Jump to content
[[Template core/front/profile/profileHeader is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]

Everything posted by Atom

  1. limit impact force for RBD bullet for animated colider

    I'm not sure what you expect working in a vacuum? Add some gravity for mass operations and a groundplane for friction. Then the settings you change may have more of an effect.
  2. HI All, I am playing around with the lava tool set and I have a scene with lava falling on objects. When I inspect the material, called "lava1" I notice it is a principled shader in it's default form. What causes this shader to be multiple colors when the diffuse color is grey? Say I want my lava to be shades of green instead of orange. What setting would I change in the shader to achieve this?
  3. Push outside Fluid Surface

    "I tried using a Boolean, but the liquid is not making contact with the glass." You may want to revisit that approach and increase the IsoValue on the ParticleFluidSurface node. Try 0.1, depends upon scene scale.
  4. Use a bend node on the floor to make the wall. Use one object for the floor and wall, not two. Otherwise, try driving opacity color with your ramp.
  5. Copy to points onto Black/White map

    I think all you might need is a scatter node before your copytopoints. You are supplying all the points of the source geometry for the copy operation. With the scatter node set to scatter by density, you can assign either concavity, convexity, or Cd as the density attribute for the scatter generation. This will leave some areas empty of copies. After the copytopoints, you'll have to merge back in your original source mesh.
  6. Detail VEX Function does not working

    Only python can write to parameters, Vex can't yet. Read the help card on attribfromparm. It makes a dictionary, not a simple float value. Try replacing that node with an attributewrangle running in Detail mode. setdetailattrib(0,"my_float", 3.14159,"set"); You could add a parameter to the attribute wrangle and fetch that value from vex to write. setdetailattrib(0,"my_float", ch("my_float"),"set"); After that, you could drive the local channel with a relative reference from your source value. ch("../controller_parms/some_value") These kinds of setups are often kludgy and may suffer from refresh problems. You may want to re-think your entire setup.
  7. Paste node downstream

    You can hold down the Y-KEY and drag your scissors across the connection, or rapidly shake the new node to break it loose. Don't forget to set your Shake Distance inside the Houdini preferences lower than 1. I typically leave it at 0.5. I don't think it is possible yet, but you can leverage the SHIFT-ENTER variation from the tab menu. This will auto-connect the new node to the selected node. Instead of copying and pasting your node, type in the name of that node inside the tab menu search field and press SHIFT-ENTER instead of just ENTER.
  8. Particles floating around force field

    I think it's possible. If you want to avoid contact, perhaps add an expanded version of the proximity mesh as a collider and review the hit count. Once a particle has @hitcount > 0, add it to a group, and then you could minpos that group with the collider surface, perhaps..? Remove the collider from rendering.
  9. Particles floating around force field

    The number ids are changing because of reaping (recently dead ids are reused). Try turning that off and then follow up the popnet with a wrangle that deletes points based upon the @dead attribute. if(@dead!=0){removepoint(0,@ptnum);}
  10. Using TOPS network to cache out multiple sims.

    Thanks that works. The Labs toolset may have changed the way the output works on that pyropreset node since the tutorial was authored.
  11. Using TOPS network to cache out multiple sims.

    Just like the author, I end up with an error state at the end of the tutorial. He doesn't explain how to fix it. Does anyone know how to make this file work as intended? ap_tops_pyro_wedge_export_070621.hiplc
  12. Shader to offset UVs before alembic export

    I think you will have to build a special material inside Unreal, just like Houdini has done for the mocap biped asset. What's happening inside Houdini is a the texture index is used to select which map to apply. You'll need to find the equivalent of that inside of Unreal, such as passing an attribute index along with the mesh geometry. Perhaps check out MaterialLayers..? https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/MaterialLayers/ Once you come up with a material that works for your case, you may want to write a tool in Houdini that examines your Houdini materials and kicks out an Unreal python script that you can run inside the Unreal Editor to migrate that materials into that render system. Here is a link to a short script that shows how to generate a material linked to external files. (i.e. diffuse, normal, ao maps.) https://forums.unrealengine.com/t/solved-connect-a-texture-to-a-material/151392
  13. Visible voxels in collision object in pyro sim

    Visible voxels means you have pushed density to the maximum. It's like clipping audio, after passing the red line on the meter all you hear is distortion. Try cutting your density in half inside a volume wrangle. @density *= 0.5; Alternately, add more dissipation to remove density. Also conduct some test renders. Sometimes the viewport is misleading.
  14. Bend paper effect?

    That's a nice setup. Here is a small tweak I made when I supplied a folder with only five images. The filename generation will wrap around the curve number once the maximum number of images in the folder is exceeded. image_path_prim wrangle. int pt = primpoint(0, i@primnum, 0); int curvenum = point(0, 'curvenum', pt); string directory = chs("../image_paths/dir"); string paths[] = detail(0, 'paths', 0); // Wrap around on short image count. int l = len(paths); while (curvenum >= l) { curvenum -=l;} s@basecolor_texture = directory + paths[curvenum];
  15. Convert your Alembic into a single piece of deforming geometry. The easiest way might be to re-write the s@name so all parts share the same. You may have to unpack it first. Inside a primitive wrangle: s@name = "single_mesh"; Here is a simple example showing rotating font meshes twirling and interacting with the FLIP simulation while floating upon it. ap_deforming_hero_object_floating_on_flip.hiplc
  16. Only the RBD hero object can float and is affected by the feedback scale. Just use frame #1 of the alembic as a static collider and then parent the animated version to that. I'd go even further and simplify the collision object (which you're not going to render) to provide a more stream lined collider. If a primitive shape it more appropriate, such as a capped tube, just use that.
  17. I think I would use particles to drive the entire effect. ap_smoke_dissolve_along_one_axis.hipnc
  18. 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..?
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. Here is a basic setup to carve organic style tubes/hallways through a shape/mesh. ap_organic_tube_hallways_through_shape_091520.hiplc
  24. 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.
  25. [SOLVED] 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