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WLVL last won the day on April 14 2020

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  1. Distributed Simulation with Deadline

    Solved: Path to simtracker.py was not set correctly in the Deadline Repo. Deadline Monitor (super user mode) Tools > Configure Plugins > Houdini Double check that the path to the Render Executables (Hython) and the Hqueue Simulation Job Option (Sim tracker file) are pointing to the correct folder / file.
  2. Distributed Simulation with Deadline

    Hi Dennis, What should I expect to get by changing that parameter? Tools > Configure Repository Options > Worker Settings > Run Plugin Sandbox in Job's Environment (default on) "If enable the plugin sandbox will run in the same environment as the rendering job. The job's environment variables will be available to Plugin scripts." Update: the same setup works fine on Hqueue. (hip attached) smr_sc029_0065_fx_simSlicing.v016.hip
  3. Distributed Simulation with Deadline

    Ciao! I am trying to set up a distributed sliced sim on Deadline. The job is submitted to the farm correctly but after generating the first frame the sim does not proceed. No errors are raised. I am suspecting the slaves are not communicating. (checking under progress) Checklist HIPFILE: Flip tank, slice along line and distribute shelf tools. DISTRIBUTE CONTROLS: -Tracker Address: IP of the machine I am dispatching the job from -Tracker Port: 8000 (default) HQUEUE SIM ROP -hQueue Server: set to our dedicated IP address (where Hqueue server is installed) -Target HFS: $HFS SLAVES -firewalls among fx render blades are disabled -substeps on the flipsolver are kept constant (min/max at 2) -machines on the farm have similar specs -checked tips given by Jeff Lait on this thread https://www.sidefx.com/forum/topic/37431/#post-189862 Any help on how to debug it would be much appreciated. Thanks! I ran this command in a terminal python /.apl/apps/Houdini/hfs17.5.460/houdini/python2.7libs/simtracker.py 8000 8001 And checked the slave response at the address: <tracker address>:8001 Seems like the machines are not connecting.
  4. Lights from Maya to Houdini

    Maybe this can help: https://github.com/joppevos/Maya-to-Houdini
  5. shadow catcher material

    Solved it! Just generate a shadow_catcher_shadow pass (Mantra: extra image planes / direct shadows, 1 light rays, reflection limit zero (no bounces) ) Multiply the inverse of it with the shadow_caster_shadow (red). Use the result as shadow pass. I will provide an updated hip file with example as soon as I have the chance.
  6. Learning VEX via Animated Gifs - Bees & Bombs

    torus_twister cuboctahedron to improve: chromatic aberration cube_fractal to fix: apperent acceleration to find out: how to generate gifs directly from TOPs spigoli_v20_text_toodforce.hip
  7. shadow catcher material

    a clarification: this is happening because of the technique used. The shadow catcher is excluded from the shadow mask parm of the key light in order to prevent self shadowing. By doing this though the shadow catcher will not be consider as an occluder of the lightsource, hence letting the shadow from the caster drop multiple times on the catcher.
  8. shadow catcher material

    I have realized that the above mentioned technique does not work for shadows that should be occluded from the shadow catcher. I have updated the hipfile to simulated this scenario. Image attached: all elements, shadow caster (green cubes), shadow caster shadows (red), shadow catcher (set, grid and big yellow cube) and the overlay of the shadow pass onto the set. As you can see the highlighted shadow is not correct, the shadow catcher (the set) should have "blocked" that shadow from happening. Any workarounds or totally different approach please? Thanks. shadow_catcher_v010.hip
  9. Emit Particles on Painted Attribute

    in the pop source, under source, make sure Scale Point Count by Area is ON. This will prevent emission in areas where your emission attribute is zero. to visualize the color check here: https://www.sidefx.com/docs/houdini/basics/visualizers.html
  10. bullet dynamic emission does not work properly

    Try this -Reduce the box scale while copying onto the points (in your scene they are heavily interpenetrating) - DOP/RBD PACKED OBJECT : Initial object type: Create active object. (your source is not animated in terms of position, if you set it to deforming source the dopobject will try to figure out where that source geo is moving, but you have a changing topo source, hence the position is mismatching) -Turn on AutoFit Primitive boxes toggle in DOP. (this will make sure your collision geo fits properly) Does that help?
  11. Activate Packed Object when inside other mesh

    Hi Hiro, could you provide a simple hip as an example please?
  12. Learning VEX via Animated Gifs - Bees & Bombs

    Playing around and trying to replicate Ryan's cube One thing missing. There is an apparent acceleration as the object gets closer to camera. I have tried to compensate for it by making the translation to camera exponentially slower (using as exponent the scale factor of the fractal*), but it still doesn't look right. @iFight4theUserhow did you manage to make it look linear? I am not sure if we used the same method so I have attached the hip file. Thanks for helping! *scale factor of the fractal is the scale ratio at which you will "see" the same shape. For example, the cube stack is created by copying the cube and scaling down 0.3 cube_fractal_v02.mp4 cube_fractal_side_v02.mp4 spigoli_v08.hip
  13. from houdini 17.5 you have to specify the density field parameter. If left blank it won't show anything (previously was grabbing density by default when blank)
  14. I am exporting a rest and a animated FBX from Maya. In Houdini I am creating an Agent SOP loading the FBX at rest, then Agent Clip loading the animation FBX directly from disk. (shelf tool for Agent) The animated FBX does not read properly, the geometry is collapsed onto itself. Could you please share the best practice for exporting FBX from Maya in this scenario please? Any settings that I should be particularly careful of on export? Any specific requirments for rig hierarchy and constraints/bones?