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Showing most liked content on 02/18/2017 in all areas

  1. 2 points
    I was walking by a buddies machine the other day, and saw this as his houdini UI theme. I asked if he would share it. so here it is Slate_houdiniTheme.zip
  2. 2 points
    i don´t know this tool but from watching the video i guess that it uses a non-rigid icp algorithm to match one geometry to another. there is no "out of the box solution" you can use in houdini but it isn´t too hard to wire together something that works in a similar way. please take a look at the attached file. it uses some pre-definded points on both geometries to guide the general alignment and deformation. if you want this to work without any user input it might become more tricky but should also be doable ... hth. petz non_rigid_icp.hipnc
  3. 1 point
    It works well as long as you're on top of the extended attribute naming conventions (as mentioned above) and was recently recompiled for 15.5.77. It's vital that you use the exact same version number of Houdini that was used to compile the version of PRTRop
  4. 1 point
    FWIW, we've found an overall benefit for Mantra/VRay renders which is the vast majority of processes on the farm. Fluid sims we're not so sure. Cloth/FEM/Hair sims, depending on the solver it can hurt performance. Many solvers like this are not easily threaded so if a thread lands on a virtual core, it'll degrade overall performance. Some solvers try to use Affinity to favor physical cores but this can result in issues if you're trying to run more than one sim (from different sessions) on the box at the same time. So - hyperthread your farm and your comp, lighting and FX artists. Don't hyperthread CFX/TechAnm people.
  5. 1 point
    Learning mantra finally, tons of fun
  6. 1 point
    I have used this plugin https://www.flipswitchingmonkey.com/houdini-prt-rop/ put it in your houdiniinstalldirectory/houdini/dso and it will show up in your /out level make sure to export any attributes you want to use in magma flow, with correct names ( I think by default it renames v to velocity) I have loaded it with prt loader in Max with this.
  7. 1 point
    scale!! of cameras and assets...really important to set some standards and enforce them.
  8. 1 point
    Here is the final layout. I will have rails around the slide platform... I may add that in houdini later but for now I just want to move ahead with building this. Constructive criticism is very welcome.
  9. 1 point
    ray_sop is not able to do that I guess since it only projects points. Wrap3 actually "wraps" a mesh around another mesh. Anyone else?
  10. 1 point
    In my opinion the best way to learn is project based, you are hardly going to learn something just by watching random tutorials. I would recommend you to start with some procedural geometry project so you start understanding how to manipulate points and attributes. don't get into dynamics until you have some solid understanding of it. Also, the shelf tools are a great way to see how houdini works, you can click them, and then see what they are doing and why are they doing it that way. Just try to pick a reference subject and rebuild it, as you try, search for tutorials on what you need to do.
  11. 1 point
    I found here on forums quite good solution: * lower collision padding in rbd object * pop drag node (works with packed prims) with vex code: if (length(@v)<0.4) { airresist = 30; } * pop wrangle: if (length(@v) < 0.4) { v@w *= 0.85; // rotational velocity drag v@v *= 0.85; // velocity drag } if (length(@v) < 0.05 && @Frame > 50) { i@active = 0; }
  12. 1 point
    You can set the start of Group By Range to 1. Or use this expression: $PT % 2 I guess there other ways as well ...