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AlSk last won the day on May 5 2020

AlSk had the most liked content!

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    Aleksej Skrypnik
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  1. Mouse causing hand wrist pain

    I'm using a rather small gaming mouse with a higher DPI setting (1350 DPI). I'm controlling it with a Fingertip Grip. Thus I'm not moving my wrist very much. Never had any problems or pain.
  2. The little things about houdini

    06. Totally agree on that one. I recently had to create a cam-on-path animation where I needed Bezier-style control for precision and fast turn-arounds. At some point I had to embarrassingly admit that it can't be done in Houdini. The Curve SOP doesn't have handles which can be tied and untied. Later I found out that you can build a manual Setup with Line SOPs in combination with a specific Convert SOP option. But at this point it was too late. We already switched to 3ds Max for that task. Sure, Houdini could do it in the end. But you should't have to start deep digging to create some freakin' Bezier spline. The rest of the points seem to be a matter of habit or personal preference rather than something that's holding you back in a major way. (5 years full time Houdini user here)
  3. Houdini 19 Wishlist

    Save an unlocked HDA to another version or new HDA after editing. (Something like this, but with the default creation options.)
  4. Houdini 19 Wishlist

    Copy image to clipboard from Render View and Mplay.
  5. I'm wondering what's the current workflow for fast volumetric atmosphere lighting in H18? So far I've tried different techniques, but none was really convincing: Atmosphere OBJ is officially depricated since 17.5 VDBs are chunky in close proximity. Uniform Volume had grainy noise near the light despite high samples (16x16) and doesn't work with Micropolygon Rendering. Also it triggers some error concerning displacement with default settings on a default Box OBJ. So it seems also sort of outdated to me. Edit: I also sent this question to SideFX Support. That's the answer I got:
  6. Hi everyone, do you have an idea how to bake lights into volumes with attenuation. I've tried the Bake Volume SOP, but this one ignores attenuation. Two example rendering attached: Rendered (top) and baked (bottom). In both the light is on the same position.
  7. Houdini 19 Wishlist

    Dark mode for the documentation.
  8. CacheIt -- HDA

    Open HDA or Black Box?
  9. 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/
  10. 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!
  11. 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.
  12. 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
  13. 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.)
  14. 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
  15. 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