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AlSk last won the day on September 19 2016

AlSk had the most liked content!

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About AlSk

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    Aleksej Skrypnik
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  1. CacheIt -- HDA

    Open HDA or Black Box?
  2. How do I access the buffer file? Edit, found the answer: https://www.sidefx.com/forum/topic/49383/#post-223158 It's in c:\temp\houdini_temp\ under Windows. Also found this while researching the upper question. Clipboard History, a new Windows feature which seems quite handy. Though not for multple OP C&Ps. https://www.makeuseof.com/tag/windows-10-clipboard-paste/
  3. Studio Clipboard HDA Use case: You want to share OPs with colleagues super fast. And you want to spend minimal time to make this happen. Tl;DR: Just create an empty HDA to share arbitrary content. Creation: 1. Create an empty Subnetwork SOP 2. Create Digital Asset from it 3. Save it on a network location 4. Add the network location to houdini.env found in c:/Users/yourUser/Documents/houdini17.5/houdini.env by adding HOUDINI_OTLSCAN_PATH="z:/yourPathToCheapestHDAEver;&" Usage: 1. Create Studio Clipboard SOP 2. Allow Editing of Contents 3. Put OPs in you want to share 4. Save Node Type 5. Create Studio Clipboard SOP on another computer in the network 6. Retrieve content 7. Profit!
  4. Thank you, Evan for your fast reply. To see the effect a little bit better, I've rotated the car to land on both front fenders. I think it still cut a lot of the density. Actually my first approach was to keep the car in place and to build a wind around it. In that setup the smoke did actually flow around quite nicely. The major backdraw was that it didn't slow down and felt like wind tunnel.
  5. Hi everybody, I'm simulating smoke emitted by a fast moving car and I've encountered problems with collisions. The smoke just gets erased when the car rotates and doesn't make any evasive movement. The collisions I tried were done by sourcing a collision and collisionvel field, but the behaviour isn't right. I've also tried everything I've come across in the forum, but probably I've missed something: Higher/Lower collisionvel. PCG Projection More Substeps (Up to 9) Higher voxel density. Correct Collisions on/off Maybe I have to generate the air flow manually? I'd be thankful of any help or ideas. A preview and the files are attached if you want to take a look. car_steamUC_post_v0002.mp4 car_steamUC_post_v0002.zip
  6. Houdini 18 Wishlist

    Flipbook / Mplay: It should be able to create directories by its own while saving. Attribute Wrangle: Quick preview of function arguments while typing. A reliable and responsive way to stop a running simulation at the next frame. (Without killing the cache, crashing, etc.)
  7. What I actually need is a The Frighteners like effect where a figure stretches and deforms the ground in a 'clothy' manner. I noticed that the blow out is caused by a too little friction that can't counteract the pulling of the stretch. So the cloth gets stretch infinitely. Increasing the friction on the other hand leads to conflicts with the constraints. The cloth on the borders of the collision object starts to jitter. So in the end I got the best result so far with the following settings: - Constraint Iterations: 1 - Static Threshold: 0 - Dynamic Scale: 5 - Enable Self: 0 - Substeps 1 and the rest default Seems kind of hacky, but more Substeps and Constraint Iterations made it in my case even worse. Attached before and after. now_v0011_o0001.mp4 before_v0010_o0001.mp4
  8. I've encountered a similar problem. The peak of the cloth gets completely blown out. Is there any possibilty to get an even stretching? Maybe a way would be to somehow change the exponen of the pulling force dependent on the rest/current length ratio? Futile solution attempts: - Changing Stretch Stiffness - Increasing Subdivisions In the attached video demonstrates the problem. stretch.mp4
  9. Vellum Weld Break

    I encounteres a difficulty in using a modified version of the upper setup. If I bypass the Vellum Constraint SOP (Weld Points), the setup freezes from the first frame on. I tried to evade the problem by using haspointattrib(), but this didn't help either. Any ideas why this is happening and how to deal with this? vellum_break_error.hipnc
  10. feedback loop in COPS

    Hi everyone, I am trying to use a VOP COP Filter inside of a Loop COP. But even the simplest stuff doesn't work. Sometimes it does only one iteraition, sometimes the output is just black. Am I doing something wrong, or is it unsupported or broken? loop_cop.hipnc
  11. Per default the render flag inside the Sky node is set on a null (although called RENDER). Try setting the render flag on the actual end of the tree (DISPLAY).
  12. Hi everyone, I want to load an image sequence via the Texture OP in a MAT network. The syntax C:/myPath/img_$F.exr doesn't work directly. The only way, I got it working was by containing the nodes in a Material Builder and promoting the path channel. Actually the old SHOP-like way. But this way is quite limiting to the possibilities of the MAT Network. Is there a way to load image sequences directly in a MAT Network?
  13. Cloud Light real scale

    Thank you, Dobril. I don't quite understand how to get a scattering-like effect by just remapping the density. Would you mind sharing an example scene?
  14. Cloud Light real scale

    Hey guys, I am trying to generate clouds in real scale with the Cloud FX Tools and I'm experiencing problems with the Cloud Light SOP. All the tutorials show clouds in a scale of a few meters, but actual clouds are kilometers big (small cumuls clouds). In this scale the Cloud Light SOP produces strange results. The speed field is inverted and the light field is completely blurred. Does anyone know, how to set up or modify the Cloud Light SOP to work correctly in this scale?
  15. Hey people, take a look at my bachelor thesis film „CRYSTALLOtroph”. It was made at the UAS Kaiserslautern. The tools were Houdini and Nuke. Have fun watching!