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  2. Letter Rising from Sand/grains COLLISION issues

    I see a couple of things happening. You have based your grain generation off of the proxy mesh for the ground plane. It is better to dedicate a unique object for this. Also I noticed that the points coming into the point deform have a count mis-match. This is due to the fact that when OpenCL is enabled, it generatsd a different amount of particles, compared to the CPU rest version. Tun Off OpenCL to reestablish the match. Basically you don't need the point deform version after making these modifications. But it could be used as a secondary material element. ap_LetterSetup_001_collProbs.hiplc
  3. scaling pyro sims

    Hello, I have a question about large scale pyro sims, for example: a volcano erupting Is it ever a good idea to simulate pyro at real scale (roughly the size of the volcano)? This would make my simulation much slower but would this be ideal in terms of accuracy in relation to how the smoke is moving/advected? Is it necessary for realism? Should pyro sims be simulated a normal Houdini scale and the artist just play around with timescale and shape settings to achieve the look ? When is it a good idea to scale up pyro sims to simulate? I have a feeling I already answered my own question but I am just trying to get a good idea on best practices. Thank you
  4. source flip fluid with velocity

    Try dropping down a pointvelocity node, after the create surface. It allows you to add curl noise or bring your own velocity attribute. ap_fluid_velocity_042119.hiplc
  5. Hello guys ,,, I am a beginner at the world of HDK .. I am struggling with the basics and simple examples to understand how things are going here So , I am greatly seeking your help though I might ask some stupid questions (many of them xD) I have read a lot of examples and have inquiries but let's stick to the example here https://www.sidefx.com/docs/hdk/_s_o_p_2_s_o_p__point_wave_8h-example.html https://www.sidefx.com/docs/hdk/_s_o_p_2_s_o_p__point_wave_8_c-example.html Firstly , I will describe my problem in the first file virtual OP_ERROR cookInputGroups(OP_Context &context, int alone = 0); I don't understand what this actually does ... Is it restricting the cooking to a specific group or what?? look at its code in the other file , sorry , though it's explained here , I don't understand ... it's my bad but sorry again for seeking for help for such basics . OP_ERROR SOP_PointWave::cookInputGroups(OP_Context &context, int alone) { // The SOP_Node::cookInputPointGroups() provides a good default // implementation for just handling a point selection. return cookInputPointGroups( context, // This is needed for cooking the group parameter, and cooking the input if alone. myGroup, // The group (or NULL) is written to myGroup if not alone. alone, // This is true iff called outside of cookMySop to update handles. // true means the group will be for the input geometry. // false means the group will be for gdp (the working/output geometry). true, // (default) true means to set the selection to the group if not alone and the highlight flag is on. 0, // (default) Parameter index of the group field -1, // (default) Parameter index of the group type field (-1 since there isn't one) true, // (default) true means that a pointer to an existing group is okay; false means group is always new. false, // (default) false means new groups should be unordered; true means new groups should be ordered. true, // (default) true means that all new groups should be detached, so not owned by the detail; // false means that new point and primitive groups on gdp will be owned by gdp. 0 // (default) Index of the input whose geometry the group will be made for if alone. ); } ________________ private: void getGroups(UT_String &str){ evalString(str, "group", 0, 0); } fpreal AMP(fpreal t) { return evalFloat("amp", 0, t); } fpreal PHASE(fpreal t) { return evalFloat("phase", 0, t); } fpreal PERIOD(fpreal t) { return evalFloat("period", 0, t); } /// This is the group of geometry to be manipulated by this SOP and cooked /// by the method "cookInputGroups". const GA_PointGroup *myGroup; Here , I don't know what is fpreal ??? Are those a type of variables or parameters ??? Why do we declare those like that though we just declare parameters in the other .c file ??? Also , why do we declare a group here though we are using OPLockInputs to lock our cooking to the input geo ?? _______________ In the second file ,, // Here we determine which groups we have to work on. We only // handle point groups. if (cookInputGroups(context) >= UT_ERROR_ABORT) return error( Here , I don't understand what this means . // If we've modified P, and we're managing our own data IDs, // we must bump the data ID for P. if (!myGroup || !myGroup->isEmpty()) gdp->getP()->bumpDataId(); Also this , what is the difference between other data of the sop and our data ?? I think that my words don't actually mean anything .. SOP_PointWave::SOP_PointWave(OP_Network *net, const char *name, OP_Operator *op) : SOP_Node(net, name, op), myGroup(NULL) { // This indicates that this SOP manually manages its data IDs, // so that Houdini can identify what attributes may have changed, // e.g. to reduce work for the viewport, or other SOPs that // check whether data IDs have changed. // By default, (i.e. if this line weren't here), all data IDs // would be bumped after the SOP cook, to indicate that // everything might have changed. // If some data IDs don't get bumped properly, the viewport // may not update, or SOPs that check data IDs // may not cook correctly, so be *very* careful! mySopFlags.setManagesDataIDs(true); } here , I think we make the sop able to change its data only without cooking everything in the viewport and also cook only the changed geometry ?? is this right or what ?? This what I have ,, sorry again ,, IF any of you can help with any of these things even a small information or a quote from the documentation , please help. Thanks in advance , I am trying my best to not ask about many things to not waste ur time .
  6. Align Geometry on Spline along TangentU and Y-Axis

    Hey, thx alot to you! I finaly could manage to align the shape in a correct way by setting the Normal to Y. But I get to another problem now: On some parts of the spline, the geometry is twisted. Is there a way to fix that or at least, smooth the twist out?
  7. Align Geometry on Spline along TangentU and Y-Axis

    Make sure you use the up vector for vertical alignment. http://www.sidefx.com/docs/houdini/copy/instanceattrs.html
  8. Fuse SOP 2.0 No unique?

    At some version in the future hopefully facet sop will be retired. It's an old friend that has seen better days.
  9. Hey. I was wondering why this doesn't work or how I should make it work. If I want to see a my take in the Render View it seems I need to be in that take also in the viewport and stuff, even tho I have selected that take in my mantra node. Thank you!
  10. Disco Dingo

    Any Ubuntu users? Wondering if I should upgrade to 19.04 which comes with the new Linux 5.0 kernel. Supposed to have improved support for nvidia GPU's but came across at least one thread on reddit warning about upgrading. https://www.reddit.com/r/linux_gaming/comments/ax3msr/beware_of_kernel_50_nvidia/
  11. thank you for this, I was going crazy trying to make this work.
  12. source flip fluid with velocity

    Did you ever figure it out? I was playing with this too, and couldn't get tit to work either. Trying to get that directional emmiter effect!
  13. Hey all, How can I add in Houdini 17.5 some debris to an fractured object...so I like to add some smaller debris shards to an object... I have watched on Youtube but I didnt find anything because they have tutorials about this but ONLY for earlier Houdini versions... Help would be very nice...
  14. Fuse SOP 2.0 No unique?

    How did I miss that!! thank you!
  15. Hi George, It should be simple to play back any simulation , exporting bgeo or using Sim cacha from the Autodop network. I can not figure out what you are having Issues with by just your explanations. Her are some snap shots, Are your using the expresion $F with your bgeo sequence. It would be much easier if there where a scene like yours or a simple version to see exactly what you have. Cheers , but this should be a simple thing.
  16. I separated wires and FEM objects as much as possible and made point groups as various as possible. And I connected all corresponding each group to glue nodes. However, when I start a simulation, lines(edge) are generated between two points that did not exist. And they are detaching from glued FEM objects. Do you have any ideas or suggestions? WireSim.hiplc Ship_Alembic_B.abc
  17. Fuse SOP 2.0 No unique?

    I think the Facet SOP has an option to do this
  18. Houdini 18 Wishlist

    So much yes! I cant believe this is not possible, because you can even alt-click and drag to duplicate nodes in the network view. It is really annoying, Houdini already has more than enough features for modeling, but that such a shift-drag clone is missing in viewport is what slows things down and is what keeps it unattractive for any sort of modeling. Please submit an RFE if you havent yet, i have already done so while back.
  19. Spyrogif

  20. Hey, so to preface, I'm a newish c4d user/ total Houdini newb. I created a grain simulation in Houdini and exported it as an alembic, then brought it into c4d. When I imported it to C4d I imported the grains as polygon objects, and it looks fine in the viewport, but when I try to render nothing appears. The way it appears in the viewport The way it appears in render, with a hair material and render apply I did some googling and tried applying a hair material tag and render tag to the alembic particles, and now the material shows up in the render material but it looks nothing like the way it appears in Houdini or in the viewport. I also tried importing the alembic as particle geometry, then using thinking particles to assign geometry to the alembic, but my c4d crashes every time I try to render it. Anyone ever run into this issue before? Thanks!
  21. Yesterday
  22. Hi, In H17.5 the fuse sop has been replaced by a new one that doesn't have the unique tab any more. Any ideas on how to recreate the same feature using other SOPs? basically a way to split vertices that have common points and generate new points. Regards, IA
  23. Letter Rising from Sand/grains COLLISION issues

    So i just realizes that the artifacts are coming from the rising letter, reacting to the groundplane, stretching over it. It pishes the groundplane up, like its cloth. Is this correct? Do i need to figure out how to stop the letter from colliding with the plane, or is this correct, and i just have to hide the groundplane geo? I didnt even know that was possible!
  24. Hello! I have recently been offered my FIRST FX job! I am familiar with Maya, and some Max, but this job requires that i use Houdini, so now i am all in! VERY EXCITED!!! I have a scene where i have to make some letters rise from sand. The issue is that i cannot get things to collide correctly. Doing my research i have tried using it as a RBD object, and using a trail sop to computer its velocity, but i still dont see any collisions. I use static object, pointing to a VDB smooth as the proxy geo, and all of the collision detection/mode set to volume, but no collisions still. I set the sim up with an initial state file too. Could that be the issue? When i take away the VDB to polygons and VDB smooth, delete and just run the sim as a regular static object, everything works! But...i get some weird artifacts rendering. What is the best approach to this method in Houdini? Im sure the solution is just a setting away, but im lost here. Any suggestions? LetterSetup_001_collProbs.hip
  25. Thank you Tesan but I could not make it work... Here is a gif and my hiplc file... mixamo test 1.hiplc
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