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LukeLetellier

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Everything posted by LukeLetellier

  1. VEX - Variables/attributs in vectors

    Thank you as well!
  2. Deleting DOP objects in-sim

    Great technique with the solver SOP! I just found that if you're emitting multiple objects per frame, instead of creating the patch name in the Vellum source, you can stick an Assemble in the Solver SOPs to create a piece attribute & do the for/each by piece. Very helpful when you have over a thousand objects to keep track of.
  3. List of "." "../" Type References

    Great information. Thank you!
  4. I wasn't sure how to phrase this, but I'm looking for a list in the documentation that outlines all of those quick relative references/shortcuts for referring to other nodes in expressions, along the lines of "." and ".." I'm specifically looking for a relative reference to the node that wires into the current node, so if there's a list of those hidden in the documentation somewhere, that'd be swell. Thanks! Luke
  5. H17.5 Launch Event March 7

    Spotted on Twitter. Do you people sleep?!
  6. Houdini 17 Wishlist

  7. Hello, I have a large group of road splines (generated by the lovely OSM Importer), and I've separated them into primitive groups based on their function (highway, residential, etc). I'd like to export all the road splines in a single alembic file (or another universal file format) in such a fashion that when it is re-imported (in my case, into C4D) the different splines are separated into separate Alembic spline objects. Currently, they import as a single object (even when I try importing them back into Houdini). I've also tried exporting them as point groups, but still they come back merged as a single object. Since there's thousands of splines as part of the OSM file, I can't simply split them up in C4D post-import & manage them that way. The only way for sure I know now is to export each spline group as a separate Alembic file (10-12 files total), and bring them into my scene one at a time - but I'd much rather have just one file. Demo file for testing: hSpline_Export.hiplc Demo Scene Node graph pre-export: Demo Scene Nodes once they are reimported as Alembic: Any thoughts? Thanks! Luke
  8. Here's the end result; thanks again for the help!
  9. Yup, you're right. Everything works as you mentioned! I don't even need to split them apart manually at all, as the OSM importer already generated an attribute called "highway" that I can use. Thank you Henry!
  10. How does one enable "Use SOP Path"? Its grayed out on my end. I've tried enabling the other options, thinking that one of them would do the trick, but I can't find the magic button. Thanks! Luke
  11. Fabric Engine no longer being developed

    Since they don't mention anything about why they're no longer developing, I'd say they were bought out.
  12. Wire Sim with Changing Point Count Source

    Thank you! After a few more adjustments, this is working great.
  13. Wire Sim with Changing Point Count Source

    I'd like to perform a dynamics simulation on a wire that I'm growing in length via SOPs, but the wire solver doesn't appear to be built to take in a changing-point-count polywire as an input, as everything goes haphazard very quickly. Is there a known work-around to this? Thanks, Luke
  14. Wire Sim with Changing Point Count Source

    Thanks for the file! The latter option of a sim with grains & constraints sounds like the best possibility for what I'm after (something akin to a spider-man web-sling effect), but would still present a similar challenge. In my original setup (attached), a pop emitter shoots out initial particles, a wrangle draws wires from each emitted particle to their sourceptnum, the wire is resampled as it gets longer, and the result is fed into a DOP wire solver. But, with multiple wires being resampled simultaneously, the point numbers change, and the solver is no longer sure where one polywire end and the other begins. I'm guessing I'd run into a similar issue with PBD. WireSim_Letellier.hipnc
  15. Wire Sim with Changing Point Count Source

    Oh gosh, if you don't know, then I don't think anybody does!
  16. Object Buffer/Alpha Matte/Object Id

    Did you find an answer to this one?
  17. H15 Pyro Now Broken

    I need to re-use a pyro scene I had created about a year ago as part of a project; here's a test render I had done on 5/19/16: https://www.dropbox.com/s/y9tih2vxd2w2pce/PaperBurn_02.mp4?dl=0 I found an old autosave from that day (and the surrounding days), and when opened in either H15.5.863 or H16 .0.633 I get a test render looking like this: https://www.dropbox.com/s/68dw58zxa6pno8m/PaperBurn_02_today.mp4?dl=0 For some reason, the temperature and heat fields completely balloon out within 20 fames & fill the entire grid. It's the same exact scene file from that day, but with completely different behavior - and I can't figure out why. The shader feels out of whack too, as it looks incredibly overexposed. The only thing that comes to mind is if there was a change to the pyro solver in H15.5/H16 that needs to be accounted for. Thoughts? I can strip the scene file of client content if need be. Thanks, Luke
  18. H15 Pyro Now Broken

    Thanks; it seems to be related to the source volume for temperature & fuel; by scaling them down from 1 to .2, things look much closer to what they did before. Still some tweaking to do (isn't there always?) but it's looking a lot better.
  19. I feel like I missed a memo - and I can't find the right words for a search to find it in the forums: While in H16, how can I save out points to a cache that can be read by H15.5? I know that bgeo.sc doesn't work, but I thought that .bgeo would, but when I try to open the attached cache in H15.5, the whole program stalls & I have to Cntl+Alt+Delete. I'm doing this because the C4D Houdini Engine hasn't been updated to H16 yet (really Maxon?), and if I want to try to use it, then my source geo files need to be compatible. Thanks, Luke Points_H15.zip
  20. Saving H16 geo with H15.5 Compatibility

    Apparently, there's a bug in 15.5.632 that's causing this to hang. The recommended fix is to: 1. Save out the Geometry from H16. 2. Open up the geometry in H15.5.717, and save it out again. 3. Open up the geometry in H15.0.633 / use geo in C4D HDA. :(
  21. Saving H16 geo with H15.5 Compatibility

    Thanks; I added "HOUDINI15_5_GEO_COMPATIBILITY = 1" to my H16 houdini.env file, but this doesn't seem to have fixed my issue. So it might be something else I'm dealing with. Will talk to SideFx tech support.
  22. Vray for Houdini Alpha

    ChaosGroup has a GitHub page up with it: https://github.com/ChaosGroup/vray-for-houdini I know nothing about compiling code, so I have no clue where its at progress wise - but back in May when H15.5 was released, it was one of the render engines mentioned as 'Coming in 2016' - but it sounds like we're pretty far from that at this point, as it hasn't reached a state where the average user can install it yet. Is anyone here in the know? Have you tried it yet?
  23. Vray for Houdini Alpha

    Best to ask your questions on the GitHub page, as you'll have a better chance of getting an answer from a developer (i.e- someone who knows the answer)
  24. I have a series of objects that I've merged together & created a VDB to be used as a fixed collision object in an RBD sim where a bunch of objects pour down on top of it. The problem I'm having is that the bounding box of the VDB is being used as the collision object rather than the VDB itself. Sample scene attached, in which two separate cubes are merged into one VFB, but the falling spheres believe the bounding box is the obstacle. GIF of sample scene to demonstrate the issue: How might I remedy this? Thanks! Luke VFB_RBD_Debug.hiplc
  25. Issues with VDB as RBD Collision Object

    At this point I think it'd be good to talk to SideFx support.
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