="73007" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-27123504.thumb.png.22e760a453c35495d9ae4e8726de0c85.png" data-ratio="48.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-06-27 123504.png"></a></p><p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=73008&amp;key=c6f4c528f8b5b9b54f85c33608ab6f1d" data-fileExt='hip' data-fileid='73008' data-filekey='c6f4c528f8b5b9b54f85c33608ab6f1d'>geo_fix_stretch.hip</a></p>]]></description><guid isPermaLink="false">67834</guid><pubDate>Sat, 27 Jun 2026 11:39:17 +0000</pubDate></item><item><title>Chain Renders with TOPS</title><link>https://forums.odforce.net/topic/67817-chain-renders-with-tops/</link><description><![CDATA[<p>
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">Hi all,</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">I'm a newbie with TOPS. Any tips in using TOPS to chain renders?</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">For some reason this setup is giving me an error inside TOPS:</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">In LOPS:</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">'karma render settings' --&gt; 'USD Render ROP'</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">In TOPS:</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">'ROP Fetch' (ROP Path: the mentioned 'USD Render ROP')</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">It doesn't specify what it's the error.</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">Any tips in using TOPS to chain renders or main things I have to pay attention to in TOPS is welcome.</span><br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<br style="background-color:#ffffff;color:#2c2c2c;font-size:15px;" />
	<span style="background-color:#ffffff;color:#2c2c2c;font-size:15px;">Thanks in advance</span>
</p>
]]></description><guid isPermaLink="false">67817</guid><pubDate>Mon, 22 Jun 2026 03:40:25 +0000</pubDate></item><item><title>Unable to see primitive icons in the viewport</title><link>https://forums.odforce.net/topic/67734-unable-to-see-primitive-icons-in-the-viewport/</link><description><![CDATA[<p>
	Hi. I've been having some trouble with houdini (linux). I'm not able to see some primitive icons, such as the camera icon/frustrum, null, smoke object bounding box. Other icons for lights and 3d geometry are visible. I have checked my viewport settings and tried opening houdini in openGL and Vulkan modes and even reinstalled once, but still no success. My last resort might be to do a full uninstall and try reinstalling.<br />
	<br />
	Has anyone else faced such an issue? I've searched online to find solutions but couldn't see anyone talking about this issue.
</p>

<p>
	Houdini 20.0.547<br />
	Fedora 44 KDE wayland<br />
	Mesa 26.0.8<br />
	<br />
	 
</p>
]]></description><guid isPermaLink="false">67734</guid><pubDate>Wed, 10 Jun 2026 14:01:58 +0000</pubDate></item><item><title>How not to stupidly recalculate twice the interpolation</title><link>https://forums.odforce.net/topic/67759-how-not-to-stupidly-recalculate-twice-the-interpolation/</link><description><![CDATA[<p>
	If I have a collision that has already been interpolated by the Collision Source sop node and saved to a file cache with $FF, do I need to check under Static Object DOP node the "Re-evaluate SOPs to interpolate Geometry"?
</p>

<p>
	If I do check the Re-evaluate will the simulation stupidly recalculate the interpolation that has already been calculated by the Collision Source, or will it gladly use the already available interpolation in the file cache from the collision source?
</p>

<p>
	If I do not check the Re-evaluate ... will it yes or no use the existing interpolation from Collision Source
</p>

<p>
	Why am I asking the question? because Sidefx documentation clearly states for static object under re-evaluate SOPs to interpolate Geometry: "Normally when a solver asks for geometry data in a sub-step, <strong><u>the simulation will</u></strong> simply linearly interpolate position data from integral frames. However, this is not exact. Turning this option on re-evaluates the geometry network for each substep. This is more accurate, but <u><strong>can be very expensive.</strong></u>"
</p>

<p>
	So does the simulation or does it not stupidly recalculate an already calculated interpolation, if this Re-evaluate thing is checked?
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshotfrom2026-06-1417-16-31.png.d972ffe03631f2562b716882ac34b189.png" data-fileid="72987" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72987" data-ratio="40.60" width="1000" alt="Screenshotfrom2026-06-1417-16-31.thumb.png.119bbdc8e811d8647c4f9c6296ca6f0e.png" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshotfrom2026-06-1417-16-31.thumb.png.119bbdc8e811d8647c4f9c6296ca6f0e.png" /></a>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshotfrom2026-06-1417-15-17.png.095e820b4bdbca1b2d312e022a63431c.png" data-fileid="72988" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72988" data-ratio="28.00" width="1000" alt="Screenshotfrom2026-06-1417-15-17.thumb.png.2d20614f5bf33de6797a3135f2556978.png" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshotfrom2026-06-1417-15-17.thumb.png.2d20614f5bf33de6797a3135f2556978.png" /></a>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">67759</guid><pubDate>Sun, 14 Jun 2026 15:29:49 +0000</pubDate></item><item><title>Even Borders on Triangulated Remesh</title><link>https://forums.odforce.net/topic/67747-even-borders-on-triangulated-remesh/</link><description><![CDATA[<p>
	I've tried many different ways, but I still can never get good borders when using the remesh node (needing equilateral triangles for Vellum). Polypath, fusing, resampling, isolating just the border using edge group to curve and redoing the aforementioned...none of this seems to work. Even with a high iteration count, the issue persists. Any tricks to get around this? I just want a more even distribution of points on the border of each patch, with equal-sized triangulation, while preserving the exact border shape. Here's a before and after remeshing comparison...
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-12121049.png.75d991e381de416a76428b464c8b7494.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72984" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-12121049.thumb.png.feabbe365852536bbf2c8ff18544fb9e.png" data-ratio="79.6" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-06-12 121049.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-12121122.png.ef976a64c25c043f99db22cf9aa8fc0f.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72985" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-12121122.thumb.png.1100d9e24cdb9bf195377bade0f69db1.png" data-ratio="77.4" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2026-06-12 121122.png"></a></p>]]></description><guid isPermaLink="false">67747</guid><pubDate>Fri, 12 Jun 2026 19:46:43 +0000</pubDate></item><item><title>How to flip reverse face orientations per connected piece</title><link>https://forums.odforce.net/topic/67688-how-to-flip-reverse-face-orientations-per-connected-piece/</link><description><![CDATA[<p>
	Hi;
</p>

<p>
	I have an asset that I imported into Houdini that has pieces with reverse Vertex Normals inside a for each loop per connected piece node, I have written a vex code that finds their bbox center of a piece and tries to determine which pieces get flipped according to the dot product of the point positions and the the bbox center point and have gotten no result out of it <span><img alt=":(" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_sad.png" srcset="https://forums.odforce.net/uploads/emoticons/sad@2x.png 2x" title=":(" width="20" /></span>
</p>

<p>
	<span>And this is what I could come up with for islands with volume. I have absolutely no idea as to how to handle flat plane like structures. Maybe compare their vertex normal orientations to the centroid of the entire enclosure? But then again my code doesn't do the job <span><img alt=":(" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_sad.png" srcset="https://forums.odforce.net/uploads/emoticons/sad@2x.png 2x" title=":(" width="20" /></span></span>
</p>

<p>
	<span>Any help would be appreciated.</span>
</p>

<p>
	<span>AJ</span>
</p>

<p>
	<br />
	<img alt="image.png.5a13850a7ac73de56e0ceacc74a5e125.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72975" data-ratio="79.67" width="851" src="https://forums.odforce.net/uploads/monthly_2026_06/image.png.5a13850a7ac73de56e0ceacc74a5e125.png" />
</p>

<p>
	<img alt="image.png.b599ace5659df739136699e572a4ae7b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72977" data-ratio="63.98" width="533" src="https://forums.odforce.net/uploads/monthly_2026_06/image.png.b599ace5659df739136699e572a4ae7b.png" />
</p>

<p>
	<a class="ipsAttachLink" data-fileext="hiplc" data-fileid="72976" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72976&amp;key=32508b3774f36bb00c21caa90d43f4ad" rel="">flip_reverse_prims.hiplc</a>
</p>
]]></description><guid isPermaLink="false">67688</guid><pubDate>Fri, 05 Jun 2026 02:25:58 +0000</pubDate></item><item><title>Making a True 3D Cellular Noise</title><link>https://forums.odforce.net/topic/67689-making-a-true-3d-cellular-noise/</link><description><![CDATA[<p>
	I really like the cellular noise node that can be used inside a point VOP, as it yields good borders compared to trying to remap worley/voronoi patterns. The downside is that it can only be used on a 2D uv map. How would one go about getting the same results with a vector 3/3D input? Similar to the 3D outputs of Unified Static, Turbulent, AA noise, etc. I've tried searching, but haven't really found anything directly addressing the issue. Thanks!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-04193655.png.5fe35726e9c06bf1e59e3099f1c3afe9.png" data-fileid="72978" data-fileext="png" rel=""><img alt="Screenshot 2026-06-04 193655.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72978" data-ratio="97.39" width="574" src="https://forums.odforce.net/uploads/monthly_2026_06/Screenshot2026-06-04193655.png.5fe35726e9c06bf1e59e3099f1c3afe9.png" /></a>
</p>
]]></description><guid isPermaLink="false">67689</guid><pubDate>Fri, 05 Jun 2026 02:39:19 +0000</pubDate></item><item><title>Goal net simulation in Houdini</title><link>https://forums.odforce.net/topic/57510-goal-net-simulation-in-houdini/</link><description><![CDATA[<p>
	Hi guys.
</p>

<p>
	I'm looking for vellum net football. like this picture. 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2024_12/goal-net-simulation-in-houdini-v0-hhdwbyejjvlb1.png.0b5c10cddbd6d880df4bbccc9c13c356.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71542" src="https://forums.odforce.net/uploads/monthly_2024_12/goal-net-simulation-in-houdini-v0-hhdwbyejjvlb1.thumb.png.d6a51d612327b62863c83f5b9867dda9.png" data-ratio="52.9" width="1000" class="ipsImage ipsImage_thumbnailed" alt="goal-net-simulation-in-houdini-v0-hhdwbyejjvlb1.png"></a></p>]]></description><guid isPermaLink="false">57510</guid><pubDate>Thu, 26 Dec 2024 10:50:58 +0000</pubDate></item><item><title>Issue with Subsurface Scattering Color in MaterialX Standard Surface Shader using Karma</title><link>https://forums.odforce.net/topic/58192-issue-with-subsurface-scattering-color-in-materialx-standard-surface-shader-using-karma/</link><description><![CDATA[<p>
	Hello everyone,
</p>

<p>
	I’m experiencing an unexpected behavior when rendering with Karma (both CPU and XPU) using the MaterialX Standard Surface shader, specifically related to the subsurface scattering parameters.
</p>

<p>
	Here’s my test setup:
</p>

<ul>
	<li>
		<strong>Base Color:</strong> Red (RGB = [1, 0, 0])
	</li>
	<li>
		<strong>Subsurface Color:</strong> Green (RGB = [0, 1, 0])
	</li>
	<li>
		<strong>Subsurface Intensity:</strong> 1
	</li>
	<li>
		<strong>Radius:</strong> {1, 1, 1}
	</li>
	<li>
		<strong>Scale:</strong> 1
	</li>
</ul>

<p>
	Based on my understanding, with these settings I expected the material to display Green (because <strong>Subsurface Intensity is 1</strong>) as a result of the subsurface scattering. However, the rendered result comes out completely white—almost as if the output is dominated by the scattering (i.e., the Radius parameter), with no visible contribution from the Base or Subsurface Color.
</p>

<p>
	I’m wondering:
</p>

<ol>
	<li>
		Is this behavior a known limitation or bug in Karma’s implementation of the MaterialX Standard Surface shader (particularly the subsurface scattering part)?
	</li>
	<li>
		Could there be another explanation or parameter interaction that might cause the subsurface effect to override the expected color ?
	</li>
</ol>

<p>
	Any insights or advice would be greatly appreciated.
</p>

<p>
	Thank you in advance for your help!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">58192</guid><pubDate>Fri, 07 Feb 2025 13:35:01 +0000</pubDate></item></channel></rss>
