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Everything posted by Atom

  1. Hi All, I have a set of points I am trying to connect with connectadjacentpieces. The node does connect some points, but I want to connect all points. The node has an error..."attribute name either not used or unrecognized". I assume I need to name something, but I just have points. What does this error mean and how do I fix it?
  2. Inside the SopSolver inside the dopnetwork try moving the display flag to the attribute transfer. Without that, I don't think your Cd transfer is actually working. Also, you may want to add Cd to the list of interpolated attributes under the Reseeding TAB of the FLIP solver.
  3. I just create the compressed cache first, which will require the full simulation time (NOTE: Whitewater will fetch its input from this node). Then I'll load that from disk and use it to generate the surface cache. If you are truly seeing a resim, perhaps another node is actually fetching from the dopnetwork, or you left the displayflag for the dopnetwork turned not (you don't need that, the import will fetch that data). If you're not seeing the simulation message, perhaps what you are experiencing is simply slow load times of the cache data. That can't be avoided. Place cache data on SSD drive, if possible. Try turning off your display flags and solo the import.
  4. Subdivide the result of a boolean. Issues.

    Try choosing another Subdivision Algorithm, like OpenSubdivLoop.
  5. Redshift Compositing

    Try using a sprite after your texture to cut out your card then you don't have to worry about excluding it from lighting because the above technique does not run through any shader.
  6. Pyro, not working in Redshift

    It looks like you have disabled the Import checkbox on your Density field. You need density to render with any render system.
  7. Drive Particles from Point A to Point B

    This is an implementation of Blender's keyed particle system.
  8. Dream config comes true

    I think I would pick an nVidia card instead.
  9. "Banding" effect on pop sim

    On the DOPNetwork titled "Experiment" there is an Object field. This field contains an asterisk by default denoting the wildcard of all nodes with geometry inside the dop network. If you examine your network you'll discover that there is a StaticCollision node named geo1. When you import everything using the asterisk the collision geometry is imported as well. Houdini supports some symbolic grammar to allow you to modify this list. You can use the caret symbol to exclude an object from import. Try using... * ^geo1 to import the particles but exclude the geo1 collision node inside the dopnetwork.
  10. Random vellum pressure

    They may have used some form of animated mask or mass transfer. You can draw seams with color and inflate the non-seams. ap_vellum_mask_based_seams.hiplc This one is using an attributefrommap node to load in a grid texture map.
  11. Hi All, I have a font object and I want to extrude it using the shape of a curve to create a custom extrusion look. I have dropped down a curve and connected it to the second input of the PolyExtrude node but no matter how I move the points of the curve around, no useful extrusion is ever produced using this technique. Is there a way to emulate Blenders method for profile beveling in Houdini? ap_extrude_font_profile_issue.hipnc.hiplc
  12. "Banding" effect on pop sim

    Yeah, the problem with a minpos solution is that it gathers into strings over time. You get 5, maybe 10 seconds of animation before it all clumps together. In this example I have expanded the sphere and inverted the normal to use it as a collision object for containment. You might be able to use other shapes with this setup. ap_lib_test1.hipnc
  13. "Banding" effect on pop sim

    What you are calling "banding" seems to be more like a gathering of particles. The popwind acts a lot like a washing machine. It just stirs things around. You can use a popgrain node to push particles apart, but the real problem is that you are adding hundreds of thousands of particles per frame. Try setting your life to 1.0 to remove older particles. ap_orbsOdForce.hipnc
  14. 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
  15. If you are within the LOPs context, be aware that attribute names are changed. LOPs is an implementation of USD. Try connecting a pxrAttribute node to the baseColor of the shaders node. Instead of typing Cd type displayColor for the attribute name.
  16. flock systems collisions and rotations

    Check out this link, perhaps?
  17. LiDAR from USGS

    There is a search tool at the top of the forum. I think there was a recent post about importing.las files.
  18. I'm just guessing, I haven't used sparse much, but I bet your bottle neck is actually caused by the fact that you are animating the Center of the SmokeObject. With sparse, it will expand as needed. Right-Click Delete Channels. Also, you probably want to merge your source2 wind vel instead of advecting..?
  19. Procedural robots

    That is interesting. The formula produces one arm and one leg on opposite sides. Is it supposed to produce a full skeleton?
  20. [Solved] Custom LiDAR importer with python

    It looks like your are trying to read from an out file that was opened with mode 'w'. Wouldn't you need to read from the in file? reader = pt_reader(inFile) I think I would use standard Python file operations. Do your LIDAR files meet the requirements of the laspy API?
  21. [Solved] Custom LiDAR importer with python

    You could check out my Moon DEM Python reader. I believe those original NASA files were in a similar format.
  22. 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
  23. Reverse Scatter

    Try VDBFromParticles followed up by ConvertVDB to polygons. Or try ParticleFluidSurface node.
  24. 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.