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  2. Add smaller fracture shards to an Fracture object

    Sorry that you have mishearing me.... but I mean add to the particles some smaller debris
  3. 17 export alembic with material?

    sorry,l forget switch translation
  4. Greetings! I have 5 branches that have their own unshared edge group. The group is called "widen". I put these into a for each to be able to modify the group for each individual piece with a soft transform. So first I use the $GCX, $GCY, $GCZ in my soft transform and that works, but only for the first iteration of my for each and for the other iteratons the pivot doesn't change from the first iteration. How do I get the pivot to the center of all groups in a for each?
  5. 17 export alembic with material?

    I really like this translation so I published it this time, but lets try to post in English next time? (where this "distiller" has came from, is it for "alembic"?)
  6. h17 how to export alembic with material?
  7. Today
  8. Does anyone know how to get Point World/Pref in a shader (not an AOV) in HtoA? I'm trying to make a worldspace height mask. Embarrassingly I can get it fine using MayaSamplerInfo3D but it feels dirty (and presumably horribly unoptimised) to do it. Thanks!
  9. If you use raytracing or pbr render engine you can increase stochaistic samples up to like 128 to remove most of the noise without increasing render time too much, otherwise you are gonna need to bring pixel samples up - the value you are using is simply too low. Also your volume does not appear grainy in the viewport because it is being rendered by OpenGL, completely different than mantra.
  10. Need help on beach waves

    Hi, I am trying to create beach waves that over a period of time shrinks or draws back as the ground gets revealed. I tried animating the water depth but that affects the height of the water.Animating the geometry to push the water in yields undesirable effect. Can anyone help me on this? Thanks in advance.
  11. Hello, I'm attempting my first project using smoke as a density volume through which an identical volume collides, generated from VDBfrompolygons. I can't manage to figure out why the render appears so grainy - sample JPEGs attached. The VDBfrompolygons voxel size is 0.1, & my smoke object division size is 0.1. I've made sure the rendering engine is micropolygon PBR. I'm using a couple of hlights & a sunlight, making sure they're set to "Depth map shadow" shadow type, shadow quality set to 2 & pixel samples are 2x2. My experience with lighting is extremely limited, so any feedback regarding this would be valued very much. The whole scene looks so much cleaner in the scene view than in the render view, not at all realistic as I would expect it with the application of shader materials to the objects. I must be doing something very wrong. Thanks in advance for any ideas.
  12. Yesterday
  13. Hello, I am able to select visible geometry manually, or even make a script to toggle the option to select geometry manually. But I'm wondering if there is a way to automatically select visible geometry only via a script? I have been unable to figure it out but it would be awesome if possible (may not be possible though?). Thanks! Ant
  14. You'll want a polyframe SOP then. Fiddle with the settings, it'll do what you want. If that doesn't work you'll probably need to do a double cross product with the normal and the vector towards the "center" of your building.
  15. source flip fluid with velocity

    Oh, well as long as it's nice and easy now...
  16. Alembic Path Attribute & Voronoi Fracture

    Post a hip and Ill check it out for ya! Make sure to lock the .abc so we can work with the scene. Thx
  17. I want to create a procedural wall asset by copying modelled wall segment along the curve. In the tutorials I could find, people usually just sweep the curve with some profile, and that's less than ideal, because you can't just model any kind of wall segment with complex geometry. My goal is to be able to draw the curve of any shape, and automatically turn it into a wall by copying wall segments onto it's points - at a correct distance, with the correct orientation. Can you guys help me out? I think the biggest challenge is making the wall segments point into the right direction, because I don't really know how to generate normals for points on a cruve in a way that will consistently make them point "outside" the building.
  18. Hi, I try to make a enable/disable switch for displacement, instead of cutting node's connections . So far, I tried to connect 'switch node' between collect node and displaceOutputVariables and Parameters. but it does not work. Next, I tried' Properties > add Disable displace Shader rendering'. However, it still renders displacement. Thus how should I properly create displacement switch? I am using copy instance after material is assigned with a "share displacement with instances" in properties. That's why disable button possibly won't work correctly...
  19. Thoughts on this laptop build?

    Just like you said it's not going to do any seriously massive sims. But it's going to be enough to learn techniques. Though you could probably do that too at 1/2 the price. Only 1 SSD, one monitor, and a cheaper GPU. Still, since you're not doing crazy sims can probably get away with a less expensive graphics card. Check out https://gpu.userbenchmark.com/ and look at the "value %". If you're spending 2K you could get a kick ass desktop tank for simming with a 10TB hard drive and 64GB of RAM. Again, take off the extra monitor and go with Linux (maybe Ubuntu) to save money. Do you already have another laptop? That could do double duty as a web-browser & media player.
  20. That pretty much depends on what you're trying to do with HDK, but chapter about operators and geometry are the must. Also note that if I say read documentation I don't only mean reading introduction to HDK, but above all the docstrings of the classes and methods from HDK headers. They are not perfect source of informations, but they carry a lot of crucial details about HDK. I'm far from being an expert, but the way I do it, is by first finding an example which does the most similar thing to what I'm trying to do. Then reading its source couple of time. Then follow doxygen link of methods used by the example. Read its docstrings and those which are linked to them. If you encounger appendPointBlock in the code, read its docstring along with other similar functions (like appendPrimitiveBlock). If case of doubt I first create a simple command line app to test particular lines, and I carry on from that point. Also note, that some of the older docstring are not in doxygen format, and you can't see them in docs' html page. You have to click headers' name at the very top of the page to open code preview, so you can read code along with docstring directly in the sources. Some of the most commonly used headers you should read from top to bottom many times (like GA/GEO/GU_Detail.h - if you deal a lot with geometry). HDK: Table Of Contents Introduction to the HDK Major Changes in the HDK Houdini Operators <--- Houdini Geometry <--- Houdini Digital Assets Houdini User Interface Using and Extending VEX Using and Extending HScript Rendering Getting Data In and Out of Houdini Houdini File System Utility Classes Another important chapter: GA Using Guide: Table Of Contents Introduction to Using GA Eliminating GEO_Point GA_FOR_ALL_GPOINTS() macro Handle Access to Attributes HDK_GA_Using_Handles_GA_AttributeRef GA_AttributeRefMap GA_Handle GA_PageHandle GA_OffsetArray vs. GA_OffsetList vs. GA_IndexArray vs. GA_Range Writing Parallel Algorithms in GA UTparallelFor(), UTparallelReduce() UT_ThreadedAlgorithm Threading writes across page boundaries Adding Custom Primitives Custom Primitives: GEO/GU Custom Primitives: Registration Custom Primitives: SOP creation Custom Primitives: GT (tesselation) The .geo/.bgeo file format JSON Schema Numeric Data Good luck!
  21. Align Geometry on Spline along TangentU and Y-Axis

    This is a basic setup with using N and up. That I believe is doing what you want on a figure 8. Orient.hip
  22. scaling pyro sims

    Generally, I just scale down everything to a size that I know gives me the best results. Then I play with the timescale to get the correct motion. It seems like having a smoke container too small yields longer sim times. Also having the smoke sim too big seems to run out of gpu memory faster and I get opencl errors. For very small scale liquids, collisions never seem to work well so I have to scale everything up. Even if you have everything physically correct you would still need to tweak settings to match your reference. Hope this helps--
  23. I have tried recreating Azmisov's snow node network (https://github.com/Azmisov/snow), but using the hdk snow solver instead of his custom one (I noticed there were some similarities). In the file attached there is no simulation playing. I assumed it was because of the solver not having an input to calculate on. In /obj/mpm/MPM_DOP/mpm_solver/sopgeo1 , the Data Name parameter should be "particles" for anything to happen (I assume), but once I write that in, Houdini crashes with a segmentation fault. Do you know where am I making a mistake here? Or could you point me to an example of using the hdk snow solver in a network? Thanks! snowSolver_1.hipnc
  24. SOP_PointWave example questions ....

    Wow man thanks for this very much.. What chapters are important in yhe documentation to start? As i don't find what I need to understand always.
  25. Keep uv on deformed mesh by points

    Hello ! I hope that you all are ok ! I have a problem that I do not understand ! I made a point simulation from a geometry so that it deforms with an elastic effect. I want the final result to keep the uv's basic geometry. I have the VDB, it does not work well. The deform point works almost perfectly, indeed after a certain moment of the simulation, it pushes certain point anyhow and the geometry is badly deformed. I would like to know how to properly adjust the deform point, or another technique to perfectly keep uv if needed ! Thank you ! at_vellum_sticky_uv_OD.hiplc
  26. Custom Solver

    Thank you! That clears out the options. I have tried recreating Azmisov's node network, but using the hdk snow solver instead of his custom one (I noticed there were some similarities). In the file attached there is no simulation playing. I assumed it was because of the solver not having an input to calculate on. In /obj/mpm/MPM_DOP/mpm_solver/sopgeo1 , the Data Name parameter should be "particles" for anything to happen (I assume), but once I write that in, Houdini crashes with a segmentation fault. Do you know where am I making a mistake here? snowSolver_1.hipnc
  27. Juraj's playground

    Write-up on a Megascans integration which I helped with
  28. Custom Solver

    Since you can write and read attributes, you "can" do it in python, but it will be awfully slow. VEX would be a better alternative, but yet it isn't what the language was really made fore. The HDK is for sure the correct way to do it. In fact, one the examples of the HDK is a snow solver. You can find it in $HFS/toolkit/samples/SIM/SNOW_Solver.*
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