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  2. OdForce forum backup

    haven't used this for ages...but from mem, it worked well, naturally it takes a bit of time. http://www.httrack.com/
  3. I just need the exact node under a different geo. Normally under the same geo node I would simply create a reference copy, but when I cut and paste it in another geo node the reference copy starts complaining, it doesn't work. Any idea how to use a reference copy from another geo?
  4. Abstracting a bunch of photos in TOPs

    I heard oil paintings are a thing right now. Here is a initial setup (still lacking all micro details and sweep strokes): Original procedure developed by Will Macneill: http://www.willmacneil.com/portfolio/oil-painting-the-houdini-way painting_2.hipnc
  5. Using mattes in redshift?

    Perfect. Thank you!
  6. Using mattes in redshift?

    It does work in RS but you have to do an extra step in RS. When you add objects to the force parameter it will enable the `Matte Params From` what I usually do is create a NULL then add the Obj properties in there and enable the Matte and do whatever you need to do there.
  7. Using mattes in redshift?

    Hello, I'm trying to render out separate passes for different objects in my scene. In mantra I would just need to set the correct object and correct forced mattes for each mantra node and then could render them all at once. The force matte option in the redshift rop doesn't seem to work for me. The only way I've found to get mattes to work is to enable them in the redshift properties on the object nodes themselves. I'm hoping there's a way I can batch render these like in Mantra and not have to manually switch the matte options for each pass. Thanks for any help you all can give!
  8. Exporting .obj from a sim

    Thank u soo much!
  9. hello guys When I simulate it, it appears normal at first, but from the frame of 4~50 there is a layer where the object has passed, and the edge is broken. Why does this result? I have attached a file(Houdini 18). And I'm following the lecture, but I don't understand the attached file, so I'm posting other questions. 1. If I don't use point cloud, I don't have to put in a normal node, right? 2. I have a question about divide node in ‘outline’ subnet. I checked the remove shared edge on the divide node and deleted a lot of sides, but when I test it by connecting it to another object, all of them disappear. I wonder what conditions can be used to partially delete it. 3. I created an outline of geometry on a subnet called ‘outline’ and used it for xyzdist in attribute vop node called ‘wrangel’. However, I wonder why there is no difference in the results shown in the viewport even if I sign on the ‘outline’ subnet called ‘outline’. untitled2.hipnc
  10. OdForce forum backup

    Not sure whether this is a thing I may ask for, but is there a way to get a backup of the entire odforce forums: all posts including images and hip files?
  11. Edgefracture Cd to attribute

    Thanks! Will give that a try
  12. Edgefracture Cd to attribute

    Yes, just use a color sop in "random from attribute" mode with your piece atribute , normally "name"
  13. No GPU Utilization on OpenCL with Viscus fluids?

    More than likely, your simulation is too complex to fit inside your graphics card. It doesn't take much to break the 11GB boundary and you're not even getting all that if you are using the same card for display, or have other applications open. One thing that will kill OpenCL is continuous emission into a scene, without a sink to remove anything. Try disabling caching on the dopnetwork, and write the result of your simulation directly to disk. Having to update the viewport every frame also diminishes the gains obtained by OpenCL. Particle separation alone is not enough to determine the size of your simulation. It is the box size of your domain that is divided by the particle separation that determines ram usage. If your box size grows over time, your memory footprint will grow. Try looking into the new sparse solver. Even though it is CPU based, in some situations it can outperform OpenCL.
  14. Hello, I'm trying to accumulate an attribute inside a recursive loop. I have a geo that enters a feedback loop multiple times and takes modifications. The loop is in feedback mode so it uses the result of the last loop to modify the geo again. I have an attribute that changes over time before that loop, and I want, for each iteration in the loop to be able to accumulate this attribute before I modify the geo (because the modifications uses this attribute ). to get something like: -accum input attribute -change input with accumulated attribute -accum first loop iteration attribute -modify first loop iteration with accumulated attribute -accum second loop iteration attribute -modify second loop iteration with accumulated attribute I can not share what I'm trying to achieve, but there is a super simple example file that demonstrates the goal. (I now that in the example I just could put everything outside the loop, it's just for demonstration) The solver inside the loop kind of work, but become suupppeerrr slow with more complex stuff. Does anyone have an idea how to do this ? Thank you RecursiveSolver.hip
  15. Does anyone have insight on what makes or breaks OpenCL? I have a sim with high viscosity (200~2000) and a particle separation of around 0.02, with a scene total of around 600,000 points per frame but I'm not seeing any GPU utilization with OpenCL turned on. I have a GTX1080ti and my whole scene should fit on it. The only other thing I have going is that i have deforming collisions my scene the with fluid. Is this "too complex" for OpenCL to calculate or something? I just want to make sure I'm using all my resources properly when doing my simulations and in theory this should be a good scene since it's working with viscus FLIPs. Houdini does see my card, and in the about settings in help I see it's listed under OpenCL.
  16. skinning in houdini

    Can anyone help me with a tutorial on how to edit skin weights for auto rigged characters. I rigged a character in houdini but the eyes, jaws, legs movements are messed up. Its easier to do that in maya but i am new to houdini and need help rig01.hiplc
  17. The little things about houdini

    I can give you one good reason why a lot of people have tried to switch from C4d to houdini. Yes, C4D is, among other things, a motion design tool. For motion design Mograph is cool but you also need a good particle system. The C4D particle system is totally obsolete, so you have to use x-particles. x-particles is expensive. Compare the price of C4D+x-particles to Houdini's indie price. for one third of the price you get the power of houdini AND you can keep C4D voila And I have to say that C4D + Houdini is a perfect duo. Everything that's missing from C4d is in houdini and vice versa. PS : I even don't talk of Smoke fire and fluid where you also need expensive plug-ins, or third application. (even if x-particle now incude these functionnality)
  18. Redshift Render Settings Slow?

    Unfortunately not. "So, at the end of the day, GI and volumes hate each other." : It's a bit radical, but yes, that's the point. Try like this and see if you get any improvement. It'll already give you a clue. See if this is visualy really different. If so, maybe you can keep the closest lamps that generate the shadows of the volume in the volume contribution, without forgetting to set their GI Contribution to zero. It's a bit of a tinkering thing.
  19. Hey everyone, is it possible to transfer the viewport color of a edgefracture piece to Cd? It only seems to create these colours to display, and not as an attribute
  20. The little things about houdini

    Hahaha exactely! But if personnalyl after 20 years i found Houdini the most interesting software is exactly because i wanted to find what make Houdini different from other software and not trying to port my knowledge of other software inside. Tools are chnaging , the logic and problem solving are not, thatùs why i always investigated more time in the fundamentals and not be software centric. I never used it myself but i could see brillant work in C4d, so personnally why to change if you do only motion design? Just sharpen your knife is C4d
  21. The little things about houdini

    Hi, my opinion is this: while I can agree to some of your points and definitely many things could be better, I guess it's just silly to complain about Houdini not having the same strong points as C4d, while demanding to keep the strong points it already has. I could too do a list of another 50 things that bug me, and you can do such a list for any vfx application, but let me rather contemplate on why no 3d app is never perfect. First - today, alongside with Blender, Houdini seems to be the fastest growing general purpose 3d creation platform. With every release SideFX brings incredible amount of improvements, and is often introducing innovative tools that make really difficult tasks easier (or even possible). Very few other developers can do that with such rate. Ultimately, these improvements are saving me much more time and effort than having better spline tools or more polished interface. With more polish, we'd have less power now. Polish takes an incredible amount of time to do right and I'm glad Sidefx gave way to innovative features rather than new icons or something. Honestly, complaining about not having a scene thumbnail, or an indication of not having saved my file since I last clicked, feels like a joke to me in this context. Second - it all comes down to what kind of user are you and what kind of work you need to do. Many people are very visual, they pay a lot of attention to aesthetic and design of everything, and they don't want to think about anything technical. They don't even need to as far as they do small scale projects that aren't too complex (technically). In this world, C4d is perfect - very slick, polished, super user friendly and as easy to use as possible. But then you see veteran users migrate from C4d to Houdini precisely because - C4d developers spent an enormous amount of time making their product polished with great user experience, but hey, this new project we've just been awarded is simply not doable with it's tools and workflows. I mean, it's not C4d is bad, it's just not been built to be used as either a heavy duty framework, nor a coding paradise for technical artists. On the other hand, Houdini emerged exactly from that environment thus it's obviously strong in different areas, and you can't really expect the same experience with scene thumbnails. It's like you're used to driving Porsche, but now you have a 4x4 - you can use any of these cars to drive to work but it's silly to expect the same driving experience (or to drive Porsche offroad). I don't mean to imply we shouldn't call for feature improvements or not to look at other apps. If it feels important to you, send them RFE. But I personally hope they will keep spending development time on innovations and making things solid, rather than adding convenience tools and polishing up interface (even thou Font SOP and working with curves is killing me too sometimes). Cheers.
  22. expandpointgroup() would enroll points in the order you had them selected. int pts[] = expandpointgroup(0, 'loop'); int num = len(pts); foreach(int i; int pt; pts){ float u = i / float(num - 1); setpointattrib(0, 'u', pt, u, 'set'); } expand_group.hipnc
  23. remove Vellum Constraint by Collision

    Hi Guys . i create simple ball and animated , then convert ball to Grain and use " attach Geometry " to Read animation Position , but i want when my ball collide with wall or collision stuff remove Constraint Prim Part , i try use simple cheat pointcloud but still don't now how can Run my condition between "Geometry " and "Constraint Geometry" , maybe i think more complicate my mind , don't know how can fixed thanks Milad snowball.hip
  24. nah...it's all in the add, add to delete geo then reconstruct ....hint every 2 !! c'mon you can do it. oh sheesh, this thread is older than father time...why did i even bother with it ? NFI.
  25. Exporting .obj from a sim

    after merge, add an unpack, rclick on unpack, save geo
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