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Everything posted by Atom

  1. It seems to work for me. I can see vorticity on the final surface even without unpacking. Perhaps you have cached something along the way without vorticity? Try removing all Load From Disk check boxes and sim a few frames..?
  2. Rewind and recache? It seems to work when I add it to the attached simulation. ap_flip_viscosity_by_attribute.hiplc Here is a microsolver version here.
  3. Flipbook Export error

    Do you have quicktime pro installed? You may need that. I use quicktime (animation codec) for all my output on windows so I can confirm that it does work.
  4. Karma Noob Issues

    Karma does work with the Indie license, but you may need to recover the render token. Here is an example scene that produces output on my machine. If you can't get it to work, contact support. ap_tyler_bay_shaderbot_v001.hiplc
  5. Pyro sim with moving emitter

    You could try increasing the substeps on the solver, or blurring the initial volume source.
  6. I'm trying to leverage continuous pyro clusters for agent missile launches. The dim pink boxes are my cluster areas. The white boxes I assume are active voxels within the cluster. How do I get voxels with no density to auto-deactivate? I think the cluster is designed to deactivate and release its memory if there is no density. Is that accomplished through DOP masking?
  7. [SOLVED]Remove Continuous Pyro Cluster?

    No, sparse doesn't seem to work in this scenario, which is agents firing in various direction. I pursued that as the first approach, but sparse just makes and increasingly larger area while maintaining divsize. This causes slowdown and memory use which grind the computer to a halt. I think I've figured it out. You have to leverage fluidresize if you are using Continuous clustering. This causes each cluster to collapse after density is no longer present.
  8. OpenGL renderer - line thickness

    It worked for me. That's pretty cool. I didn't realize Wren could render to .eps files.
  9. PolyFrame change curve point normals

    This video has an explanation of polyframe.
  10. possible vellum glitch?

    Yep, send that to support. You have found a bug.
  11. How to emit Particles at Geometry Contact ?

    Maybe these links can help. https://www.sidefx.com/forum/topic/67731/?page=1#post-287800
  12. Few nodes won't work on OpenCL

    Try switching your OpenGL from GPU to CPU under your Houdini preferences. You may be running out of GPU memory.
  13. Flipbook Motion vectors stuttering (ue4)

    That does look like an FPS mis-match. You might want to try kicking out your explosion at 30fps. I faced something similar when I tried to supply a 24fps point cache as a Niagara source. I was told Niagara runs at 30fps. Try searching under Unreal project settings. You might be be able to adjust the engine playback speed and avoid reexporting your explosion.
  14. Python: eval string param as "raw"

    Yeah, just check the docs. parm.rawValue() https://www.sidefx.com/docs/houdini/hom/hou/Parm.html
  15. POP Solver substeps issue...

    Don't substep the DOPNetwork, substep the PopSolver.
  16. Redshift...euh why are you...

    One thing you could try is to export all (or most complex) of your geometry as a .rs file, if you have not already. Then Redshift will read the geometry from the disk and not have to request the geometry through the Houdini API, which might be a single threaded process IDK. This API request might be part of the slowdown.
  17. If you have connected the texture directly to the output, then no lighting is calculated. Try putting a material between the two nodes.
  18. CurlNoise + Vex Help :(

    You could call the more extended version of curl noise directly. There is a periodic version that might help with the tiling. You need to include the voplib.h to access these extended functions, which are basically what VOPs wraps. vector freq = chv("Frequency"); vector off = chv("Offset"); #include <voplib.h> vector noise = vop_curlNoiseVP(@P, freq, off, { 0, 0, 0 }, "pnoise", "", 3, 0, 1, 0.5, 1, 1, 1, 0.0001); // Laydown along an axis. v@N = cross(noise,{0,0,1});
  19. Closing an eye?

    Getting closer with a little vex and a group select around the eye.
  20. Closing an eye?

    I have a character model who has eyes. The eyes are locked open. What would be the easiest way to simulate an eye blink or closing of an eye?
  21. Closing an eye?

    Close, a dragon's head. All triangles.
  22. Split Curve Trail decay

    As is, you can use it to highlight a font.
  23. right vex code for velocity to particles

    It looks likes you are setting the velocity after the simulation. That won't have an effect on the particles inside the popnet. Try moving the popnet to the end of your network chain.
  24. generate to fill up wire curves in tube meshes

    What if you try generating them in a straight line, then use the pathdeform node to bend them along the curve?
  25. On the PopSource you have to set your source emission type to points, not scatter. On the Birth tab place the expression on Impulse Activation, not Constant Activation. Set the impulse count to 1 and constant count to zero. ap_Question_emitParticleAtFrame.hiplc