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  1. 6 points
    Hello, friends! Finally, after 19 months of work, I finish my first Houdini project. This is a music video for my friend I did to learn Houdini. Rendered with 3x3 sampling on my laptop that`s why it`s so noisy. Working on the project, I develop an abstract production pipeline for Houdini called "Eve". It is a project management tool which can handle a large amount of data: https://github.com/kiryha/Houdini Thank you all for your support, it would not be done without your help! Cheers!
  2. 3 points
    Try give a look at the hipfile attached. There are some issues in the way you built your constraints and try to break them. Of course is good that you separated them in strong, weak for the frames etc... but glue constraints are not going to break if there aren't any forces applied to them that are stronger than their strength, gravity is not enough. If you have everything connected to everything, nothing is going to move. That's why we need to use metaballs or some other magic tricks to initialize the simulation, breaking some constraints so the simulation can start and propagate. If you just delete all constraints in a certain area, of course the whole structure is going to collapse and you are not going to have any big pieces. In scenarios like that is useful to give some conditions (for example using the name of the constraints) and break just some of them. That's why preparing as much as possible in SOP is going to make it easier later on. If you want to break a different type of constraint, just change the name in the SOP solver to match it. testtOd_00.hipnc
  3. 3 points
    I have used BVH files from both OSU and CMU. Also CG Speed has some of those same BVH file processed to various degrees. (Choose MotionBuilderSet) You can preview BVH files using BVHacker (free). Here is a basic workflow. 1.)Decide on a BVH file. 2.) Convert to the .bvh file to a .bclip file and companion .cmd file using Houdini's command line tool named mcbiovision. EXAMPLE .bat file for Windows to convert a BVH to a .bclip and .cmd companion file set. (Adjust path to your Houdini\bin folder) "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_01.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_02.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_03.bvh" 3.) Run the resulting .cmd file inside Houdini to re construct the BVH skeleton as a Houdini FK based skeleton. File/Run Script... 4.) Dive into the chop network, that will be built by the .cmd file, locate the File node and browse to the .bclip file which will finally cause the bones to move. The .bclip drives the associated bone network. Once you have an imported .BVH file, you can re-target it to another rig using the Goldfarb technique, here.
  4. 2 points
  5. 2 points
    Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. Download them at: Website: https://www.lucascheller.de/resources/ Git: Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://trello.com/b/f8Pgip7s/lynxpipeline So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  6. 2 points
    Looks great. and fun. Huge project for one person! My last project I worked as Tech anim/CFX artist and just can not keep on looking at all those floating charters and feet intersections... Other than that looks really great. Good job.
  7. 1 point
    Amazing stuff, relay nice work.
  8. 1 point
    This is more comedy than horror, but might give you some ideas. Need a better way to stick the worms to the character, right now I'm just doing a lowbrow 'find the closest point and head there, plus up a bit', so the worms throw themselves in a rather madcap way. I'm sure you or someone else can improve on this! vellum_worm_guy.hip
  9. 1 point
    Looking at the presentation I will definitively give a try to your tools. Thank you to share this.
  10. 1 point
  11. 1 point
  12. 1 point
    Looked your file,I think you packed your geo as one object in assemble node. Remember to name your packed geo correctly with unique name too.
  13. 1 point
    Here is a quick example I had saved. The solver takes the attribute active from the previous frame if the condition is not met. If the condition is true than it will assign a value of 1 to the attribute. attribute_retention.hip
  14. 1 point
    Thanks for pointing me in the right direction, after a bit of trial and error and copying of random bits of vex I have something working althought it dosent make sense to me 100%. i have attached the file in case some one find its it useful. finddistance_working.hipnc
  15. 1 point
    Hi, I checked your hip. In your wrangle you wrote: vector mypt = point(1, "P", 0); f@dist = distance(@P, mypt); The first expression stores the position of point 0 of all your scatter points. And if you put a blast under your scatter and delete all the points except pt0, you will see the your color is transfered form this point distance. To fix it, replace it by vector mypt = point(1, "P", @ptnum); It will calculate the distance from all the points of your scatter. I assume it then uses the closest one. If you want to make sure you can also isolate the lowest point of you scatter. There are plenty of ways to do that: - You can add a sort by Y after your scatter and then let this expression in your wrangle vector mypt = point(1, "P", 0); It will work because the point 0 will be the lowest on Y axis. - You can use the minpos() vex function to get the position of the closest point from the grid. - You can get the bbox min in vex or with and expression function and delete all the points higher than that limit. - etc etc I hope that helped. Have a good day!
  16. 1 point
    On the assemble SOP, click on "create packed geometry" for packing your geo. Rbdpackedobject can't work with regular geometry since it requires intrinsic attributes like packedfulltransform, pivot and similar
  17. 1 point
  18. 1 point
    A combination of animated restlength and your suggestion for collision object to get nice ball shape.
  19. 1 point
    Hi! 1. The difference is that by using the global substeps option on the DOP network you are always using this many substeps. If you use the min and max substeps on the pyro solver the substeps, the substeps are not constant and you will get them when you need them. This decision is not random but based on a condition which is the CFL condition. I can't realy tell you if one is better than the other for the results/quality but using the min&max should be faster in the same conditions because you are not always forcing the simulation to run the maximum amount of substeps. 2. Not really sure if I pictured it correctly in my mind, I should test or at least see it, but try this. Decrease the Ignition Temperature really really low (0.001), burn rate to 0.999/1, fuel inefficiency to 0 and reduce the Flame height which changes how long the flames will stay on the simulation.
  20. 1 point
    Looks nice! Great job!
  21. 1 point
    Hello Igor, first, you have typo in your code in the attribwrangle3 setpointattrib(0,"pt_bitangent",pnts[j],bitangent[j],"set"); this should be setpointattrib(0,"pt_bitangent",pnts[j],bitangent,"set"); second, your sim geometry consists 140 primitives but it should be 1 for good work. Use a polypath sop to get one.
  22. 1 point
    Love it! очень хорошо
  23. 1 point
    Love it! And +1 for being able to work on a project for so long, I just can't
  24. 1 point
    To be able to access alembic point data exported from Houdini in Maya with Arnold, you must export the attributes as vertex color data. The trick here is that it MUST be a color type attribute in houdini, a regular vector will not work, and it MUST be a vertex class attribute. So if you were to create a color node and use one of the RGB channels as your "weight", and then promote it to a vertex attribute it would export properly. In order to access this data in Maya with Arnold, you need to check the "Export Vertex Colors" box under the Arnold tab on the alembic shape node. Then you can use the "aiUserDataColor" node in a shader network to put your weight attribute to work using a ramp or something. Also, you can get motion blur data from alembic files with changing topology this way as well. Export your velocity vector as a vertex color and then use the "motion vector source" attribute on the shape node to access the velocity data.
  25. 1 point
    they'll end up under the node you are calling the function from, like help says
  26. 1 point
    you can use: hou.Node.saveItemsToFile() hou.Node.loadItemsFromFile() it's similar to copy/paste but you can choose the location of CPIO file
  27. 1 point
    You can merge hip files with hou.hipFile.merge https://www.sidefx.com/docs/houdini/hom/hou/hipFile.html
  28. 1 point
    Thanks for pointing me in the right direction. The issue arises after installing the Game Development Toolset. The old path was HOUDINI_PATH = $HOUDINI_PATH;$APPDATA\SideFX\GameDevToolset\17.5\1.163;& I modified it to be: HOUDINI_PATH = $APPDATA\SideFX\GameDevToolset\17.5\1.173;$HOUDINI_PATH; Everything works as expected now.
  29. 1 point
    Hi there! You could hide the parameter label in your integer parameter and add a label parameter and set your long label name in the Column Labels (Label1) and hide the Main Label of the label parameter. Hope it helps -J
  30. 1 point
    I forgot about TOPS, I'll try to explore that option. Thanks @LaidlawFX!! Great answer.
  31. 1 point
    You have two main ROP options. Make a subnet and use the Scripts python module. Make a shell rop and use the shell or post script commands to run an external file. The third for fun option is to do it in TOPs. This is probably better designed for what you want to do and it comes complete with tons of python control. Just not a lot of internet wisdom yet when you get stuck. Plus not direct Redshift control so you need to use the ROP Fetch node, which has not been too painful converting all the old setups too.
  32. 1 point
    You have to make a watertight mesh that fits the hole like a plug. If you used a polyextrude, let it output the Sides Group, isolate those faces and polyfill that. Then create a vdbfrompoly, like in the attached file sdf.hiplc
  33. 1 point
    Hello, I hope somebody can help me out as I have run into a problem when linking ramps via script that I have been unable to solve for more than a week now. What I would like to achieve is exactly the same effect that using "Copy Parameter" / "Paste Relative References" does when doing this from the user interface. I tried both python and hscript. The problem is that once the ramps are linked, when I add new control points to the parent, the child gets the control points but doesn't get the positions (ramp#pos) and values (ramp#value). In python I simply tried to set one float ramp parm to the other like this: hou.parm("/obj/node_B/ramp_B").set(hou.parm("/obj/node_A/ramp_A")) This seemed like the most simple and straightforward way of doing this but it failed so I reported it to the SideFX guys and they confirmed that python is not feature-complete for linking ramps with the .set() command - first they logged it as Bug #97192 then it was reconsidered to be an RFE with the same ID. After this SideFX suggested to use hscript opmultiparm which I proceeded to do but the ramp linking failed this time too. I am fairly confident using python but not so much with hscript so I am hoping it's my inability to use hscript properly this time rather than another bug - this is what I did: opmultiparm /obj/node_B/ 'ramp_B#pos' '/obj/node_A/ramp_A#pos' 'ramp_B#value' '/obj/node_A/ramp_A#value' 'ramp_B#interp' '/obj/node_A/ramp_A#interp' What I noticed in the "Edit Parameters" interface is if I manually type in the path to link the ramps then it does work the same as "Copy Parameter" / "Paste Relative References" - see below. I wonder if this field is exposed to python or hscript somewhere and maybe I should try to set this? Other than the above I also used both opscript and .asCode() after setting up the ramps links manually to see if it gives me the proper code and even if I run the code I get back from these the ramp linking still fails. Has anybody ever found a reliable solution for linking ramps in script? Anybody got any ideas where to go from here?:) EDIT: I found the solution on the SideFX forum by user jsmack in this post: https://www.sidefx.com/forum/topic/59899
  34. 1 point
    My best guess would be a particle sim (a lot of particles), convert them into a volume and use a pyro shader to add colors going from red, to yellow, orange and blue. Then just feed the age attribute into that ramp on the shader. You will have to play with the particle sim a lot and I'm sure it's not just one basic sim creating the effect. You do have to understand replicating an effect from a Marvel movie isn't going to be a 5 minute thing.
  35. 1 point
  36. 1 point
    Hey @juicysoup I'd suggest you to also check out Artella, in case you want to collaborate on animation projects!
  37. 1 point
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  38. 1 point
    Scene with test tornado. https://vimeo.com/58393324 tornado_v02.hip
  39. 1 point
    Still playing with this setup, been loads of fun. A couple of recent renders.
  40. 1 point
    Excellent @Dimitris , saw your renders the other day and wondered how you did it. Thanks too @mestela for your file and write up on the for loops. Added in some diagonal cuts too to your file. These cuts are also with a for loop that I modified from a file @henderthing was kind enough to let me dig around in a while back. Still trying to get my head around these loops, like a lot of Houdini stuff, it's a bit of a dark art.
  41. 1 point
    Hey @Werner and @mestela I was surprised to find this thread with the Algorithm stuff I posted a few days ago. See more at https://www.behance.net/gallery/59061121/Algorithm I'm glad it got you interested and thankful for people like mestela! I am also relatively new, so my method might not be very efficient or elegant, but here it goes: I tried a couple of way but ended up using polysplit with edge loops in order to have local space rather than world space. I ended up with 2 variations. 1st one splits each primitive with a random number of edge loops (eg. 0-4). Blue loop splits horizontally, green loop splits vertically. I could only get equally spaced splits so in the 2nd example I tried to make it split each primitive a random number but at a random distance (0.2-0.8) each time. Hope this helps.
  42. 1 point
    No, your explanation is great. Looking at your file, I got the foreach loop part right(thanks to the Masterclass tutorial). I could not find a way to make the clip SOP to work. That is when I got lazy and posted here. My mind was heading in the right direction, but only starting to learn VEX now. I can see how much more control I will have once I understand it better. It would be awesome if you placed it on your wiki. The format and explanation is easy to follow, and would help me to understand the VEX part. Thanks for the incredible resource and effort. Your wiki page is permanently open on my pc. Now, the idea is to see if I can ad two more clip SOPS at -45 and 45, so that it randomly switches between the 4 angles. Thanks again.
  43. 1 point
    I was playing today with an L-system tree and grains funnily enough, then read your post. Had a go at changing my setup to a simple grow anim (more just a scale up and bend really), kinda works. Give it a go with your setup: tree_grain_grow.hip
  44. 1 point
    extremely easy............once you know how that is.... (in your case...you may have to select more than 1 groups because of 2 islands....so probably border__0 and border__1) Just in case youtoobe plays up and you can't watch...the gist of it is: 01) in your group select unshared edges...make sure you tick Create Boundary Groups, then if you have a 'normal' boundary plus 2 inside holes...=> you'd have 3 Boundary Groups 02) in your next group select, in the dropdown list you'd see border__0, border__1, border__2, ....border__0 should be the outside one...the other 2 would be the holes..you can go nuts with all sorts of permutation/combinations with your group selections... Now you know how easy it is....just say OMG !!!
  45. 1 point
    Heh, you read my mind bastian; 3 of us were stuck for 20 minutes today trying to find that menu, then i remembered someone had posted it on odforce. WHY IS IT SO HIDDEN SIDEFX, GRRRR
  46. 1 point
    FOUND IT! for anyone coming in from google. In Animation Editor > right click the channel and choose 'Channel Properties' or just press Alt+E. A window will pop up where you can change the option for how houdini will interpret the channel beyond the keyframes from "extended" to "cycle" or "cycle with offset"
  47. 1 point
    nice file julien! if you just want to fill or rather divide the polygon into smaller axis aligned parts you could also recursively clip it, similar to binary partitioning. clip_geo.hipnc
  48. 1 point
    This project turned into more than I wanted, I thought I could just pull down the data and view the surface of the moon up close but calculation times are long. For the LDEM_128 12.8x7.2 degree tile it took my single core Python script 40 minutes to calculate on my AMD 4.4Ghz machine. If I make the tile too big I can easily exceed my 24Gb memory limit, then it really slows down into hours and hours for calculating the surface. The LDEM_4 data set calculates fairly quick, however. Render times are not that bad. I am creating the surface by scratch in Python. I tried the displacement approach early on but found it took much longer to use a series of Houdini nodes than to simply contain it all in a single script. Yesterday I tried out a hybrid python/vex approach where I used Python to only read the DEM data and generate points. I stored the height information as an attribute on those points.Then after that I dropped down an Attribute Wrangle and use the VEX based wrangle to scan the points and create the faces. While I did see a slight improvement in CPU usage (up from 14% to 60%) the overall time to create the geometry was about the same so I dropped back to just using python for the entire generation. I left the VEX code in the HIP file and if you want to play around with this technique simply set the projection_type=2 (bottom of python code) and activate the attributeWrangle. There are gigs and gigs of data to pull down from NASA if I wanted to assemble the entire surface and I only have a small SSD drive at this time. So generating a complete tile set is still on the ToDo list. I did manage to generate a complete Moon surface as a .bgeo model from the LDEM_16 data set. This resulted in a 537Mb model which would be good for any distant shot. But once you get too close to the surface, the detail is lost as you can see in the planet side shots from the LDEM_128 data above. The data sets from LDEM_4_FLOAT, LDEM_8_FLOAT, LDEM_16_FLOAT ,LDEM_64_FLOAT, and LDEM_128_FLOAT contain the entire surface of the moon in a single data set. This is convenient for my current code scanner because I can specify any latitude or longitude within a single file. The higher resolution data sets are broken into sections of the moon that cover only a potion of the latitude and longitude range. Meaning my scanner, in it's current form, can not cross any boundary and fetch data from companion files yet. I do have a basic line scanner which allows you to view a small window into the highest resolution data (256, 512 and 1024) but the area that fits within my computer is so small (0.6 degrees by 0.3 degrees). Set projection_type=1 in the python code if you want to use this experimental approach to viewing large data sets. If anyone wants to play around with the code I am posting it here along with the LDEM_4 data set, which is the lowest quality moon data. For best results start off with small sections of Latitude and Longitude and increase the range as you observe how long it takes to calculate any given range. Beware, there are rules to the Latitude and Longitude To->From parameters and the code will break if these rules are broken. Additional higher quality data sets that are compatible with this code can be downloaded here. Remember to download both the .IMG and .LBL files. The .LBL is the descriptor that informs the python code how to read the .IMG file. Have fun, and post any moon pictures you make with this! atoms_houdini_moon_scanner.zip
  49. 1 point
    There're known as "index pair" attributes. Last I looked, I think they can only be created in the HDK, but can be queried from HOM.
  50. 1 point
    So, basically you want to execute a csh/bash/python script on a farm. There is one, called hrender that comes with Houdini (csh): hrender -d /path/to/driver scene.hip You can manage your own script and execute it with hscript (i.e. hscript script.cmd). The easiest one: mread test.hip render -V /path/to/driver quite or python (hython script.py) hou.hipFile.load("scene.hip") hou.node("/path/to/driver").render() Hope, it's enough. skk.
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