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  1. Today
  2. the fluid has "surface" SDF field, sample from that field to select what you want excluding the bound container
  3. Man, this is awesome, thanks a lot for the quick tutorial, I'll test it out!
  4. Yesterday
  5. In karma CPU you can use one shader for snow and use grad field instead normals
  6. For volume I used simple karma pyroshader and render this pass in karma xpu. For reflections, i cant found solution for XPU yet so I use karma CPU with combination of two pbrreflect one for overal reflection and one for specle. Also I convert volume to mesh for it. For specle I use voronoi noise and samplesphere to randomize normal direction
  7. Disable openCL neighbor search in solver
  8. create another tube with same divisions and copy uvs from there easy_uv_copy.hip
  9. I am using the H123 slice tool to slice geometry and I want to export every slice as a .stl and a text file that I generate in a python node for every slice. So far I am doing the exporting manually for every slice but that gets old quick and I wonder how to automate it. The H123 slice tool is a paid tool so I can't add it in my attached file. I made a simplified setup though. The slice tool adds a primitive attribute called cutID for every primitive and I use blast to remove the rest. In the attached setup I am using the connectivity node to create a primitive attribute instead of the slice tool and then step through the slices with the frame slider. I.e. the filepath the python script exports to looks like: $HIP/$F.file However, the real slice tool uses a different naming scheme for the cutID, something like cutID=102130, 102131, 112130, .. and I'd like to iterate over those instead of just using $F. How would I do that? And one additional, probably more complicated, issue: for every cutID I'd also like to export the slice as an stl. Can I automate this somehow? In this case, whatever a right click on the blast node and "save->geometry" does. file_export.hipnc
  10. To Jiri Miratsky ohhhh, THAT makes sense. I often use Performance Monitor, but useless info is displayed on the network view. Anyway, thank you so much!!!
  11. Hi, you have recorded profiles in Performance Monitor. You can delete the records.
  12. Thanks so much to both of you @Aizatulin & @Alain2131. The last solution works best for my scenario. I did run into some issues with the winding order part once I put it in my bigger project, so I'm using the prim_normal now to check for that.
  13. Hi, I just recently noticed there is a green texts on left-top corner in network view. At this time, it says "Profile 7 : Time". I have no idea what's this and how to remove this sign. I am gussing probably, when operating on the network view, I accidentaly pressed some of keys, then that texts are appeared. So far, in order to remove it, I have to open new houdini session and copy&paste all the nodes. However, it would be nice if we can remove it by clicking a short cut key. Please let me know how to turn on/off this mysterious texts, thank you!
  14. Dear ODForum, What, please, is the easiest way to make UV's that flow along this cylinder. The cylinder is from an fbx, I didn't deform it myself. Thanks, 5D
  15. The specific job I linked to requires the ability to obtain a US security clearance which is only for US citizens. I see your location is Australia. They have an opening that might be of interest to you in Australia (3D related but probably not Houdini). There are pockets of people in many places throughout the company that work with various 3D tools. https://krb-sjobs.brassring.com/TGnewUI/Search/Home/Home?partnerid=30122&siteid=6621#jobDetails=2156885_6621
  16. Thank you for trying, but it's a close-up scene, so if we do it with a pop, it looks awkward. If the insects overlap, they must pass over each other.
  17. Last week
  18. Atom

    Crowd Help!!!

    Maybe check out Sohey's bug swarm file. It still works, even in H20.
  19. I will replace the person on the leg in the .hip file with an insect. The insects evade each other, but occasionally they will step on other insects as they pass by. I want to represent this behavior. It's not ragdoll physics, but I want the agents to be able to step on each other. Please help me. crowd_test_v002.hip
  20. I would say this will work, if your curves are aligned in a straight way along an axis. If not you can probably extend this using a distance to an object (like a curve or something if you have it already).
  21. Could you use the Sort by Proximity feature in the Sort node ? This "breaks" the order, but gives a starting point for each curves, which can be leveraged with some logic. Here's my take on it align_curve_starts.hipnc
  22. If the point number per prim is different, you can workaround it by resampling all primitives with same count. After this you can capture each point from the original curve using xyzdist() and reorder the vertices based on their u-param. It may be a bit less accurate. align_curve_starts_modA.hipnc
  23. I am currently working on a Houdini Crowd Simulation. When I open the hip file, I can see a bridge model and agents placed on the bridge. However, I am experiencing the following issues: 1. In /obj/agent, I set the direction using attribwrangle1, but when I run the simulation in dopnet, the agents are facing different directions. 2. I would like the agents to stay within the bridge area, but they keep moving outside of it. crowd_test_v001.hip
  24. Thanks a lot. I just checked it - however, it seems to break if I feed curves with different point counts. For instance, if I resample one of the circles it doesn't line up anymore.
  25. Hello, if you have a set of curve (I would prefer always closed ones, so no you don't have repeating points), you can measure the the distance between all point pairs and sum them up and doing this for all offsets (0, 1, 2, ... number of prim). After this there should be an optimal offset (with minimum distant sum). You can do this for all curve pairs and get the relative offset from curve i to curve i-1 etc... . align_curve_starts_mod.hipnc
  26. Looking sweet!, would you please share a breakdown of the process a bit more? I am working on a similar scene, and I'm struggling to get the proper shader effect for the snow and I want to render with Karma XPU and CPU Your snow and specular is looking great. I'll greatly appreciate it.
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