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Everything posted by Atom

  1. [REDSHIFT]FBX Import Helper

    The script works on both version of the FBX, for me. By "workling," I mean that it runs and makes materials and sets the pink flag on all the geo objects inside the FBX subnet. It seems like the absolute version pulls JPG images from the .FBX file. Redshift can't do this yet, but the script reliably transferred that path to the new shaders, which fail to load the image, producing an all white render. The relative version, however, produce a texture path like this, in the texture filename field. Oratory/_auto_7.jpg This means, if you save your hip file and create a folder named "Oratory" in the same folder where the hip file resides, and copy the JPG texture to that location, Redshift should be able to load it. I did not realize an FBX could contain textures, like a ZIP file. I wonder if there is anyway to extract them?
  2. [REDSHIFT]FBX Import Helper

    I don't see any evidence in the FBX subnet, that you have successfully run the script. I do see that the materials were generated. Did you, perhaps, throw away the FBX Subnet then reimport it? Once you have run the script, you are locked into that version of the FBX subnet. (or run the script again) When you have successfully run the script you will see two material nodes inside your object file. One has the PINK render flag set and will point to the Redshift version of the materials. The original one will have the BLUE display flag set and point to the FBX materials.
  3. Add smaller fracture shards to an Fracture object

    Try clicking the Debris button. ap_fracture_with_debris_042219.hiplc
  4. Wires are keep falling off from glued objects

    If you have attached your wires to fixed point numbers, you may be experiencing point jump when the source deforms. You might need to use a pointdeform node to lock them down, so they don't jump around. In this image, the left side is locked, while the right side jumps. (it does not have the point deform node). ap_point_deform_lockdown.hiplc
  5. Add smaller fracture shards to an Fracture object

    What you can do is add a point replicate after the scatter, reduce the scatter count. Think of your Scatter count as your big pieces and the pointreplicate as the smaller pieces. Set the Uniform Scale very small, 0.05, and drop the replicated point count down from 100 to 8-20. Run those points through the fracture node.
  6. Letter Rising from Sand/grains COLLISION issues

    I see a couple of things happening. You have based your grain generation off of the proxy mesh for the ground plane. It is better to dedicate a unique object for this. Also I noticed that the points coming into the point deform have a count mis-match. This is due to the fact that when OpenCL is enabled, it generatsd a different amount of particles, compared to the CPU rest version. Tun Off OpenCL to reestablish the match. Basically you don't need the point deform version after making these modifications. But it could be used as a secondary material element. ap_LetterSetup_001_collProbs.hiplc
  7. source flip fluid with velocity

    Try dropping down a pointvelocity node, after the create surface. It allows you to add curl noise or bring in your own velocity attribute. ap_fluid_velocity_042119.hiplc
  8. How do pyro collisions work?

    I guess I don't get what the problem is? You could add drag. Your example shows the default, smoke existing in the vacuum of space. Why would you expect it to slow down in a frictionless environment?
  9. Use the distance function supplying the @P of the camera and the @P of the particle. Use the returned value to map it into a desired range which will be assigned to @pscale for the particle point. http://www.sidefx.com/docs/houdini/vex/functions/distance.html
  10. Flip - sink

    It does work, but setting it up is a little more difficult than it should be. Pay attention to the text prompts that appear in bottom of the 3D view. Make sure your mouse is in the 3D view when you press enter, responding to the prompts. Also, the object you are using for the sink must have the top level transform set to world origin. So zero it out and the move the geometry around inside to place the sink where you want it. ap_flip_sink_working.hiplc
  11. Ah, got it. Get rid of that condition, at the bottom of the script and it does launch. ui = TestDialog(name = 'test', title = 'Test UI') ui.show()
  12. So where do you place huilib.py so the include from the shelf tool can find it?
  13. Scaling vs Transform Collider Pyro

    Try turning off Correct collisions inside the solver (Advanced/Collisions). What is happening with the scaling version is that your density source eventually ends up inside the collision object. This causes density (or the fields specified) to immediately be removed. Try to avoid this with better shot planning.
  14. Falling Dust - Characteristic

    You might want to check out this link. I think the main take away is to limit velocity, or zero it out, and just stamp density through the volume.
  15. creating sound from animated curves

    Not an image, like a .WAV file. I tried the menu shown, it worked. Thanks, I didn't realize Houdini could do that.
  16. creating sound from animated curves

    That's interesting, do you know of anyway to render the audio output?
  17. You can always keyframe gravity, kick out a geo sequence and use ReTime to play it back as you see fit. ap_keyframed_gravity_back.hiplc
  18. MTL To Redshift Material

    I put together a simple script to read the .mtl file, typically associated with a .obj, and create a Redshift material for each entry it finds in the .mtl with a map_Kd token. A Redshift material is created and a texture map is linked to the diffuse color with the filename for the map populated with what is found in the .mtl entry. This is useful when importing architectural .obj files that typically have a large number of materials associated with them. Expected .mtl format of supported tokens. #newmtl _4_2_ <- Material name. #Ns 96.078431 <- Specular intensity #Kd 0.640000 0.640000 0.640000 <- Diffuse color. #Ks 0.500000 0.500000 0.500000 <- Specular color. #Ni 1.000000 <- Index of refraction. #d 1.000000 <- Opacity. #map_Kd 21_budova/_4_2_.jpg <- Map name. #map_Kn 21_budova/_4_2_n.jpg <- Map name. The result of one-click texture mapping. Here is the Colosseum auto texture mapped. The path to the .mtl file and texture path is hard coded. Place the code in a shelf tool button and adjust the path to point to your .mtl file. mtl_to_redshift_061618.zip
  19. I came across this HIP file posted on Discord and thought I'd re-post it here. It is a way to deform one object based upon the proximity of another without a solver or a simulation. If you are the author of this HIP file feel free to chime in and take credit! CheapAssCollisionDeform.hipnc
  20. What if you move the transform after the sim?
  21. Generating vellum collision texture

    An attribute transfer node can do that.
  22. I think I would use both systems, Create a tube that fills the entire trench with fluid particles. then have a few emitters inside the trench to push things along. ap_River.hipnc
  23. Just cache the final surface out one layer at a time and use the previous layer's surface as the collision object for the new layer. That is how a lot of those stacked candy or desert animations are approached.
  24. Lay splines along geometry

    The Ray node can sometimes be leveraged for this kind of work. It works well with points, but tends to flatten more complex geometry. ap_Knittingtest02.hipnc
  25. Flip initial velocity without shape change

    One way is to switch your source at the SOP level. One source has velocity up and the other has no velocity. ap_switch_flip_vel.hiplc