Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. Getting the hip version with hbatch

    You can do something like: echo $_HIP_SAVEVERSION > $TEMP/$HIPNAME.txt This will put the version number of Houdini that the file was last saved with into a .txt file of the same name as the .hip file your currently checking (In the /tmp directory of your OS).
  4. white water H17.5

    Can anyone share Tuts or Hip File basic white water settings for a basic boat sim in ocean (Houdini-17.5)
  5. Hi, I want to get the version of the hip using hbatch.(the Houdini version I used to make the hip file) (Also I want to check a lot of files) Can someone guide me?? Thanks Hiro
  6. Displacement texture map from geometry

    I am not sure how you would do this directly from Houdini, but you could look into using xNormal to generate maps. Export your hi-res model, and a low-res version, then in xNormal, it will create height and normal maps. The are a lot of baking options, so worth going through a few youtube tutorials to understand the process, I've linked one below. If you are not familiar with Houdini, you could use any software to generate the low-res model from, or even for laying out the UVs before baking. https://xnormal.net/ https://www.youtube.com/watch?v=kGszEIT4Kww Cheers, Howitzer
  7. I am trying to animate the rotation and position of transform node inside of an object. The keys seem to be forced to linear interpolation and I can't seem to convert them to anything else or modify the handles. I can see and move the handles but they don't change the curvature of the animation spline.
  8. Suggestion for procedural hardsurface head modeling

  9. Sketch and etch style

    Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
  10. Hi Have switched to primarily using the TOPs ROP Geometry Output TOP for caching my simulations. Was wondering if it is possibly to pause or cacnel a caching operation half way thru (Dirty Selected Node) and then continue later by re cooking the node (With changed starting frame in Frame range). I have 'All Frames in One batch' selected under ROP Fetch tab. When I attempt this however I am always stuck on the first frame-workitem when re-cooking the ROP geo Output node.
  11. Yesterday
  12. Animate the assembly of an object

    With anything like this it's best to work backwards. Have the thing arranged they way you want all together, by hand. Then disassemble it, again by hand, into the arrangement you want. Then, use dynamics to coordinate the positions of the in-progress pieces. You'll probably need to work in groups and layers of interactions, that is, not all at once. This is going to give you the fastest and most predictable results.
  13. Bullet - Increasing Glue Strengths lower Impacts?

    Did you ever learn more about this? I'm also trying to wrap my head around how exactly glue/impacts/propagationiterates play with each other.
  14. Animate the assembly of an object

    Did you find any other info on this, I am interested as well. Would like to have a bunch of objects lying on a table and the assemble into the final object but with collisions enabled (similar to the new Houdini 18 Solaris physically based USD layout). Thanks, Stefan!
  15. Raining Fuel (No Clustering)

    Now with synchronized large chunk fracture. I've activated Impact records on the PopSolver and use that to generate all the impact points. There is no constraint network, only managing the i@active attribute for the pre-fractured pieces. Trying to keep the scene as light weight as possible. Timed metaballs appear, hold in place, and disappear at the impact points to introduce force on the newly activated pieces. ap_raining_fuel_trails_fracture_111919.hiplc
  16. So unclear whether this is a Houdini specific error or there is possibly something wrong with my Redshift materials. But when I simply try and cook a ROP Geometry Output node in TOPs I get lots of the following errors Similar to this error but I am not using HQUEUE or submitting to a farm https://www.sidefx.com/forum/topic/69162/
  17. Hi, you can set a detail attribute for example and call in the detail() function in copy node. copy_detail_attr.hipnc
  18. Ramp Parameter Purple Color

    NEVERMIND SOLVED. Expression Language was Changed from HScript to Python. So changed it back to HScript. Wasted the Whole Day for this...
  19. Ramp Parameter Purple Color

    Im having this Purple color channel in the Ramp referenced Parameter. I did this before but only encountered this now. It was working perfectly with my Previous HDA. Screenshot:
  20. Hi there, Couldn't get anything working with Number of copies. Can I feed any integer into Copy node as a number of objects (ncy parameter) ? Is is available at all?
  21. You can also try Extract Transform - it can convert the geometry transforms to point representation.
  22. I'm trying to work a bit on terrain, but there how can we avoid tiling for textures ? In world creator there is an option "eliminate tiling" bit how can we do this in Houdini, event with Triplanar I have tiling ... any suggestion pls ? th
  23. Open Gl Render without Lighting

    Remove the lights from "Candidate Lights" on the OpenGL ROP.
  24. What can I do with SideFX Web API?

    I imagined that, but I was still hoping it could fit my needs. Thank you for explanation @symek.
  25. control GRAIN breakthreshold via attribute - not working

    Could anybody take a look? I don't get it to work. Thanks in advanced. jack
  26. Hi! The open gl render rop seems not to have the option to turn off lighting. Or am I just blind? Is there a way to get it working?
  27. you're right, this is a terrible place and you should probably leave
  1. Load more activity