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pn2648 joined the community
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bookaya619 started following Atom
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may be temperature channel act as emissive you can check
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VAT Dynamic Remeshing appears corrupted in Unreal 5.2
pandapin223 replied to vamuse's topic in Games
this fx is made of pop or flip in houdini ? cuz dynamic remeshing made from pop dose not work properly in UE.- 1 reply
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- unreal engine 5
- vat unreal vertex
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Labs VAT > Advance > (Allow Exporting Real-Time Data JSON File (Legacy) ON and Support Real-Time Instancing on) Mkaing this Option ON Houdini Will Export data.json file open That and copy bound min max xyz values to ue material instance. this should work properly with niagara.
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GlennimusPrime started following Pop Advect By Volume Problems
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With Pop Advect By Volume inside a POPnet, when particles reach the edge of the volume / the volume bounds, they lose all velocity and just stop. I recall seeing a video somewhere of someone who builds a better Pop Advect By Volume node, by diving inside and setting the particle velocity to continue, rather than just hitting zero. Does anyone know the video I'm talking about? I cannot find it anywhere. Or does anyone have any ideas on how to implement this technique?
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Need Help Post Sim Ripple Tutorial
adamknauer1 replied to adamknauer1's topic in General Houdini Questions
@Shieh3YES! That's the tutorial. Thank you so much -
Siyun joined the community
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Why are you necroing 10-year old posts?
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Hello, I'm currently modeling some large architecture stuff (like bridge and buidlings with high level details) with Houdini. And of course, I'm using procedural modeling to the maximum I can. But now come the UV part and it's not my main skill at all... So, what's the best way to do that?? Using nodes like "uvtexture", "labsautouv", "uvunwrap" and manage the result inside another software like Adobe Painter, RizomUV or anything else? Or manage everything "at hand" with custom seams, uvlayout and Copernicus module ?? If you can give me some good advices about this subject, it will be very (very!) cool! Thanks a lot in advance!
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LYH started following Tutorial HIP Library
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python Toggle buttons visibility
shrifazmy replied to shrifazmy's topic in General Houdini Questions
Thank you That exactly what am was looking for -
patis started following [Beginner question] Render Looks Much Worse Than Viewport Preview
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Hello, I'm very new to Houdini and still trying to get familiar with the UI and workflow. I've finally managed to get to the rendering stage, but the result looks much rougher and lower quality than what I see in the viewport preview… I'm not sure what I'm doing wrong. I've attached the scene file for reference. Thank you. houdini question.zip
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Need help for Toggle "Remove BackFace" Parameter
Fenolis replied to Lampay's topic in Tools (HDA's etc.)
Check the docs, they're factually correct, unlike ChatGPT: https://www.sidefx.com/docs/houdini/hom/hou/GeometryViewportDisplaySet.html def TintBackface(): node = hou.pwd() bTintBackface = node.parm("tintbackface").evalAsInt() # Get a reference to the geometry viewer pane = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) # Get the display settings settings = pane.curViewport().settings() # Get the GeometryViewportDisplaySet for objects dispset = settings.displaySet(hou.displaySetType.DisplayModel) dispset.showPrimBackfaces(bTintBackface) -
Chatbot??
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masquerade started following 2-minute Pipeline Survey with rewards
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Hi everyone, I am running a very quick (takes about 2 minutes to complete) pipeline related survey with some amazing rewards from our sponsors. The survey ends on 11th August, don't miss the chance to steer the future of open-source pipeline tools and win one of the awesome rewards! Details and survey link here: https://tik-manager.com/pipeline-survey/
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Hi, to see how it works in attached file create a new button visibility node from tab -> Digital Assets toggle_button_visibility.hipnc
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Hey I have two buttons in hda's UI one to 'Start paint' and the other 'Done paint' I want each one to toggle the other visibility so they are not shown together, I been digging around with no success can someone point me for a good tip please thank you
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I also don't like to export directly from SOPs. I tend to do all of my work in SOPCreate nodes so that I can see how my geo is being translated into USD before I cache. You should be able to specify the primitive path on the Geo Clip Sequence node. I don't have a hip file on hand but I have made a tutorial that covers a caching + referencing workflow that might be helpful. Scenes can get slow for loads of reasons, even when everything is cached. The main thing you can do to keep things as light as possible is make sure you have no time dependency badges and ideally have proxy geo for everything. If it's a big scene with lots of assets then unloading payloads can help too. Regarding the bgeo cache, you can use that directly in the Geometry Clip Sequence (as long as you're rendering in Houdini/husk). I do that for heavy fluid Sims as you're right it tends to be a smaller file size. I also cover this in the tutorial above. Alternatively for other things I'll treat the bgeo cache as a temporary cache to avoid having to recook things and then save my USD cache from there. You can of course save directly to USD instead of bgeo. Just use a USD Export in sops or USD ROP or File Cache in LOPs. Note that you should only need the Geometry Clip Sequence if you're caching really heavy geo to per frame USD or bgeo files. For most things you can save to a single USD file which is much easier to work with.
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Thank you very much, Matt, for your detailed response and explanation. I greatly appreciate your time and insight. I was hoping to understand more about how you structure your scene while keeping the pipeline in mind. I'm planning to use the Component Builder for asset creation, and I’d prefer not to export USD directly from SOPs. From what I’ve read in some forum discussions, exporting USD from SOPs can sometimes result in missing attributes. For that reason, I'm currently using the Geo Clip Sequence node. My goal is to bring all geometry into Solaris and cache it there. However, I’ve encountered an issue with the Geo Clip node: when I save the output, it alters the hierarchy names. I'm not sure how to prevent this so that it matches the hierarchy created by the Component Builder. Any guidance on how to resolve this would be very helpful. If possible, it would be incredibly helpful if you could provide an example file showing the correct workflow. I’ve looked through SideFX documentation and tutorials but haven’t found one that addresses this specific issue within Solaris. Without caching, I've also noticed the scene becomes quite slow during lighting — especially when working with fur or feathers. Additionally, I have a question about caching: after creating a .bgeo cache, is it necessary to generate a separate geometry cache? It seems to create redundant files, and in cases involving fur or feathers, the geometry cache tends to be significantly larger than the .bgeo. The only benefit I’ve seen is that the Geo Clip Sequence loads faster. As mentioned, is there a way to directly generate the final geometry cache without first creating a .bgeo cache? I’d like to avoid repeated caching steps if possible. Thanks again for your help and any advice you can offer!
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Need Help Post Sim Ripple Tutorial
Shieh3 replied to adamknauer1's topic in General Houdini Questions
FMX HIVE 2022 presentation by Simon Fiedler & Bastian Schiffer -
Here's a couple older links on the topic.