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kleer001

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Everything posted by kleer001

  1. [SOLVED]Expression in Geometry ROP node

    Are you overthinking it? strreplace($HIP, "light", "fx") right?
  2. Easy fix, use a grid that's bigger than your line and then ray SOP it down with a vector, not closest.
  3. Fractal Flame

    From here: https://github.com/scottdraves/flam3 ? Nice!
  4. Can we resume our cache from some particular frame

    What? No. That's not it at all. Re-read my post. Then read those manual pages I linked to. How would I have noticed anything? You didn't post a hip file. Also, this is all theory. I've never done this myself, but it seems possible from reading the manual.
  5. Can we resume our cache from some particular frame

    Not from default. You need a ".sim" file. https://www.sidefx.com/docs/houdini/dyno/cache#baking-out-sim-files When you're running really large sims it pays off to turn off the local cache in the DOP network. This makes the sim not have to keep in memory all the previous frames. This is great when you're scrubbing small sims. But bad when you're doing a great big sim. Turn off the cache simulation: https://www.sidefx.com/docs/houdini/nodes/obj/dopnet.html#cache It'd be great if Houdini was more setup by default to be more easily re-simmable. Sadly, it isn't.
  6. GPU Simulations

    Seems like that should be enough. Vellum, AFAIK, is OpenCL enabled by default. I've had problems, but only when my GPU wasn't recognized. Have you tried compare/contrast with a pyro sim with OpenCL on and off?
  7. Science Experiements and how to avoid them.

    Yea, but I'm not a beginner. I've been doing this for 20 years. I should have had this nailed down by year 5. I'll certainly give myself a little leeway since I got a traditional artist education instead of an industry-centric two year vocational, which some kids get these days. That is brilliant. Yes. These days I cheat to camera as much as I can, pare down sims to the bare minimum, etc... Sure, if you work by yourself. But not at anywhere I've ever worked, ha!
  8. If you've worked for more than a year or two in Visual effects you've likely seen or experienced yourself the dreaded call to get something PERFECT. But, as it is said "Perfect is the enemy of good enough." I bring this up because it's certainly happened to me. I've only recently in the last couple years become really comfortable with saying "screw it, this is fine". But it seems like a skill I should have mastered earlier in my career. So, hopefully a beginner will find this post and read it and save themselves some frustration. Has this ever happened to you? Has this happened recently to you? Have you been chasing down a technical solution to something when something quick and messy and by hand would have probably worked fine? Have you ever simmed and resimmed and tweaked and resimmed again and again trying to find that one set of parameters that would look great when really those few stray particles could have been deleted by hand after it was cached?
  9. Is that something that Houdini does? Did you figure it out?
  10. The image on the right doesn't look correct. I would trust Houdini's image viewer more than an OS's finder. Have you brought the image into a compositing package? What software sees your final deliverable?
  11. abstract glowy mech thingy

    playing around with a design, trying to make it mechanical and organic at the same time
  12. air stream?

    noisy textures of color and alpha on a surface or stream of particles, very transparent in comp
  13. Vellum leather belt

    What do you have so far and how is it not working for you?
  14. EmberGen pyro real-time engine

    No resizing the bounding box?
  15. Can you be more specific? What have you already tried?
  16. The little things about houdini

    I've been using Houdini for over 20 years. You? What I mean is, have you spent long enough working in Houdini to get used to it? These are just my opinions. 01. If it can be easily changed with a line of code in the 123.py then it doesn't need to be hard coded in the gui. 02. You say project a few times. That's not the terminology. It's a hip file, or document. The project is part of the hierarchy that contains a directory for hip files along with other directories. But yes, a "*" next to the file name saying it hasn't been saved after the latest change would be great. You should submit an RFE for that. I bet other people have. 03. Preview of what? A view of the network? Which network? The last render? Which render? Where would the preview go? 04. Nah. Why? Cross platform drag and drop is sketchy. If you can do it with a script then you already have it. Importing with a file SOP is reliable. 05. It's not annoying to open another Houdini. I do it all the time. These aren't web browser tabs. If you want to work across a bunch of hips consider putting them in the same hip file or building digital assets. 06. The curve SOP? The draw curve shelf tool? What's missing? You can absolutely select multiple points. 07. Yes, the Font SOP kind sucks, but it's bare bones and works. Houdini is not a text editor or a vector design tool. If you need something fancier then do it in Photoshop, Gimp, illustrator, or Inkscape then import it as an eps or ai or exr or png or whatever. 08. Yea, the gui customization could use a tool for tweaking it, but I'd put that way on the bottom of the list. Houdini Dark/Light/Pro is kinda lame. But it works well enough for me and keeps too many people from sliding down the endless rabbit hole of pointless gui customization. And sure, the gradients are a little funky, but whatever.
  17. mixing mixamo animations

    trying to load up all the fbx files crashes my setup :/ I did notice you had ease in/out curves in your blend shapes. Are those messing up what you're expecting to see? Maybe linear? Maybe look into doing this in DOPs with crowds?
  18. mixing mixamo animations

    What do you mean by sequential? Can you be more specific? Please post a hip file.
  19. Distribute particles more evenly?

    points from Volume VOP ?
  20. H17 Water Rendering Issues

    Yup, that's your problem. I've run into it before. I'm coincidentally fixing it at work too. It's a pain in the arse. Try going without the volume part of the render, if you can't change the sim. There's many places to try to fix it and prevent those render busting bubbles.
  21. Proper Branching Topology

    Just stick the branches into the trunk and other branches. You most likely don't need it to be water tight single perfectly modeled object like it might come out of ZBrush. Don't fall into a science-experiment mentality, it's an endless rabbit hole. Just get the pixels out
  22. Advice for making paint flow down a wall

    From what I understand you want the fluid to reconnect into a coherent stream after colliding with the bottle. This is actually counter to the behavior of the viscosity. Viscosity is basically the fluid trying to move the same as its neighbor. The higher the viscosity the less each point in the sim wants to spread out. And you want some spread. And unless you put in some additional forces to make it flow around the bottle it's never going to happen. Also it looks like your collision object of the wall and floor could use some additional definition. Try upping the divisions to 120 or so until the blue collision preview geo matches more closely to your poly geo. Here are some things to help make it look like you want: (mix and match at will) 1) Put the bottle in a little divot, in a little downward bump for the fluid to fill up as it goes around. A little smooth cup under the bottle with a wide downward slope. Maybe an extra radius around on each side and as deep as twice to four times your particle separation. 2) Put the whole shelf on a downward angle going down to the back where the wall is. Just one degree or less. Make sure you have enough definition in your collision object. 3) Make an advection field around your bottle. This is probably one of the trickier solutions and might look odd and require a bit of fussyness. It's more of an advanced trick. 4) Radically reduce your viscosity. You can thicken up the fluid later when you're surfacing or turn down gravity if it's flowing too fast.
  23. Proper Branching Topology

    Three weeks in and you're already in the deep end. This is a non trivial problem you're trying to solve. I've seen solutions come out of VFX studios, but they had multiple expert users (and math geniuses) working on it for months. What are your parameters for "proper branching topology" ? What are you trying to get that you don't already have? Certain kinds of UVs? What are you going to be doing with this geo? Projecting a texture? Baking on a 3D texture? Also your example file is based on some geo you didn't include. Please use Tommy, everyone has that geo.
  24. Cut a moving object with solver ?

    I don't quite understand your strategy or your problem. Please post a hip file.
  25. Frozen Particles

    I had a bit of time to get your setup to work. Real quick, trim off one of the lines to your merge1 from the pyrosolver, and turn off the dopimport1 in your emitter_source. Also do your preliminary work with a much more coarse grid, 0.06 or more, 0.1 or so until you get all the relationships and behavior you expect. You probably just want to turn off your resize_container>Max Bounds>Clamp To Maximum then your resize will keep going. (Also you need to check on the effect from multiple angles. Then the reason would be more clear. ) You also probably want to increase your Dissipation. Thinking about stuck particles I'd use the Alpha attribute to fade them out based on velocity. What effect are you aiming for?
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