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Showing most liked content on 04/24/2018 in all areas

  1. 1 point
    Houdini 17 will be up at the end of this September or at the start of october. Jeff Wagner said it in the H16.5 Illume Webinar - Collisions Part 3 in the last 10 minutes when he was talking about the Cloth tools and from the way he was talking.. It seems like H17 will bring updates to the Cloth tools as well.
  2. 1 point
    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
  3. 1 point
    here you go! The teapot is exporting a "matte" AOV, which is a solid red color. This is handled inside the teapot's shader. To get the glass sphere to refract this AOV, we include the code I posted above in an Inline VOP in the sphere's shader. It uses gather() to look for this same export from other objects in the scene, then writes back to that same "matte" AOV. refract_aov.hip
  4. 1 point
    Hey Nigel well changing the time scale in the dopnet dramatically change the look of the sim, so I avoid that...after a bit of research I found useful tips on the houdini help for the particle fluid surface following those steps I definitely got a much more stable mesh, with no flickering
  5. 1 point
    If you find that the script crashes on certain .MTL files, it may be that the names used for materials violate the Houdini naming convention. Most notably, any material that starts with a number. i.e. 03, for example. These files may have been exported from 3DSMax. An example of .OBJ files with number based materials can be found at this link. I have written a short fixup script that will scan a folder of .OBJ files and examine the .OBJ and .MTL for Houdini naming violations. If it finds them, it will re-write the .OBJ and .MTL file with a revised name that meets the Houdini naming convention. # Rewrite the .OBJ and .MTL files to make material names Houdini compliant. # Most notably, 3DSMax exported .OBJ files with a material that starts with a number i.e. 03, for example. # Like the OBJ files found at this link. https://www.turbosquid.com/3d-models/free-3ds-mode-building-ready-city/690329 import os def returnFilesLike(passedFolderName, passedFileExtension = ".obj"): result = [] for file in os.listdir(passedFolderName): if file.endswith(passedFileExtension): result.append(os.path.join(passedFolderName,file)) return result def rewriteOBJFiles(passedPath): lst_files = returnFilesLike(passedPath, ".obj") if len(lst_files): for i,file in enumerate(lst_files): # Scan each .OBJ looking for illegal material names. the_path = os.path.dirname(file) obj_name = os.path.basename(file) just_name = os.path.splitext(obj_name)[0] mtl_name = "%s.mtl" % just_name mtl_filename = os.path.join(the_path,mtl_name) if os.path.isfile(mtl_filename): # A companion .MTL file exists, let's read the .OBJ file. with open(file, 'r') as f: lines = f.read().splitlines() # Remove slash n character at the end of each line. f.close() # Let's scan the .OBJ for illegal material names. needs_repair = False new_prefix = "%s_" % just_name new_lines = [] for line in lines: ary = line.split(' ') if ary[0] == 'usemtl': if ary[1][0].isdigit(): # This material name violates Houdini naming condition. First letter can not be a number. # Add a prefix now. ary[1] = "%s%s" % (new_prefix, ary[1]) new_lines.append("%s %s" % (ary[0],ary[1])) needs_repair = True else: new_lines.append(line) if needs_repair: # This .OBJ needs re-written to correct bad material names. f = open(file, 'w') for line in new_lines: f.write("%s\n" % line) f.close() # Time to read .MTL file. with open(mtl_filename, 'r') as f: lines = f.read().splitlines() # Remove slash n character at the end of each line. f.close() # Let's scan the .MTL for illegal material names. new_lines = [] for line in lines: ary = line.split(' ') if ary[0] == 'newmtl': if ary[1][0].isdigit(): # This material name violates Houdini naming condition. First letter can not be a number. # Add a prefix now. ary[1] = "%s%s" % (new_prefix, ary[1]) new_lines.append("%s %s" % (ary[0],ary[1])) else: new_lines.append(line) # This .MTL needs re-written to correct bad material names. f = open(mtl_filename, 'w') for line in new_lines: f.write("%s\n" % line) f.close() else: print "No [.OBJ] files found at folder [%s]." % (passedFolderName) # NOTE: Remember to make a backup of your original .OBJ/.MTL files before you run this script. rewriteOBJFiles ("C:\Users\Admin\Documents\Models\Blendswap\cc0_14_building_set\obj")
  6. 1 point
    Hey Atom, try this one. The important part behind it is to note the order of operations for scaling the bbox. I hope this helps! H16.0.736 Indie - ap_stretch_copy_to_primitve_area_110717_jeff.rar
  7. 1 point
    I did again something quick in my part of the setup, nothing fancy but is to give you an idea, I didnt did this in your part of the setup because I dont think with your current setup would be posible to create nice motion on the particles, unless you sculpt some forces, because basically you dont have a nice initial velocity for your points. regarding the floating particles, I am using an intersect, for sure a VDB would be faster, but in the office I have limited access to H16 so I had to do something very rough and quickly to give you an idea. It got lots of errors, but maybe serve as an starting point. WaveDeformerTestQuickMask_edit2.hip
  8. 1 point
    $HIP already provides a project-based workflow. Houdini won't create a new directory for you though. So in your File > Save dialog, you need to first create a new directory and then save your .hip file there. $HIP will now change to that new directory. Now use "$HIP/path/to/file" for all your files related to the same project.
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