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  3. Using a deforming collisions, has anyone had success with getting flip particles to stick to the surface and stay there? Stick on collision works... kind of. While it helps the particles hold on there for a bit, and guide them on the surface, maxing out everything, the particles still seem to slide down the surface even with the most viscus fluids. Enabling slip on collision and zeroing it out doesn't seem to help much either. Friction didn't do much either. I'd like the effect of a viscus flip making contact, and the particles that make contact with he surface to just kind of stick there and not move. Only particles that are on top of those sliding down, leaving a trail of particles that stick to the surface and stay there (Or at least creep down VERY slowly, but I'd somehow like control of this) Is there any tricky non-expensive way of doing this?
  4. No GPU Utilization on OpenCL with Viscus fluids?

    I'll have to check this out and report back soon!
  5. Simple directional emitter for FLIP

    Hey guys, Feeling very dumb. Pre H17 i believe it was very simple to make an emitter with velocity from normals. From what i remember I used to do a wrangle in SOP (@v = @N*value). Nowadays it doesn't seem to work like that right? I just want a simple polygonal circle to emit particles towards the direction it is pointing. What's considered best practice with the new sourcing??? Cheers,
  6. It could be your hardware is different than the author of the tutorial. It's hard to say in a complex setup without taking a look at the file.
  7. The little things about houdini

    Hi, The script is an option "how" to enable it, not everything in Houdini has its own GUI (yet). Houdini is a younger application (not counting PRISM) compared to Cinema 4D. There is RFE for it. Meantime you can add these callbacks to your $HOME\houdini18.0\python2.7libs\pythonrc.py import hou def checkForUnsavedChangesEvent(): if hou.hipFile.hasUnsavedChanges(): win = hou.qt.mainWindow() title = win.windowTitle() win.setWindowTitle(title+" *") hou.ui.removeEventLoopCallback(checkForUnsavedChangesEvent) # remove multiple evaluations def restoreCheckForUnsavedChangesEvent(event_type): eventType = hou.hipFileEventType if event_type in (eventType.AfterClear, eventType.AfterLoad, eventType.AfterSave): hou.ui.addEventLoopCallback(checkForUnsavedChangesEvent) # restore callback hou.hipFile.addEventCallback(restoreCheckForUnsavedChangesEvent) hou.ui.addEventLoopCallback(checkForUnsavedChangesEvent) Most of the companies use some sort of tracking software like Shotgun or Ftrack that provides a screenshot saving feature. The drag of what and drop to where? This is so broad topic as it's hard. Each user has different preferences. A customizable option is the best for everyone. Maybe SideFX could include some common (requested by users) examples shipped with Houdini? Last time I checked Houdini starts up within 4 to 10 seconds. The multi-tab interface sounds interesting, not sure about the benefits: What kind of isolation should be between tabs/processes? Is it only UX thing or there is a shared core? How are environment variables shared? What about loaded packages (plugins), etc…? You can use subnets for each project. Submit RFEs with examples! Not everybody knows Cinema 4D features and how it behaves, what is good about it and what could be done a better way. There is flat skin in qLab tools. Cheers, Petr
  8. No GPU Utilization on OpenCL with Viscus fluids?

    The only way I have been able to experience OpenCL speed up is by following the rules listed here: https://www.sidefx.com/forum/topic/25234/ That post is for smoke, but it applies to flip and other OpenCL accelerations as well. Turn off the cache, don't continuously emit, and write your result directly to a disk file. Each time you break one of those rules, the CPU comes into play and the GPU advantage drops lower. Updating the viewport every frame pretty much eliminates the OpenCL gains. The most I have been able to get out of flip was about a 35% utilization on my GPU, which I monitored using MSI Afterburner. Try the example file at the link. It's fun to see how quickly you can simulate smoke on your GPU.
  9. Mesh Blend

    Hello Noel It's here on Orbolt. There is small description about limitations as well. That is, it does nothing related to topology, welding the vertices and such. Later, I've modified this thing, but there's nothing significantly new.
  10. Default autosave

    You can try to set it in your 456.cmd file in $HOME/houdiniX.Y/scripts/456.cmd (X=Major version, Y=Minor version, e.g.: 18.0) directly: autosave on https://www.sidefx.com/forum/topic/25350/ Or you can ask the user what they want: https://www.sidefx.com/forum/topic/12971/#post-61684 I like the idea of having it in File Menu under File Save As too: https://www.sidefx.com/forum/topic/12971/#post-256607 Environment variable to force it on/off wouldn't be bad but it is a little bit harder to discover: https://www.sidefx.com/forum/topic/45068/#post-201467 and there is already plenty of other options. Always on in preferences (GUI) was probably already requested, but you can add RFE (voice) for it too.
  11. Can't fix Polywire SOP twisting

    Just to keep you updated, It did work just fine, thanks to the "twist" parameter of the sweep node. Though I had to use groups to add a sweep to each "wire", because I had to control each wire's own twist value (using a global one for all didnt work everywhere) Thanks again
  12. No GPU Utilization on OpenCL with Viscus fluids?

    Thanks for the info. I guess I'm more curious on why I get 0 GPU utilization based on my performance monitor, but it's at least good to know i'm not giving up much in case I'm not able to debug this one.
  13. Melting object with heat

    Hi! I'm actually trying to melt a helmet on a forge. So I used the lava from object on it a the heat within object to a cube I placed under the forge. There are a few things I didn't really understood: - This helmet has some uvs, so, because I used a fuild solver and then a fluid surface, the mesh is changing and the textures I did in maya before, now are struggling and moving aroud - I'm trying to manage the time that takes to melt, like, slower in the beginning and then faster, by keying the radius in the gas temperature update, and the controls like the minimum viscosity, but I get kind of lost and I feel that almost nothing is changing If you con give me some tips about that I would appreciate it! Here is the file: Melt_helmet_04.hip
  14. Hi, Does anybody know how to add an extra point group to a fem region constraint, or a different way to constrain points from one object to an animated object with different topology? Cheers!
  15. Yeah not exactly what I need. I did another scene more clear, closer than what I want if you want to check. Recursivetest.hip
  16. Maybe I can't completely understand what you are trying to achieve. I did simple test: created float attribute before for-each loop equal 100.0 , at each iteration took a square root and added it to result of previous iteration. It works as expected, it accumulate values of attribute at each step, I've got 110, 120.488, 131.465, 142.931, 154.886... and so on. I did not use solver sop at all.
  17. No GPU Utilization on OpenCL with Viscus fluids?

    still, flip fluids do not gain much with openCL in Houdini18.... i had test in 96GB dual Quadro system, it made 5% difference.
  18. FEM attached to wire - solver.

    Hej guys, I was trying to attach a fem object to an wire solver ...with no luck. I wanted to achieve something like a „Pendel“ with a fem object attached. i know it’s easy possible in vellum , but it’s was to unstable. Any tips here to achieve this? best jack.
  19. sink FLIP

    Does making the size of the sink object smaller help?
  20. No GPU Utilization on OpenCL with Viscus fluids?

    I'll try that! Although my scene does have emissions - it's only for a few 100 frames and particles are killed in the by the bounding box. I would be very surprised f this scene didn't fit at 11gb but perhaps I'm underestimating it.
  21. Procedural Potion Bottle Tool

    That's a lot of bottles
  22. Muscle Rig (frankenmuscle)

    Here's also the original geo setup out of Zbrush
  23. Hey People, so as the title says I am doing a rigged character with frankenmuscles. I modelled the character, muscles and skeleton in Zbrush and rigged it in Houdini for some quick tests. I have seen that many people are longing for a step by step guide on how to muscle rig a character. I want to use this opportunity to find out myself how this system like the tissue solver works and set out a small guide how to replicate this yourself but for now it's more or less trial and error (geo moving away from rest position and stuff). If you want to contribute and help get this thread get stuffed with pro tips on this topic, i urge you to please do so. Here are some screenshots of the progress so far, as i said the franken muscle is deviating from its original geo position but i'll hope to figure out fast why this happens. I'll make sure to include a basic small setup .hip file for better understanding. (at least for now with my character geo this would be to big)
  24. Un-hide Nodes

    Hey guys! Sharing a simple tool to reveal hidden/deprecated houdini nodes, incase you need them or just miss them. It's free, hope you find it useful. cheers! Use with caution, some nodes might make your scene unstable! https://gitlab.com/kishenpj/unhide_nodes
  25. Hi everyone! I'm currently going through the Procedural Cities in Houdini Tutorial from Pluralsight. So far everything worked out great. I had to adjust some nodes (As the tutorial was made in Houdini 15) But it's working. I'm now in the process of aligning bounding boxes of Buildings to the geometry surrounding them (e.g. rotating the buildings so they face the streets) Using a bulletsolver and popattract. In the tutorial video this simulation runs smoothly... when I'm opening the exercise files on my Computer it runs fine too. But with my own file the viewport runs slow (like 1 frame every second) The perfomance monitor shows this: (The dopimport took even more time but I bypassed it here to see if the problem was somewhere else) I'm not sure where to check for the __DopDetailLook_Guide or how to influence it. But it seems to be viewpoert related, as entering a framenumber in the timeline simulates super quick and gives the right result... So this isn't really breaking anything as I can get the correct result anyways without waiting forever, still I would love to know why the simulation runs so poorly in the viewport. If anyone wants to see the hipnc file I'm happy to upload it somewhere. Any help would be greatly appreciated! Cheers! Daniel
  26. Hello, I'm looking for a way to essentially implement texture baking in SOPs. I came up with the attached solution using uvsample on a map loaded to a grid object where each point represents a pixel in the desired texture resolution. For some reason this simple approach seems correct to me but doesn't work. Any idea what I'm doing wrong? Projector.hipnc
  27. Hi, thanks for the answer Yeah that's the hard part , the attribute is changing during the loop, and need to accumulate from the previous loop... Don't know if that can be done in houdini.
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