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Everything posted by Atom

  1. Thanks for the HIP. I'm still dissecting how it works, but here is a slight modification that stops each grid once it touches the ground. ap_HIM_popVellum19.5.v004.hiplc
  2. You could carve a single point down each path. Then use each path's carve end point as a goal point per-agent. Use VEX: on pop steer node (I'd probably use a pop seek) goal = v@goal_P; After you have merged all your states, drop down a PopWrangle and use code to transfer the carved point's location to the v@goal_P. This code updates the distance to the goal on every frame. (i.e. path endpoint or carved point in motion). // Update each agent's distance to the target point. string agent_path = "op:/obj/geo_agent_setup/dopnet_crowdsim:crowdobject1/Geometry"; // Path to our agent database of attributes. int agent_count = npoints(agent_path); // Number of agents in the system. string scatter_path = "op:/obj/geo_agent_paths/OUT_CARVE_POINTS"; // Path to our animated carve points. (a single point per path) int scatter_count = npoints(scatter_path); // Number of points in the scatter. for (int i = 0; i < agent_count; i++) { // Begin looping through all agents. (path point count assumed to be equal to agent count). vector agent_location = point(agent_path,"P",i); // Fetch the point location of the agent. vector scatter_location = point(scatter_path,"P",i); // Fetch the point location in the carve. float scatter_distance = length(scatter_location - agent_location); // Get distance from carve point to my location. vector final_location = set(scatter_location[0],agent_location[1],scatter_location[2]); // The final location uses only the XZ of the scatter and the Y of the agent. setpointattrib(geoself(), "goal_distance", i, scatter_distance, "set"); // Assign this distance to an attribute on myself. setpointattrib(geoself(), "goal_P", i, final_location, "set"); // Assign this location to an attribute on myself. }
  3. Object merge and relative path

    You can also right-click on the parameter and choose Make Current Value Default. Then, any newly created versions of that node will always be created in that state.
  4. Tutorial HIP Library

    If you've worked through a tutorial and want to share your HIP file with the community, post it here! I completed one where Mikael Pettersen demonstrates how to create a Blendshape crowd agent. ap_mp_blendshape_crowd_character_052120.hiplc
  5. Tutorial HIP Library

    I completed another tutorial from the SideFX library of tutorials. This one covers small scale flip splashes with sheeting and a tendril look. The final result is Retimed for a slowdown after impact. ap_small_scale_fluid_splash_091222.hiplc
  6. Procedural Pen Writing up Effect

    Don't use a font then. Use a program like Illustrator to generate hi-res PNG you can supply to the Trace node. Or an Illustrator 8 file with an outlined version of your text.
  7. Viewport Matte Blocker

    There is a viewer foreground image you can specify. Perhaps if you supplied a simple cutout of your tree with an alpha it might work..?
  8. Tutorial HIP Library

    I completed the particle energy shockwave tutorial. It's more of an energy shield rather than a shockwave. I have set it up to render with Karma, but XPU can't handle 100,000 particles-per-emission without crashing. The GIF shows 10,000. The tutorial author uses Mantra, which can handle more points. Another option might be to rasterize the particles and render it as a volume. ap_kr_particle_energy_shockwave_090622.hiplc
  9. Yeah, you can't do it that way. Double-click on the green node. That will place you inside the solver where you can perform the actions to adjust the restlength.
  10. Combination MidJourney with Houdini

    Did you see the headline news? AI generated art wins the Colorado State Fair prize.
  11. Retimed smoke sim flickering problem

    You're retiming a retime. Try using only one Retime node, not two in series.
  12. Houdini is trending away from the traditional bone method for rigging. There is a new system called KineFX that is SOP based, instead of /obj based. For a fish, I think I'd animate it a world origin, and deform the skin along the path, leaving the bones where they are. There are some abstract example here:
  13. middle line on an object

    Two clip nodes on the top and bottom to remove everything but the center? Manually select the edges, or just use a circle node.
  14. Combination MidJourney with Houdini

    I agree, I don't like the terms of service or paying for it. There are the open source versions you can run locally which have a different look, because they are trained on a different image set. I think there is no doubt, that this is the future of concept art. Another job replaced by the machine. "a wizard casts a magic spell in a serene slight fog, brighten shadow"
  15. how to limit pyro forces to region

    Thanks for the setup. That's a fun one to play with. I've added a collision object and tested animating the stencil shape. ap_pyro_region_force.hiplc
  16. Which parameter and in what context?
  17. Add texture to light...

    I don't think UVs have anything to do with it. Try changing the size of the area light. That changes the projection size of the texture rendered by Karma.
  18. I don't think there is a single file format that Houdini can import which auto assigns the materials. Your stuck, buck-up and start making the manual assignments, or better yet, write a script to do it. After all, what material would you expect the OBJ to have? Would it be a Mantra material, a Karma material, a Redshift material, an Octane material, a 3Delight material, a Renderman material, etc... Just an FYI, for me, a manual assignment of one hundred of anything is not considered out of the question. When I'm faced with several hundred or thousands of manual steps, that's when I consider script automation.
  19. transfer Cd with CopyToPoints

    @cupofteaIn my setup I don't have pack and instance active, that's why the colors flow through.
  20. transfer Cd with CopyToPoints

    When you pack the Cd attribute (or any attribute) into a point, the viewport can no longer access that attribute. It appears as missing to the system. Try turning off Pack and Instance your current setup may work. It's like not being able to see a thumbnail of an image inside a ZIP file. All you see is the ZIP.
  21. Instead of double-click, drag the HIP file onto the existing open Houdini.
  22. transfer Cd with CopyToPoints

    Because you have assigned Cd to primitives, not points. There are no primitives in the sphere primitive, only the central point which derives the surface from a spherical calculation. Try assigning Cd to points, and it works.
  23. Tutorial HIP Library

    I went through my first Houdini 19.5 tutorial. This is a setup for pyro instancing. It uses the new pyrosourcepak node in 19.5. The scene is setup to render on the GPU using the XPU pyro preview node. ap_H19_5_pyro_instancing_tut.hiplc
  24. opengl ROP Fetch error (Linux)

    Have you tried rendering a single frame manually using the OpenGL ROP? Does that work?
  25. There is an example file here: The particles erode and collide until they carve a hole.
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