Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by richnosworthy

  1. pyro sim with timescale & retime sop issues

    Hey all, got a 2d pyro sim at the moment and trying to retime it with the retime sop. It works great usually by using the volume and advection method within the retime, however my current pyro sim was set to use a time scale on the pyro solver of 0.1 instead of the usual 1. And now i realise that this seems to cause major glitches in my sim when its retimed. I can't show because of NDA issues but it gives this pulsing to the motion as it gets slowed down. This is all done before the cache by the way - so doing the retime straight from the dop io - and then caching after the retime I assume theres no clever way to fix this other than rebuild my sim with the timescale on the solver set to 1 and try and slow it down another way. Just a pain as the overall motion was pretty much done and locked, just the retiming is glitchy. Thanks
  2. pyro sim with timescale & retime sop issues

    thanks you guys! Will give that a try
  3. Flickering on remeshed trace sop

    Hey guys, anyone had any experience with flicker geo when trying to remesh a trace sop? I'm tracing an animated cop network. Then running it through divide with bricker polygons. Whole thing works perfectly except for a few odd frames like here where holes inexplicably get ignored. https://www.dropbox.com/s/ify9o6gz5krkyjp/2020-03-11_09-48-28.gif?dl=0 Also tried remesh before but it was causing tears in the final remesh in other areas. So am guessing its something to do with trace? Any ideas? Thanks
  4. Clean skin issue from two similar curves

    Ah man, thanks so much. Of course it makes sense now. Cheers Tomas
  5. Clean skin issue from two similar curves

    Hey everyone, this has been bugging me all day. I've got two polygons with identical number of points, but when i skin them i can't get a clean surface. I thought shifting the point order would do it but it doesn't change anything. Can anyone explain why this is the case with skin? I know this could be done with polybridge too, but this is actually for a seperate task where i've gotta use nurbs curves - and seems to be the same issue there. Thanks skinissues.hipnc
  6. Minpos in pop wrangle working with vellum?

    Howard! How are you man, haha great movie! No problems i gotta watch that again. Works perfectly, thanks dude. How come it needs to go there, cos its gotta be post solve? So many things in houdini make sense, until they don't : )
  7. Minpos in pop wrangle working with vellum?

    Hey everyone, trying to recreate this example by matt estela over at cgwiki but in vellum http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#pop_stick_v02 Seems like it should be simple enough to convert but can't get the pop wrangle with min pos to work? Any ideas? Also as a bonus question and since i'm still new to dops can anyone advise when you should be using a pop wrangle over a geo wrangle? Sops was all fine but till struggling with when to use pop wrangles, geo wrangles and sop solvers within dops context. Thanks! vellum_minpos.hipnc
  8. Isn't the plugin more about using substance assets inside of houdini? Ie you could bring in a substance generator and use it for height fields or cops etc. Painter doesn't generate any assets as such, it just uses textures and substance designer archives to paint and then generate texture maps for models. In that sense all you get out of painter is a texture map, which you could load in as a normal texture. Substance painter files just store the maps and strokes needed to recreate the painting you've done at different resolutions, so don't think it would be any use inside of houdini in itself?
  9. pop replicate 1st vs 2nd input

    Oh great, that makes sense, thats very much James!
  10. pop replicate 1st vs 2nd input

    Hey all, just been learning pop replicate, all makes sense except for the difference between the first and second input. Checking the help i'm still no wiser. Testing it myself in the scene i can't seem to find any cases where it makes any difference? I know that must be wrong. Can someone give an example of when you might use the second input over the first? Thanks
  11. Up res coloured pyro sim?

    Hey thanks bunker, i didn't manage to figure it out so far so this is really helpful. Cheers for setting this up
  12. Up res coloured pyro sim?

    Hey, anyone had any luck with upres'ing a colour pyro sim in houdini? I'm just using the shelf tools to get something going quick. Colored smoke from my point coloured object works perfectly, but when i up res the container with the shelf tool, i lose the smoke colour - just goes black. Checking the details of the up res dop network, up res smoke object has cd and alpha enabled, the volume source is sourcing Cd as it was in the initial sim, but something not working quite right. If you do the coloured smoke shelf tool and then the up res container shelf tool, you should see what i mean. Anyone got this working? thanks
  13. Up res coloured pyro sim?

    Helps a lot, thanks for the tips. Will check those out, thankyou
  14. packed geo confusion

    Hey guys, sorry this is a basic question, just wanted to understand this bit more clearly. If i convert say a voronoi fracture - or even just a 'copy to points' to packed geo, what i love is i can then manipulate each piece like a single point. Say grab a few pieces and move them across or run a noise through the positions to offset the pieces. But I'm getting confused as to whether this packed geo is represented as a point or a primitive at this level. When looking at the attributes in attribute spreadsheet it feels like you are dealing with points as the position values are still on points. Also i can run noise through a point vop to randomise the position (trying the same on a primitive vop doesn't work). But if i try and select and move some of the pieces i have to be in primitive mode to select them. I've been able to work with this fine so far, but just wanted to know more about whats going on under the hood Heres an attached example though probably not needed packedprims.hiplc
  15. packed geo confusion

    Hey thanks thats good to know
  16. packed geo confusion

    ah that makes sense in terms of what i was seeing happen. I've only just started looking at intrinsic attributes for packed geometry but thats good to go on. Seems like packed geo almost has two hierarchies of being moveable - the original packed geo 'points' which you could translate around and then also the intrinsic transform which can do the full orientation and scale aswell. Still slightly confused but much less confused! Definitely gotta read up on that stuff some more, but i can see why the selection thing was happening now. Thanks
  17. visualising attribs on packed geo points

    Thanks guys, that makes sense finally. Cheers for the help
  18. Hey, i'm still pretty new to houdini but just trying to get my head around something (sorry if this is a stupid question). When you pack geometry, the geo gets saved as a reference and the packed geo represented by a primitive. But after its packed you can still add attributes to the new packed geometry points. For example i've seen people adding rotation and scale attributes that can then be used in a primitive sop to transform the packed geo. So say i added a randomised float attribute to the pieces after its been packed (maybe i'm going to use this in a wrangle to randomise the @P.y of the points later on), is it possible to visualise the attribute on the geo either with a visualise or color sop? So far i've not been able to do so. I know what i'm doing is probably wrong anyways, but just trying to understand why if the attribute is there on the packed point, why can it not be visualised on the geo like a tint on the geometry? Because the points are now locked away and can't have their color set right? Heres an example file of me creating a falloff attrib and trying to visualise that on the points Thanks guys packedgeoattributes.hiplc
  19. Aligning geometry to torus surface

    Cross product! Hadn't looked into that one yet. Thats perfect, thanks vtrvtr, and good point about mops, forgot about that one too Thanks for the help
  20. This is probably super simple so apologies. Something i've been struggling with is simply copying a box to the points on a torus but to get the orientation to match the flow of the torus itself (ideally would work for any surface too). So far my best attempt has been trying to set normal and up vectors with the polyframe sop before feeding into the copy to points. Almost works but i get the geo flipping on the center and one vertical loop of the torus (indicated in red on the image). Whats generally the best way to get this to work? It seems like there must be a simple way to do this. Thanks copytotorus.hipnc
  21. you too Caskal, taken me a while to get round to posting : )
  22. Hi. thought i’d see if anyone has come across before. I've got a redshift scene with animating blocks. Essentially its a voronoi fracture, converted to packed geo, and then i'm running a noise through the @P.y of those packed pieces. Problem is I'm trying to setup a rest attribute on my geometry before packing it (so redshift triplanar doesn’t swim). Works fine except when i add the rest node it distorts the uv map near the edges. Assuming its because the rest attribute is being shared across those seams maybe? If i disable the rest node, it works fine but the texture swims. With it on its got the distortion. I tried making the points unique with a facet node before the applying uv and rest attribs but then it splits everything, which is not what i wanted either. I'm still fairly new to houdini, am sure theres a simple solution but i can't seem to figure it out. Heres a scene file if anyones interested https://www.dropbox.com/s/hrqsq1ajq7ro36z/triplanar_rest.zip?dl=0 Any ideas? Thanks
  23. Tried this at work today, works perfectly. Thanks again!
  24. Thanks Thomas, of course yeah thats probably exactly what it is. Good idea, thanks for the help. Cheers
  25. hmmm could be a redshift thing. Seems that disabling rest normals on the node fixes this completely (despite the RS manual saying it needs rest normals added). Have asked about this on the RS forum