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## Popular Content

Showing most liked content on 08/22/2016 in all areas

1. 7 points

## Paint Cracking Method

Hey all. I tend to read these sorts of forums a lot but never actually contribute anything, so I figured I should change that. Here's a somewhat lengthy write up of an approach to peeling paint off of a wall: http://www.pixelninja.design/paint-flakes-in-houdini/ I haven't been using Houdini long (only a couple of months) so there's probably much better ways of doing this. If so, let me know! Hopefully it's easy enough to follow along with. Blog/tutorial writing isn't something I generally do, so if you've got any feedback I'd love to hear it. Edit: added a hip file as per a request paintFlakes.hipnc
2. 4 points

## Volume Convolution: VEX & C++ vs OpenCL

Volume convolution on the GPU using OpenCL. For 27M voxels using 100 iterations, OpenCL is 650 times faster than C++ and 12525 times faster than VEX.
3. 1 point

## Volume Convolution: VEX & C++ vs OpenCL

Would be super cool if you could be on the H16 beta! Hopefully @johneris showing your tests to the dev team there saying - 'we should hire Yunus'!
4. 1 point

## Volume Convolution: VEX & C++ vs OpenCL

Very nice! Would be cool to see the OpenCL version run on the CPU too.
5. 1 point

## Volume Convolution: VEX & C++ vs OpenCL

Hi Yunus, Just a minor point, for your VolumeWrangle approach you can just do: sum += volumeindex(0, "density", set(@ix-1, @iy, @iz)); which will skip the position calc and linear interpolation and be more similar to the OpenCL code (though still way slower!)
6. 1 point

you could just write @Cd = rand(@ptnum); or use "Color Type" = "Random from Attribute" in "color1" node.
7. 1 point

## novice - modify point inside SORT SOP

Sorting method will jitter on low point counts, I would avoid it. Here are four methods. pscale_from_distance.hipnc
8. 1 point

## Agents up vector

There's an option on the particle motion tab of the crowd solver for how the agent's up vector can be optionally adjusted by the crowd solver. One option is to set it to the terrain normal.
9. 1 point

## Crowd agent velocity/force question

- For an in-place animation clip, the gait speed indicates how fast the agent was moving in the animation clip (think of it like the speed of a treadmill that the agent is on). The clip speed can then be adjusted based on the ratio between the particle speed and the gait speed to speed up or slow down the clip accordingly and avoid foot sliding. - If the speed limits are enabled, the min speed is (1 - variance/100) * gait speed, and the max speed is (1 + variance / 100) * gait speed
10. 1 point

## Houdini couldn't read OBJ files

Good call on the number. You also want to avoid putting spaces in names or paths. Use underscores _ instead.
11. 1 point

## Houdini couldn't read OBJ files

I believe i found your problem after replicating your scene. You have a number in your obj, and you probably imported it using the "sequence option" (you can disable it when choosing the file). Right now you will see your object on frame 1969. I just reported my post to the staff trying to quote your name :/
12. 1 point

## Houdini couldn't read OBJ files

You can open the obj with other softwares? Just to remove the possibility of a corrupted file.
13. 1 point

## Wire-Solver: Falling fir-branch - Attache wires to another wire-object

After spending some more hours on this I figured it might be better to use FEM for this. Advantages: Volume-preserving even more realistic no need for a complex setup. Create tetrahedrons and go. I will keep you posted on the progress
14. 1 point

## separate reflection pass of matte object

Here's basically the same setup but this time in VOPs. Hopefully this is even more useful, especially for people not comfortable with code. I was struggling with this as I tried to do it in a fog shader, but the pbrlighting VOP was not available in that context. Doing it in a material shader context solved this problem. Just be sure to export your needed variables (all_comp in that case) into the fog context and not only into the surface context. reflectionPass_pathtracer_vop.hip reflectionPass_pathtracer_vop_simpler.hip
15. 1 point

## Houdini 16 Wishlist

this might sound iconoclast, but the concept of prebuild context is kinda legacy imo. i personnally always use custom subcontext. starting a houdini scene at root level / and then let the user populate the htree like he want would be nice. at least having the choice to not have the default context and start with a void scene would be cool.
16. 1 point

## Funny quick tip

If your probably undiagnosed with mild OCD like myself, heres a little tip Press D in your network Grid and Snapping Check snap to grid and the top left pin Then enter 1.14 and .3 into the spacing. Change Grid Display to lines Now your network has a backdrop of boxes exactly the same size as nodes hahah
17. 1 point

## Differential curve growth

I just gotta share this for inspiration - I could watch this for hours...
18. 1 point

## Create age point attribute (point cloud)

There is such technique, very similar to what you've already done, but significantly faster and less cumbersome. You can timeshift it to cache as a single file and have negative age, which may be useful too. Use \$T and @Time variables if you don't like frames. wavefront.hipnc
19. 1 point

## using Ocean Evaliation displacement map with a Flip mesh

Hi Harima, Here is the attached file to show how I am using point clouds inside shader. If the point count is low, we can offcourse use the "op:" command but for flip sims, it can get really huge. So I think it is better to save the thing as point cloud. Cheers!!! PS...My bad. I am still new at this forum. Now the file is attached. PointCloud inside shader.hip
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