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Everything posted by Atom

  1. Exporting Pyro Simulation as VDB problem

    Another way to control memory usage is to control domain size expansion. Sparse can easily get out of control as it enlarges itself to contain the pyro, consuming more memory by dividing the bounding size by the division value. For example missile trails that shoot off in all direction are a bad idea for a single simulation. Perhaps you need to break yours down into smaller manageable simulations that will fit within your physical memory? Or turn up Dissipation to remove old values from the simulation more quickly..?
  2. Report it as a bug. Did you install the Python 3 version of Houdini? You may want to uncheck that option on the SideFX download page, and pull down the non-python 3 version to see if that's the problem.
  3. dealing with open geometry

    Try polyfill with a fill mode of Single Polygon. Also, I've use polyextrude to add thickness to walls of open game meshes. Extrude inward, not outward to preserve shape.
  4. Loop Simulation and Niagara (ue4) export

    Try exporting at 30fps. I think someone on an Unreal forum told me that Niagara is hard coded to that.
  5. Maybe try turning on the Alfred Style Progress. I think that may kick out a frame by frame log to the console. Not sure how to intercept the console on-the-fly, however... -> Try placing python code inside the Pre-Render or Post-Render script field of the filecache or ROP. You could access the hou.playbar to grab the current frame. Remember to switch the field type from hScript to Python. What if you updated your farm to use a tops based solution? Set the filecache to a Save Current Frame, then loop over the frame range in tops setting a new frame based geometry filename every iteration? This could allow you to drop in a pythonscript node that can run some code every frame.
  6. Here is a basic setup to carve organic style tubes/hallways through a shape/mesh. ap_organic_tube_hallways_through_shape_091520.hiplc
  7. Hi All, I am trying to open a HIP file that has an associated HDA. When I open it I get an missing asset definition. I have placed the associated HDA in the otls folder (C:\Users\Admin\Documents\houdini15.5\asset_store\otls) but Houdini still can not find it.
  8. Tree Sim Deform

    Ok, here is an attempt at tomogachy's suggestion. Sweep before the DOPNet, then point deform after. The scale along length doesn't really work right, because it needs to know the pscale of the point where the connection occurs, then use that value as the start of the taper. Also, some points just don't mesh well and seem stuck to neighbors? ap_tree_sweep.hiplc
  9. Pop Network

    Often caused by fast moving particles. Try increasing the substeps on the popsolver.
  10. 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. This list was started years ago, so some of the solutions may be dated. 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 Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh 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 Eetu's HIP Of The Day 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
  11. Tree Sim Deform

    I tried adding leaves, but the branch connectors dance around. I'm not sure if this set up will work with more branches. When I enabled the secondary branches, the bonecapturebiharmonic goes off into la-la land. You may want to come up with some overall mass concept for the tree and divide the branches into various weights. With more secondary branches, they weigh down the parent branch quickly. ap_tree_deform(1).hiplc
  12. Tree Sim Deform

    Play with the Capture settings on the pointdeform. Try a radius of 1.0.
  13. Newbie display question

    Post the hardware you are using and consult the SideFX minimum requirements page.
  14. Mantra rendering warning

    If it's in a VOP, you can right-click and view as code. Maybe the vop generation is redefining a variable when it doesn't have to. I think you can ignore warnings if the vop is functioning correctly.
  15. VEX volume wrangle

    Try @P.x, @P.y and @P.z, The case is important.
  16. Isn't that just a pre-multiply problem with your texture's alpha? Look for a checkbox on the texture sampler.
  17. animate scattering

    Here's another version where the scatter changes its seed per frame. Add a popnet to sample from that changing source. The popnet will add, age, and remove points. Base the pscale on the age and you can fade them in and out over particle life. ap_head_bubbles_odforum.hipnc
  18. animate scattering

    This version references a CHOP wave in sample/hold mode. The scatter fetches this chopnet value for the seed. Here's a quick attempt at synchronizing the scatter change with the color fade. A lag channel is added to the CHOP network to generate a source supplied to the color node. You can adjust the period of the wave1 node to change the speed for both outputs. Use the phase to align the red waveform with the purple. ap_head_bubbles_odforum.hipnc
  19. animate scattering

    Zero does work as you can see no error in my screenshot. Make sure your attribute wrangle is running in detail mode. @UltramanThat's a much simpler solution, but what if I want to change every 48 frames? The round will produce a change at frame 24 as well.
  20. animate scattering

    You can brute force this by using code to drive the scatter seed. It's crude, but it works. if(@Frame>=1 && @Frame<48){ f@seed = 0.1;} if(@Frame>=48 && @Frame<96){ f@seed = 0.2;} if(@Frame>=96 && @Frame<144){ f@seed = 0.3;} if(@Frame>=144 && @Frame<192){ f@seed = 0.4;} if(@Frame>=192 && @Frame<240){ f@seed = 0.5;} So every 48 frames a new seed is generated as a Detail attribute. Drive the global seed of the scatter by fetching the value using the hScript detail function.
  21. Object set fire another object

    Try cross animating your temperature field. The position of the spheres is irrelevant, you can animate one close to the other to sell the ignition effect, however. One thing to keep in mind is that the noise you are adding to your temperature field exceeds the low value of 0.1 required for ignition. Bump that value up on the solver, or don't add noise to the temperature field.
  22. I watched the video tutorial that demonstrates how to convert the CMU Mocap database into a .bgeo.sc file. The format is strange, with the result that looks like a skeleton per-frame. This small setup will translate the converted mocap data into something similar to the FBX Animation Import node that can connect to the RigMatchPose. The FBX characters were generated by the latest version of MakeHuman, 1.2. Each character is exported in the T-pose using the CMU bone skeleton. This allows you to switch freely between characters and mocaps. cmu_drives_makehuman_setup.zip
  23. Use filecache in Houdini Engine

    It may be that the folder structure doesn't exists the same way in Maya as in Houdini. Perhaps an embedded HDA in Maya doesn't have write privileges to the disk? Verify that your target cache folders exist and your HDA has access to them. If you are exporting a simulation, make sure to activate Initialize Simulation OPs on each of the ROPs. That should force a cook on export.
  24. Redshift crowds

    I guess I would start with how many unique agents do you have? You only need a proxy for each unique agent. Then leverage the point instancing system for whatever render system you are using to deploy each agent.
  25. Maybe check out this post.
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