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  1. 3 points
  2. 3 points
    Here is the VEX version of the streaking texture procedure. It's pretty flexible now: Starting curves from uncovered areas to any angle, jumping over gaps, gradually changing target direction, measuring curve length for any point and of course texture mapping. Model taken from threedscans.com streaks_VEX_2.hipnc
  3. 3 points
    Hello, I recently started Houdini and I realized it can be used as a powerful visualization tool for learning mathematics. I visualized the slope field of Lotka-Volterra equations, which are commonly known as predator-prey model. Also, I posted a more detailed explanation of my work on my website. Now, I'm very interested in learning lighting/post-processing skills. So I'd like to know if there are great tutorials on it. Thank you!
  4. 2 points
    Instead of using @tan, you should use v@tan. Houdini only recognizes default attributes correctly. So if you use @tan, it is interpreted as one single float for all three axis. Ah.... juse a few minutes too late
  5. 1 point
    Hi, here is another approach (if you have not straight lines). I'm not sure if this works in every situation. rebuild all primitives to polylines (for xyzdist()) for every primitive (the first one, which you are looping over) get all other primitives as list, where the first point is close enough (create a list of these primitives) for these candidates check the distance for all points of the primitive itself (all distances should be small) take the uv_i.x value of the first point and last point (of the first primitive) from the ith candidate (from xyzdist()) check all points of each primitive i, if they are close enough to the first primitive (and between uv_i.x(0) and uv_i.x(n-1)) This method will not work for overlapping primitives. Here is a example file remove_redundant_prims.hipnc
  6. 1 point
    Great, fantastic Sir ;-). Thank you.
  7. 1 point
  8. 1 point
    Hi, You have to set P as a whole by using the original P so something like this: vector origp = point ( 0, "P", pt ); vector pnew = set ( origp.x, height, origp.z ); setpointattrib ( 0, "P", pt, pnew );
  9. 1 point
    @animatrix Haha, yep I switched back to the second method and its super quick and handles loads more points. Doh! Thanks @Alain2131, learnt a load about ad-hoc grouping!
  10. 1 point
    @Librarian HIP attached, the swirly lines are from one of entagma's tutorials. SOP solver with a curl noise. Play the timeline from the resample to get a nice frame, then you can click down the nearpoint() wrangle which is quite heavy. @animatrix Yep I just had a lockup when houdini went over 64gig with a load more points... Would you have any pointers on how to avoid the adhoc grouping? I had a thought on using a for-each piece SOP, then do the nearpoint() to a second input which has the current piece removed, no need for any grouping. trailSwirl_v07_clean.hiplc
  11. 1 point
    Hey Ikoon & Haggi, Thanks, this does the trick. This is very helpful to keep in mind for the future!!
  12. 1 point
    Hi Irvin, in the attached picture ... by typing only @tan you cast the vector into the float. You read only @tan[0]. And then you store that float into the vector tan. If you want to read custom vector attribute, you have to type v@tan
  13. 1 point
    Hi everyone ! We're always in October, Halloween day approaching quickly... Today : TUMBLING OF PUMPKINS, SPIDERS, SKULLS And So on ! Stay till the end to don't lose the final scene ! Lots of Rigid Body Pumpkins, Spiders and Skulls which tumbling allong pipes to a large Cauldron with a dynamic music ! All objects modeling, rigid body simulations, camera paths, had been made with Houdini v18.0.597 Simulation calculation time with Houdini was long (too many interacting objects I think), about 240 minutes with my AMD Ryzen 9 3900X... And I used REDSHIFT v3.0.30 to render, and NVIDIA Optix Denoiser to speed up rendering process ! To render all the 3100 frames, it took about 30 hours this time... Have fun with this new video and enjoy these TUMBLING PUMPKINS AND SKULLS !!! https://www.youtube.com/watch?v=DpBUH0ALJA8
  14. 1 point
  15. 1 point
    Me to How? If we Have this motion , is it possible somehow to blend with the Peak of the Height and just move to the some curliness of the Hill so to Speak HM. MINPOSHIGHT.hiplc
  16. 1 point
    maybe ahem...'break' it down to separate steps? - do wall connectors - do glass connectors - then do wall glass connectors pay attention to group names at each step...and connectors names vu_constraints_question.hipnc
  17. 1 point
    Hey, here's an RnD that I did some time ago, hope it helps - https://www.dropbox.com/s/5c6bdzdg78xrpmo/smoke_attract_RnD.hipnc?dl=0
  18. 1 point
    Hi Tom ! The issue you are having is because the vellum geometry passed to the solver is actually frozen at the creation frame, and does not update the animated attributes. What you need is to have access to that animated geo So in your popwrangle, you can specify the input 2 to be your animated geometry (it can be anything from your maskfromgeometry to the vellumstructs), and then refer to that geo instead of the dop geometry Hope that helps ! vellum_falloff.hiplc
  19. 1 point
    Thanks for you input, Librarian. Cool solution, but I kind of need to use a redshift proxy sequence. But managed to come up with a solution of setting a timer which activates every few hundred frames (the length of animaton) for one frame and then the sequence gets set back to zero.
  20. 1 point
    Are you already starting to design your own coffn? Stereo-graphic_projection_inversion and Dirichlet problem , Humm.....? I haven t met these guys before but i like your poetry
  21. 1 point
    Not exactly sure what is going on, but if you unlock the smokeobject and change the Voxel Sampling to Edge XZ on the flame field it will match. Thats the only thing I changed. Or you can transform your source field with half a voxelsize in X and Z (0.015 in this case), seems to have the same effect pretty much.
  22. 1 point
    @Librarian Thank you for sharing! The resources you shared are really helpful to me!
  23. 1 point
    @Hojun Yoon Welcome I would recommend this tutorial if you already didn't see or discovered ..Its 6 part tutos.. It has nice Tricks ..For post processing You can use Cops( you have nice tutorial on Sidefx Forum) or if you search you have some Nice tutos about Digital Fusion and EXR https://www.youtube.com/watch?v=dMvIST1WRD4 for Mathematic http://wordpress.discretization.de/houdini/ http://wordpress.discretization.de/ddg2019/ Have Fun
  24. 1 point
    Hey Houdini community, Looking for a strong Houdini senior, remote work possible as long as you can somewhat align yourself with the PST timezone, we're located in Vancouver. If you identify yourself with the following characteristics, you may be a good fit for us: – destruction experience (vehicles, buildings, fire, smoke, complex RBD constraint setups) – works confidently & independently – can execute a VFX shot in his/her discipline from start to finish – pragmatic & quick problem solver – 5 or more years of professional experience in VFX – can work with rapid deadlines without overengineering setups Email with cover letter and reel please to: info@stormbornvfx.com We usually do high level hero shots, so that's something that absolutely has to be on your reel, otherwise we can't consider you. Have a look at what we've been doing recently: Cheers, Manu
  25. 1 point
    Hey @sant0s81, I'm glad it worked. I reckon the best way would be to create base colors procedurally and then select the areas you need the most manually. if you have a "path" or "name" attribute you can split it in a better way tho with smth like this. @Cd = rand(random_shash(s@name)); randUVcolor_v001_t01.hiplc
  26. 1 point
    So it happens like it usually does, right after posting my cry for help, I discover the checkbox for probabilistic emission, unchecking which is exactly the solution I was looking for. So in case, anybody else looks for it, the pop source node has the option in question.
  27. 1 point
    Hello once again! Since the last time I posted here I've added three new tutorials, all of which briefly cover textures, mapping and colour in VEX. Thanks to everyone once again for all of the support and useful suggestions! 1 Minute VEX VII - OCIO transformed attribute from image - https://aaronsmith.tv/1-Minute-VEX-VII Using colormap() and ocio_transform() to read an sRGB image and convert it to an ACES-compliant attribute. 1 Minute VEX VIII - sampling nearest texture with UDIM filename expansion - https://aaronsmith.tv/1-Minute-VEX-VIII Using xyzdist(), primuv() and colormap() to sample the nearest UDIM-friendly texture on a surface. 1 Minute VEX IX - triplanar mapping & projection - https://aaronsmith.tv/1-Minute-VEX-IX Using simple vector math, for loops and colormap() to create a triplanar projection. Please feel free to PM me with any questions or suggestions.
  28. 1 point
    Have Fun. some Nice Tricks and Files ..Thanks (Asia Students ). click on the right Menu to download files .. https://trello.com/b/7ftxZclJ/houdiniゆるゆる会
  29. 1 point
    @char maybe its trail timeshift ..I have This scene in OUR T of ODforce. HOpe it Helps! TRAIL TIME.hipnc
  30. 1 point
    Maybe use smooth brush to smooth out those imperfections any time you start noticing penetrations like that, as sculpt pushes along normals, so you will easily get intersecting geo on detailed surface
  31. 1 point
    don't understand what the issue is exactly, but it seems you're only applying the sculpt on primitive selection (maybe by mistake?) - that might cause some unwanted behaviour.
  32. 1 point
    you asking for a friend, right ?
  33. 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 [PYTHON] OP UNHIDE ALL (opunhide) 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 [PYTHON] On Copy OF HDA or Node 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 Fast Car Tires Smoke 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 Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles 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 Johhny Farmfield Vimeo SideFX Go Procedural
  34. 1 point
    Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
  35. 1 point
    Hi David, you can do this in: SOPs using primitive's node rotate and attribute copy. VOPs feeding random values to UV position's rotate. VEX feeding random values to the rotate function. int seed = chi('seed'); vector pivot = primuv(0, 'uv', i@primnum, 0.5); float amount_n = rand(i@primnum, seed); float amount_pi = fit01(amount_n, -M_PI, M_PI); matrix3 m = ident(); rotate(m, amount_pi, {0,0,1}); v@uv = (v@uv - pivot) * m + pivot; rotate_UV_tiles.hipnc
  36. 1 point
    Particle Birth rate based on velocity source
  37. 1 point
    Here is the final HIP from the video tutorial. Maybe you can swap the rubber toy with your comet? ap_pyro_cluster_for_keyframed_geo_072617.hipnc
  38. 1 point
    Zombie thread alert. I figured I'd share this solution for folks that come across this thread in the future years later like I did. The Ends SOP node can be used to delete the loop so the curves are open instead of closed. Set the Close U parameter to Open and it should work.
  39. 1 point
    float dist1,dist2; wnoise(@P * chf("freq")+chv("offset"), chi("seed"), dist1, dist2); @Cd = dist1;
  40. 1 point
    Thought it would be cool to share some R&D i worked on for creating a flame FX without doing any simulation purely through deforming geo. A pretty simple FX nothing too crazy but i though i should share it as some people might be trying to do similar things. I've included the Hip file as well as notes explaining the vop workflows. I'm very much a novice to Houdini's more technical side so excuse any rookie mistakes, critique welcome as well if you think i can improve my workflow. Non_Simulated_Flame.hipnc
  41. 1 point
    An even newer update to Whithers' original helpful post and danw's update that I hope helps those new to Houdini (hopefully Whithers won't mind my copy/paste of much of his original text). I added a few more steps since I'm being very explicit: The vertex node you want in Houdini, at least as of v. 17.5 is called "Vertex - Old." The new node called "Vertex" is an Attribute Expression sop and doesn't work with these specific instructions. 1) Plug the File node with the bgeo sequence into the desired UV sop ("UV Project", "UV Texture", etc). 2) Plug that UV sop into a "Time Shift" sop. 3) Click in the "Frame" field of the "Time Shift" sop and change it to 1 (or whichever frame you are "locking"). 4) Connect the "Time Shift" sop to the second input of the "Vertex" sop. Again, it's actually the "Vertex - Old" sop. 5) Connect your File node (your imported .bgeo file) into the first input of the "Vertex" sop. 6) Click on the "Vertex" sop and about halfway down, change the "Keep Texture" tab to "Add Texture." 7) You will see green boxes that say @uv.x, @uv.y and @uv.z. Change these to @uv2.x, @uv2.y and @uv.2.z. The original instructions confused me at this step and I first changed it to @uv.x2, etc. which doesn't work Your texture should now stick to your geometry. I even applied it to a specific piece of my entire .bgeo animation (using the blast node to separate it from the rest) and it worked great. Thanks again to the previous posters for their instructions. Hope this helps on the newer versions as well.
  42. 1 point
    Here is a concept for turning blueprints into simple 3d meshes. Its basically carving silhouettes into a volume. After getting the aspect ratio for defining the volume´s dimensions ... res_front = hou.imageResolution(img_front) res_side = hou.imageResolution(img_side) res_top = hou.imageResolution(img_top) ratio_side = res_side[1] / float(res_side[0]) ratio_top = res_top[1] / float(res_top[0]) geo.addAttrib(hou.attribType.Global, 'ratio_s', ratio_side, create_local_variable=False) geo.addAttrib(hou.attribType.Global, 'ratio_t', ratio_top, create_local_variable=False) ... a wrangle is carving the silhouettes into the volume from all three sides: vector bbox = relbbox(0, v@P); float mask_front = vector(colormap(image_front, bbox.x, bbox.y)).x; float mask_side = vector(colormap(image_side, bbox.z, bbox.y)).x; float mask_top = vector(colormap(image_top, bbox.x, bbox.z)).x; f@density = min(mask_front, mask_side, mask_top); The rest is a matter of converting to polygons, smoothing and remeshing. blueprint_to_geo.hiplc blueprints.zip
  43. 1 point
    # Initialize new ramp. node = hou.pwd() ramp_parm = node.parm('ramp') bases = [hou.rampBasis.Linear] * 5 keys = [0.0, 0.125, 0.25, 0.375, 0.5] values = [0.0, 0.25, 0.5, 0.75, 1.0] ramp = hou.Ramp(bases, keys, values) ramp_parm.set(ramp) # Add multiple points to existing ramp. node = hou.pwd() ramp_parm = node.parm('ramp') ramp = ramp_parm.eval() bases = list(ramp.basis()) + [hou.rampBasis.Constant] * 4 keys = list(ramp.keys()) + [.5, 0.625, 0.75, 0.875] values = list(ramp.values()) + [0.25, 0.5, 0.75, 1.0] ramp = hou.Ramp(bases, keys, values) ramp_parm.set(ramp) # Change first point value from 0.0 to 1.0. node = hou.pwd() point1_val = node.parm('ramp1value') # Point indexing starts from 1. point1_val.set(1.0) python_ramp.hipnc
  44. 1 point
    1) gas turbulence under Bindings tab the Density field specifies where turbulence is calculated. This works togehter with Influence Threshold (under Turb Settings). So setting the threshold to 0 might give you turbulence before density is present (can't try right now). 2) gas disturb temperature field works because it's a scalar field whereas vel is a vector field. Tick that checkbox disturb is vector field and it disturbs the vel field.
  45. 1 point
    Hey, just did some tests and everything works fine for me 1. you need to initialize a `divergence field` attribute (for example in attribute wrangle @divergence = 10;) 2. you need to turn on a "add divergence filed" parm in the flip object 3. in the flipsolver - divergence. the divergence by attribute parm must be turned on as well
  46. 1 point
    Inside the resize container node there is Reference field. This defaults to density. However, the bounding box of density is often smaller than the heat or temperature around it. You can extend the Reference field by typing temperature after density. Then the bounding box of both volume types should be evaluated for the resize operation. I often increase the padding up from 0.2 default to 0.5 as well. Worst case scenario you can disconnect the resize container and simply manually animate the Size fields of the smoke object itself.
  47. 1 point
    Problem Solved. Problem was in expression. point("../node", 0, '"attr", 0) doesnt support for string attributes. Instead of this I've used points() expression function. I've incerted this expression in the FILE_SOP textfield >>> `poins("../node", 0, "path_attr")` Now I able to load the pieces I needed and load any attribute for corresponding piece of geoometry with Attribfrommap SOP. I cant upload work project here, but I try to prepare and upload scene here a bit later. Thank you
  48. 1 point
    First off shifting the vertex order will actually change the way the geometry is constructed. Just so you know. Adding to the post above, you can use the Primitive SOP's Face/Hull tab to reverse the vertex sort (reversing the primitive normals to boot) or shift the vertex number. Any of these shifts will keep the point order intact. If you want to reconstruct the primitive using any vertex sort driven by the point sort order, you can use the Add SOP. First press the toggle to just keep the points. Then in the Polygons Tab choose the Group option. Now your vertex order will match the point order, as messed up as you want it to be. If you have multiple primitives to reconstruct, use the Connectivity SOP to create a partition attribute and use the "By Attribute" option in the Add menu parameter. There are a bunch of other ways to reconstruct primitives from re-sorted vertices but the Add SOP is the easiest to use driven by the point order. playing_with_vertex_order.hip
  49. 1 point
    Transparent Samples is the first thing to adjust when you find you are getting the "salt and pepper" look in your volume. The default of 4 is a starting point that may work for dense volumes but less so for transparent volumes. If you have objects with an opacity that is not 0 or 1 with Stochastic Transparency enabled, you will be firing opacity rays first. Houdini does this prior to firing shading rays. It computes the transparency by partitioning the surface shader and evaluating only the part of the shader that computes final opacity or Of. This is what makes this very efficient. You have decoupled the opacity rays from the sample rays. This also means if you are creating your own shaders, keep the Of opacity path clear of any shading models. If you have Stochastic Transparency off, each ray will compute opacity first and then colour. Not as efficient.
  50. 1 point
    Attached are two more ways of looking at it. Perhaps second one could be called inbuilt. That is using the "prim" prefix to override the default point position TX,TY,TZ in point sop. Cheers, primCenter.hipnc