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Everything posted by Atom

  1. Here is a basic setup. It uses a second loop to give each primitive a unique name. Inside the loop, the area for each primitive is stored as an attribute. After the loop, pscale is derived from the area. Use the ramp and the multiplier to dial in the sizes. ap_recursive_subd_001.hiplc
  2. Reverse Scatter

    Try VDBFromParticles followed up by ConvertVDB to polygons. Or try ParticleFluidSurface node.
  3. It looks like you code is working, however, you have multiple strokes so each stoke is applying the code to itself. There are some icon buttons for flipping your ramp around, which might help, but you may want to simply redraw and think about your start and end locations. There is also a free tree HDA available in the content library that you might want to use and simply ray the results onto your sphere.
  4. At a glance, your quote characters are are wrong and on some lines they are missing. For you final $PATH variable, don't forget to add in the previous $PATH. Something like this..? PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/18.0.287;@/python2.7libs;&" HOUDINI_DEFAULT_RIB_RENDERER=prman23.3 RMANTREE="C:\Program Files\Pixar\RenderManProServer-23.3" RFHTREE="C:\Program Files\Pixar\RenderManForHoudini-23.3" RMAN_PROCEDURALPATH=$RFHTREE\18.0\openvdb;& HOUDINI_PATH=$RFHTREE\18.0;$HOUDINI_PATH;& PATH=$PATH;$RMANTREE\bin;&
  5. Atom's Link Page

    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 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
  6. Pyro diagnostics

    I generally assumed that density should remain in the range of 0-1, but you can overdrive it. This produces that minecraft blockiness that you see in a lot of new user renders. I wouldn't worry about it too much. Just as with audio, if you normalize too much, you can flatten out your small details. With the VDB Diagnostics node I typically activate Uniform Background. This can help knock out some background noise for density values near zero, but not zero. Under General Test you can fix values in range, but I don't think that remaps them. The help card is a little lean on this node. Input is the best place to start for controlling your values. Try not to overdrive it from the start. This simple setup can allow you to play around with values by adjusting the @density value inside a Volume Wrangle.
  7. Pyro diagnostics

    Think of it as a clip or peak in an audio signal. Sure you can turn up the volume, but at some point you'll exceed the head room and produce a distorted signal. The same is true with density. Once you exceed the valid range, the value will be clipped and your are losing precision at that point. The most common artifact will be blockiness while rendering. It's not a show stopper. If it looks good, it is good. You may only see the artifacts when you attempt to use the exported VDB in another package. Other packages may attempt to auto-correct the bad values. By keeping them in range to begin with, you can avoid that.
  8. OpenCL Issue

    Check your preferences. There is a drop down that will allow you to select your OpenCL device. The message suggests that you may have defaulted to the Intel based implementation instead of the nVidia. Also the main thing to consider is does your simulation actually fit within the ram of the video card? When I google the 2060rtx I see that it only has 6GB. That's not a lot when it comes to a simulation. Its easy to exceed that. One way to test that is to pull down the example file at this link and follow the instructions. https://www.sidefx.com/forum/topic/25234/
  9. Mapping texture to deforming geometry

    There is a couple of setups at this link that looks a little like your first post reference.
  10. Houdini Redshift build advice

    If you purchase 4 8gb chips now, you'll fill all the slots on the motherboard. This means when you want to add more memory, you'll basically be throwing those chips away (or repurpose them in another rig) Consider choosing 2 16gb chips to start with, then you'll have two slots available to expand with. Instead of choosing the bronze on the power supply you might want to upgrade to the gold. I know it's only a 5% difference, but over time you'll draw fewer watts from the electrical grid at a 50% load. https://www.google.com/search?client=firefox-b-d&q=80+plus+bronze
  11. Hi All, I downloaded and installed redshift but it does not show up in the OUT network of my Houdini 15.5 Indie. Does anyone know how to setup redshift for use with Houdini on Windows 7? The redshift installer failed to do this correctly. Thanks
  12. Flip solver divergence

    You can always add another volume source and animate the box growing in size. ap_divergence_fill_test.hipnc
  13. You could try a VDB Smooth perhaps, but your best bet it to boost density prior to simulation rather than afterwards in the render.
  14. Houdini Bubble burst

    That's not really a burst, that is more of a slow dissolve. Speed it up, perhaps check out some of those experiments done by the SloMo guys on youtube.
  15. Check out Mark's presentation for the Houdini Hive 2020. Around forty minutes into the presentation he talks about how he used a raynode to project a lot of points on to a surface. https://www.sidefx.com/houdini-hive/houdini-hive-worldwide/#mf
  16. Sparse Pyro Upres H18

    I'm wondering what fields I need to export to VDB to get the same look that I see in the viewport (in other DCC packages). When I try to experiment with the volume visualizer, I can't reproduce the same look in the viewport? Any tips on how to match the visualizer to viewport?
  17. Instance random keyframe/animation with Python

    I don't think I would use Python at all, it is still single threaded. It's not going to scale very well when you throw a large object count at it. To randomly offset animations you could use the Retime node. ap_rnd_retime_animation_053120.hiplc
  18. If your electricity is unreliable, you may want to write to .sim files, so you can pick up a simulation if your computer crashes hard.
  19. It could be your hardware is different than the author of the tutorial. It's hard to say in a complex setup without taking a look at the file.
  20. No GPU Utilization on OpenCL with Viscus fluids?

    The only way I have been able to experience OpenCL speed up is by following the rules listed here: https://www.sidefx.com/forum/topic/25234/ That post is for smoke, but it applies to flip and other OpenCL accelerations as well. Turn off the cache, don't continuously emit, and write your result directly to a disk file. Each time you break one of those rules, the CPU comes into play and the GPU advantage drops lower. Updating the viewport every frame pretty much eliminates the OpenCL gains. The most I have been able to get out of flip was about a 35% utilization on my GPU, which I monitored using MSI Afterburner. Try the example file at the link. It's fun to see how quickly you can simulate smoke on your GPU.
  21. No GPU Utilization on OpenCL with Viscus fluids?

    More than likely, your simulation is too complex to fit inside your graphics card. It doesn't take much to break the 11GB boundary and you're not even getting all that if you are using the same card for display, or have other applications open. One thing that will kill OpenCL is continuous emission into a scene, without a sink to remove anything. Try disabling caching on the dopnetwork, and write the result of your simulation directly to disk. Having to update the viewport every frame also diminishes the gains obtained by OpenCL. Particle separation alone is not enough to determine the size of your simulation. It is the box size of your domain that is divided by the particle separation that determines ram usage. If your box size grows over time, your memory footprint will grow. Try looking into the new sparse solver. Even though it is CPU based, in some situations it can outperform OpenCL.
  22. If there is no input, I don't believe you can do that. However, you could set the weight to 1 and control the emission color via an attribute. Use the brightness of the color to drive your effect.
  23. Gasupres doesn't work

    A few of things. On the gasupres node make sure you set the Fluid Type to Smoke, not Pyro. Also, you have to drop down an attribute wrangle between the lores and the upres node to create a detail attribute named @timescale. When this attribute is missing the time scale defaults to 0, which is no motion. Set it to 1.0 to test, but try other values to speed up or slow down the upres. On the output of the lores dopnet, you need to add temperature and vel fields which get forwarded to the upres network. Without those, the upres simulation won't work. ap_smoke_upres.hiplc
  24. Houdini Hive 2020

    I worked through Mikael Petersen's crowd based thingie setup. I'll post it here. If anyone else has setups from the hive 2020, drop them in this thread. ap_mp_blendshape_crowd_character_052120.hiplc
  25. Redshift Proxy with relative path [SOLVED]

    I don't think you need the slash in front of $HIP. Try this instead. $HIP/rs_proxy/teapot.0001.rs Also for local instancing, don't use instancefile, use its companion, instance. s@instance = "/obj/teapot_rs/OUT/";
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