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Showing most liked content since 09/29/2022 in all areas

  1. 3 points
    I rebuilt the flip pump velocity guide boat wake setup found at this link. This HIP works with the new flip solver workflow and a basic whitewater setup. ap_flip_velocity_pump_100322.hiplc
  2. 2 points
    Try with Snipper. book_flip_pages_002.hipnc
  3. 2 points
    I recreated this tool from scratch for Pragmatic VEX: Volume 2, and did some comparisons with the Clip SOP method. While the Clip SOP method is super easy to use, it has some major flaws: 1. Clip SOP doesn't always clip out the geometry accurately at a specific position. As you can see in the screenshot, those highlighted points have values outside the range that should be clipped. (bug pending) Not sure how else to clip out these since we can't just delete the points. So this would be a deal breaker if you need to accurately carve out a geometry using an arbitrary scalar attribute. I reckon for polylines, this is not an issue, which was what was tested in this thread. But for complex geometry, it's a lot harder to just clip out sections appropriately. Poly Carve SOP had 0 points that are outside the range. 2. Clip SOP also clips away geometry within the range rather than carving out sections of it properly, meaning the entire polygon is deleted. Here is an example polygon that shows the issue (bug pending): Left shows original polygon, right shows the result of Poly Carve SOP that carves from 0.308 to 0.73849. Here you can see the Clip SOP's clipping plane that completely removes the polygon. 3. Clip SOP doesn't have a way to invert the carving operation. Imagine a poly line where you are keeping the middle part. If you invert the operation, you need to have the 2 ends that were carved out before. But it's not possible to do this using Clip SOP, unless you keep all parts and then delete the middle part, which may or may not work. I don't know it you can use it to consistently keep out the "middle section". Right shows Poly Carve SOP operation inverted. Combining both modes will get the whole geometry for all polygons, whether they are polylines or closed polygons. They are handled differently. 4. When you use a primitive group for the Clip SOP, it won't properly stitch the adjacent primitives, therefore introduce new holes to the geometry. Even if not the default, there should be an option for this. Poly Carve SOP handles adjacent primitives correctly. Of course this takes some of the cooking time, so the comparison is not completely 1 to 1. I used 2 Clip SOPs since Poly Carve SOP does Min/Max Clipping by default, so some of this cost is amortized throughout the entire operation. Clip method also includes the swapping of P back and forth. Both methods use compiled networks. So in the end for ~5.8M polygons geometry with a single attribute to be used for carving, Poly Carve SOP is about 3x faster.
  4. 2 points
    Make sure Affector Relationship on the merge is set to Mutual. Then on the FLIP Solver, make sure Feedback Scale is set to 1. (Volume Motion tab > Solver tab) Then tweak mass of RBD till you get the desired look.
  5. 2 points
    // two simple examples (VEX): s@path = "/geo/path/Char01/body/arm/hand"; s@path2 = re_replace("Char","Human_",s@path); // result: /geo/path/Human_01/body/arm/hand string s1 = re_replace("/","_",s@path); string s2 = re_replace("_geo_path_","/",s1); s@path3 = s2; // result: /Char01_body_arm_hand
  6. 1 point
    @fencer It work fine, thank you very much for your help, it was important to me..
  7. 1 point
    Going with the solver as Benyee mentioned must be the way. test_v3_rbd_test.hipnc
  8. 1 point
    try using sopsolver to allow custom attribute "broken" can only change once,and use it to override the orignal "__disconnected" attrib hope it helps test_v2_break_rbd_pieces_once.hipnc
  9. 1 point
    "I did not open Houdini for a while" are you sure it was Houdini? 1. for geometry velocity blur you didn't calculate velocity on geometry level 2. didn't apply geometry velocity blur sampling on object level
  10. 1 point
    dopimportfield required fields to import. There are presets option already prepared.
  11. 1 point
    The Dop Node parameter should be set to the dop object node, in your case the node named "Pyro".
  12. 1 point
    You should see motion blur after appending a motion blur LOP into your stage network, this is what tells Karma/USD to store multiple time samples from my understanding. https://www.sidefx.com/docs/houdini/solaris/kug/motionblur.html
  13. 1 point
    [ PAID GIG / PER PROJECT ] ROHTAU STUDIO We are a fully independent studio of like-minded artists doing high-end work for advertising, installations, and special projects and soon will be also doing TV and Film work. Our environment is a friendly one with top-notch infrastructure and a phenomenal artist-friendly pipeline. We work exclusively on the cloud so we can hire great people, our team is fantastic so please DM me or email me directly to chat, we have a few things lining up and will certainly need help. Job Position: Houdini Generalist / Houdini Lighting TD Render engine: Redshift Location: Remote Description: 30sec commercial, full CGI hyper-realistic look. Start: ASAP Duration: Minimum of 6 weeks, probably a lot more. Contact: jordi@rohtau.com Don't be shy, we want to know from you.
  14. 1 point
  15. 1 point
    By default the attribute transfer will transfer all point & primitive attributes unless you specify otherwise, hence why you can see the Cd being transferred despite not seeing it inside the node. You can split your pop simulation by creating pop groups based on colour, then splitting them afterwards with split node. I've made a quick setup to demonstrate, hope it helps! split_pop_groups.hipnc
  16. 1 point
    you can animate it in SOP and read it into DOP by either Geo Wrangle or SopSolver normally just as animating other attribs animate_vgrain_pscale.hip
  17. 1 point
    Hi, the problem is you copying P attribute from polygonal animated geometry to tetrahedron, which have different count of points. slime_movement_ISSUE.hipnc
  18. 1 point
    Hey, as I mentioned before it will be easier and more visible to do on object level. Check hip. book_flip_pages_texture.zip
  19. 1 point
    it seems to me it's not a problem of voxel density but of the simulation itself. voxels looks to be smaller than your blocks as i can see smaller scale details, also the shape of that mushroom is weirdly geometric. it looks like you are using sparse pyro, you might need to increase the padding or try to use the option "extrapolate velocity into new tiles". https://www.sidefx.com/docs/houdini/nodes/dop/smokesolver_sparse.html#sparse_streakvel
  20. 1 point
  21. 1 point
    you can do that with VEX or Python https://www.sidefx.com/docs/houdini/vex/functions/re_replace.html https://pythonexamples.org/python-re-sub/
  22. 1 point
    i have bang my head a lot with some shitty mesh coming from C4D. the most effective way i found, that work more than 95% of the time was to. loop each pieces, close them, convert to vdb then compare N with Grad and invert the direction if they are not the same. it might work in your case. clean_normal.hiplc
  23. 1 point
    Look into PyQt and PySide. You can build completely custom UIs and integrate into Houdini. https://www.sidefx.com/docs/houdini/hom/cb/qt.html
  24. 1 point
    You can grab them from the pop grains shelf setup and plop them into the vellum grains setup like this vellum_grain_sand_vis.hip
  25. 1 point
    I put this one here, in case someone need this kind of use with MRSI data or so.... volume_from_images.zip
  26. 1 point
    I completed another tutorial from the SideFX library of tutorials. This one covers small scale flip splashes with sheeting and a tendril look. The final result is Retimed for a slowdown after impact. ap_small_scale_fluid_splash_091222.hiplc
  27. 1 point
    Asia Thanx To @Boa OdRope.hipnc
  28. 1 point
    I worked through a tutorial where Mikael Pettersen demonstrates the emission of vellum sticky balls. ap_mp_emit_vellum_sticky_balls_052022.hiplc
  29. 1 point
    Here is SquidBean's setup for using TOPs to export each agent as a single animated FBX. You can drag the resulting set of FBX files into Unreal. This approach avoids Alembic geometry caches, which can get quite large. It also presents a true skeleton to Unreal for internal processing. ap_tops_fbx_per_agent.hiplc
  30. 1 point
    Looks good, I'll have a play with that in the morning. Here's a couple of setups for getting L-shaped cuts and 45° cuts, the angle can be changed to anything you like. Everyone feel free to mess around and post any ways to improve them. different_shaped_cuts.hiplc
  31. 1 point
    please take a look at the attached file. it´s an example how you could create bezier curves with arbitrary degree and another one relying on beziers in hermite form since you wrote about blending curves... petz curves_vex.hipnc
  32. 1 point
    These aren't good simulations by any metric, but at least it'll give you some ideas of how to use animation to drive a simulation. 2 examples in there, one using the wire solver, the other using pops/grains. -matt paper_unroll.hip
  33. 1 point
    Hello All, Been lurking for a bit since I started dabbling in Houdini, and must say am in awe of the level of genius on exhibit here! Houdini is still kicking my ass in so many ways, but I'm a glutton for punishment I guess, and looking for excuses to spend less time in Max. This is a simple setup that seems to work OK, but I'm curious if there are other/better ways of getting these 2 solvers to interact. Currently I'm using PopAdvectByVolumes on the Grains to transfer Vel from the FLIP sim, and building a collision SDF in a SOP solver attached to the Grains sim which then gets pulled into a SourceVolume on the FLIP sim. I'm sure this is nowhere near physically accurate, but it does look pretty neat, and can be improved by adding custom attributes on the grain points for wetness etc. Thoughts? --Dave DJS_ODForce_FLIP_Grains_Interact_SampleSetup.hip