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  2. You can check these : https://www.sidefx.com/tutorials/procedural-hardsurface-design-in-houdini/ https://forums.odforce.net/topic/31187-procedural-robots/ https://forums.odforce.net/topic/32159-robots-in-hip-hip/
  3. That means any result from creating a pattern has to be assembled incrementally. Point vop pattern, then attribute blur, then ANOTHER point vop to add more detail on top. That in its self seems tedious. Surely this isn’t that hard. Even the ramps node has a “blur” slider and it runs fine.
  4. Yesterday
  5. it's not possible to efficiently blur within a single wrangle, since you can't access the results of other points (and doing it in detail wrangle and keeping track of value using arrays would probably be overkill also not very efficient) I'd use Attrib Blur as that's using OpenCL so possibly the fastest
  6. Houdini 19 Wishlist

    please do not remove DOPS
  7. Hello everyone! I'm looking for some suggestions/tutorial regaring how to achieve a similar result (procedural hardsurface character head modeling), in particular for the base shape of the head (I have some ideas about how to obtain the details with voronoi, extrusions, recursive subdivisions), but obtaining some nice looking base shapes in a reliable way is making me struggle. https://twitter.com/i/status/1081153465328549889 ttps://twitter.com/i/status/1083876515086041088
  8. Hello all, a very basic question I hope... I have a bunch of noises added and multiplied together inside of an attribute Vop and I am trying take that result and smooth/blur it. Much like you would do with an attribute blur or smooth node outside the VOP network. I’m trying to keep this result inside the attribute VOP network though. how is this done? Is this even possible?
  9. Hello everyone Recently I’ve found weird trouble to bake texture with bake texture node and simple baker node in game development toolset in a way that render to disk and render to Mplay isn’t working and I haven't any message or error that I understand what's going on. And after some researches on uv tile for udim and licence of mantra and another things, I realized that there is conflict between Mplay and redshift. So, I installed two versions of Houdini on my machine and set redshift on one machine and in another machine that haven’t redshift and finally the baking texture is working properly. I don’t know why but it is working. What do you thing about this issue and do you know any better way for this problem? Tanks.
  10. Adding geometry attraction force to Flip?

    I cannot see your scene at the moment, so I'm just guessing. There are multiple ways of doing this. The easiest way might be using Volume Motion -> Collisions -> Stick on collision and controlling stickyness bey a field (Control Field). You will have to add that firld to your sim, though. You could also use a POP Wrangle node (op POPVOP if you like that any better). You might take the FLIP particle's velocity and cross this with the volume gradient of your collider (turn it into a volume, first) and then take the cross product of this and again the volume gradient of the collider (please apologize me being slightly imprecise, I'm on a train)
  11. Cached VDBs glitch

    Thanks. Appreciate feedback. Most likely something really dumb I am missing like Dop node pathing. When I find error will share.
  12. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/
  13. I am not sure why it doesnt work when you load from cop. It does work when you load from a file. You could just save out the cop to file then load it as back ground image.
  14. offset grid randomly edges with vex

    thanks I'm gonna have a look closely to your solutions
  15. Hi, that feature is already built-in by setting the distribution mode to "Custom Ramp". If you still want to do it your way make sure the chramp() has the correct path, in your case "threshold" instead of "../att-retime", then that should work too.
  16. Look at this Entagma tutorial :
  17. Hi Masoud, you can read the primintrinsic() typename or typeid: https://www.sidefx.com/docs/houdini/vex/functions/primintrinsic.html I was googling for a complete list of those types, but found nothing right now.
  18. Hello; Is there any SOP node, or VEX function that can check if it's connected input object is a Curve or Volume or Polygon or Nurbs ...? Thanks.
  19. Houdini 19 Wishlist

    This one already exists - it is called Houdini CORE.
  20. I'm trying to create a pipe HDA for Unreal Engine 4 that either calls upon a straight piece or a corner piece and then orients each piece accordingly. I feel like I'm going about it all wrong, but the result I have is so close! As you can see in the first picture, it's KIND OF working, but I think it might fall apart very easily. I've attached a hip file any help would be greatly appreciated. pipeorient.hip
  21. Hi guys, is there a way to add attraction force from the collider to the fluid? What I want to achieve is the fluid to slide, sticking closely to the collider geometry instead of raining down once it passes the top edge. flipToSlide.mp4 flipToSlide.hip
  22. ohhh i see thanks for the explanation and tip andrea. now i get it. i lso do what you said use tracking object, now it work thank you very much
  23. I am doing a simple "Flag" asset with materials , texture and object embedded. All work nicely except for the "POP wind" node i place in my vellum solver which disappear when i bring the digital asset. All the rest works without a problem. What am i doing wrong?
  24. Vellum Custom forces

    No, because I usually just drop a vellum cloth and vellum solver. If I go inside the vellum solver I can add pop nodes and somehow I have to import the velocity there.
  25. That's because of the node "Gas Resize Fluid Dynamic". If there is no smoke at all after the first frame or the amount of density is below the value of "Field Cutoff" is going to resize the bounding box to the origin. If you are sourcing is SOPs you can use the "Tracking Object" options so the bounding box is going to be at least as big as your source. Alternatively you can use "Delay Frames", but this is going to calculate the full bounding box for the amount of frames specified here
  26. Vellum Custom forces

    do you tried to add it inside the DOP?
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