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Everything posted by Atom

  1. "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.
  2. 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.
  3. 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
  4. "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
  5. "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
  6. 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
  7. 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.
  8. flock systems collisions and rotations

    Check out this link, perhaps?
  9. 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.
  10. 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..?
  11. Procedural robots

    That is interesting. The formula produces one arm and one leg on opposite sides. Is it supposed to produce a full skeleton?
  12. [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?
  13. [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.
  14. 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
  15. Reverse Scatter

    Try VDBFromParticles followed up by ConvertVDB to polygons. Or try ParticleFluidSurface node.
  16. 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.
  17. 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;&
  18. 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.
  19. 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.
  20. 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/
  21. Mapping texture to deforming geometry

    There is a couple of setups at this link that looks a little like your first post reference.
  22. 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
  23. Flip solver divergence

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