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Everything posted by Atom

  1. Is there any way to get reflection when using the OpenGL rop?
  2. OpenGL Reflection?

    Thanks Marty. I guess that gives me a little bit of reflection out of the OpenGL rop. It would be nice if GLSL shaders were supported or if reflection, in general, was supported by OpenGL.
  3. @Jason: Is mult-machine rendering allowed with the Houdini Indie license? Or do I need a license on each machine to accomplish that?
  4. OpenGL Reflection?

    If I add an environment map, it does show up in the viewport, but not in the final OpenGL output. Is there some special SHOP material I should use to make that happen? The light from the environment map does affect the OpenGL result but the actual map or reflections don't show up. I thought of trying to write a GLSL shader but the documentation for H14 claims that the GLSL shaders only affect the viewport and not the OpenGL rop. Is there another way to render the viewport other than the OpenGL rop?
  5. Chamfer Edges in Houdini

    Of course, just fork the network right before the PolyBevel.
  6. font with raysop... suggestions plz

    Check out the example hip files in this link. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21000&highlight=deform+along+curve
  7. Pyro effects passing through Static object

    As with most sims it is not uncommon to create place holder low res geometry to act as colliders. Remove the low resolution mesh from the scene and replace with your final mesh for rendering.
  8. Bending with foreach sop - outwards

    I took matt's bendy_words_v01 and installed Tomas' Attribute VOP to calculate the inside face group. I added the Normal fix and an additional Color that makes use of the inside face group. ap_bendy_words_v05.hipnc
  9. Bending with foreach sop - outwards

    After playing around a bit more with the parameters I have a setup that builds on a phrase from it's divided parts. I am attaching the modified hip file. ap_bendy_words_v02.hipnc
  10. Bending with foreach sop - outwards

    @Matt: That is a nice variation on the effect. You may want to throw in a Normal after the Attribute VOP to restore the seamless nature of the font for unaffected areas. I also promoted the Scale parameter in the Displace Along Normals node which reside within the Attribute VOP. I renamed it from Scale to Radius Of Influence, that seems to be it's major effect. It gets kind of flaky as the value increases, however, there may be a better way to implement a radius control?
  11. I just test with Prime95 defaults which randomly chooses between RAM and CPU full load so the default is fine. 73c still seems high, especially on a water cooled system. If you use SpeedFan I believe you can better control when the fan turns on and at what temperature it reaches 100% rpms. If you have notched up your voltage to achieve the overclock, you may want to revisit your BIOS and take it down one step and see if it still runs stable. The voltage can contribute to heat as can excessive FSB increase . But overall passing the 2 hour mark probably means there is something wrong with the software, not your computer. If your scene is truly simple can you post it? Also check the obvious like are you writing your image to a folder that you have permissions to? Are you using any weird characters in your user login name?
  12. That is not always true. Sometimes overclocking instability only presents itself under heavy load (such as PBR rendering). That is why Prime95 is the premiere stability testing app (and it's free) for overclockers. Now matter what OC tweaks you've done to a system, it is not really a stable overclock until you pass the 2 hour prime95 test. It's easy, just download the prime95 app and run it along with a hardware temperature monitoring app and see how hot your system gets. It still could be a Houdini bug but I doubt developers guarantee stable operation on overclocked systems.
  13. Wireframe Tendrils

    Thanks for the example file Simon. It renders very fast using the OpenGL rop.
  14. It could simply be your overclock. Is your system stable after running Prime95 for 2 hours?
  15. Bending with foreach sop - outwards

    Thanks to both of you for the example files. I think the Tomas versions is closest to what I was asking for. Now to figure out how it all works!
  16. Bending with foreach sop - outwards

    @Tom: Thanks for the tip on how to proceed. I am still learning Houdini so your instructions are a little over my head at this time. I do understand the volume concept. I could route the original extruded font into some kind of volume convert SOP then connect that to one of the remaining inputs on the FOREACH? Inside the FOREACH is where the strength is calculated (I think). What node would I use for sampling the volume inside the FOREACH? And how do I multiply, do I need to create an attributeVOP and perform the multiply inside that or is there another way?
  17. Bending with foreach sop - outwards

    Thank you Tomas, that is what I was looking for as far as materials are concerned. The next step is to somehow link the effect influence to the bounding box of an external piece of geometry. This way I can move the external geometry, say a box, over the font and the effect will ripple through the font as the box moves by. Just like in the example video in post #1. (i.e. C4D Effector)
  18. Bending with foreach sop - outwards

    I am still trying to figure out how to paint the inside faces a different color from the outside faces. I found a SurfaceVOP example, here on the forum, that lets me project a pattern on the sides. But it's projection seems to be based on Camera angle of incidence not actual geometry orientation. It would still be nice to somehow come up with a set of nodes that could detect inside and outside faces and put them in groups... ap_font_flay_pill_Bend_01_RobertEdit_1e.hipnc
  19. Bending with foreach sop - outwards

    After playing with Robert's example file most of the day I have added two materials. This is accomplished by activating Create Output Groups under the Groups tab of the Polyextrude node. I then add a material node near the end and use the font_sides and font_cap groups to apply a different material. What would be nice, however, is to take it one step further and detect which faces are on the inside. If I could get those into a group I could apply a third material. I can guess at the node setup but I'm not sure how to proceed? I imagine the logic is to get the center of the bounding box for the primitive and then check every face in the font_sides group to see if it is facing the center. If so, it gets added to a new group, font_inside. I just don't know how to node that kind of logic up. Should I start with code or can it be done with existing nodes? I am attaching my revised scene if anyone wants to play around with it. The nodes highlighted in purple contain parameters that are fun to play with. ap_font_flay_pill_Bend_01_RobertEdit_1c.hipnc
  20. I have heard that fluid jittering can occur when you Rebuild the SDF every frame. If you have such a parameter in your setup try turning that off.
  21. Bending with foreach sop - outwards

    That is a nice example file Robert. I have discovered some of the control parameters but effector location still eludes me... Which parameter would I animate to move the effect through the geometry, as shown in the video in post #1?
  22. Short and sweet OP centric lessons

    I have put together a short tutorial on how to morph a font between various phrases. Even though the tutorial shows the font SOP in use, there is no reason why you can't use any mesh based geometry as morph input sources, or Object Merge nodes as well. You can view it here:
  23. volume deformation

    Nice example file, Tom. Just what I was looking for.
  24. Hi All, I have been importing FBX files and often they have a lot of nodes but only a few materials. Most of the time I discard the imported materials and override with new ones. However, the standard FBX import offers no arrangement feature and I am left with a task of individually selecting each node and then clicking on the material tab to see what material, if any, is applied to each object node. I wrote a short script that scans all geo based nodes at the /obj level and stacks them vertically based upon shared materials. Then I can simply select the vertical stack of nodes and override the materials for all those shared objects in one paste. Before Script: After Script: Script: Place this code in a new shelf tool. import hou def returnShopPath(passed_name): result = None n = hou.node(passed_name) if n != None: result = n.parm("shop_materialpath").eval() return result def childrenOfNode(node, filter): # Return nodes of type matching the filter (i.e. geo etc...). result = [] if node != None: for n in node.children(): t = str(n.type()) if t != None: for filter_item in filter: if (t.find(filter_item) != -1): # Filter nodes based upon passed list of strings. result.append('%s~%s' % (n.name(), t)) result += childrenOfNode(n, filter) return result def uniquifyList(seq, idfun=None): #http://www.peterbe.com/plog/uniqifiers-benchmark # f5 order preserving if idfun is None: def idfun(x): return x seen = {} result = [] for item in seq: marker = idfun(item) # in old Python versions: # if seen.has_key(marker) # but in new ones: if marker in seen: continue seen[marker] = 1 result.append(item) return result # Construct paths. node_path = '/obj' x_spacing = 2 y_spacing = 1 # Get a list of all materials applied to geometry objects. lst_geo_mat = [] nodes = childrenOfNode(hou.node(node_path),["Object geo"]) #Other valid filters are Sop, Object, cam. for node in nodes: ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: shop_path = returnShopPath(node_candidate) if shop_path != None: lst_geo_mat.append(shop_path) # Scan the unique material list for matching /obj nodes and stack them up vertically. unique_materials = uniquifyList(lst_geo_mat) for (i,mat) in enumerate(unique_materials): if i%2==0: y = 0 else: # Stagger vertical start so long names are still readable and do not collide horizontaly. y = 0.5 for node in nodes: ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: shop_path = returnShopPath(node_candidate) if shop_path == mat: # This node should be vertically layed out with it's companions sharing this material. node_loc = hou.Vector2((i*x_spacing,y*y_spacing)) n.setPosition(node_loc) y += 1