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  1. Hi @Damn_daniel. At a first glance looks like fireflies to me. If you have access to Nuke, there is a great gizmo: http://muellerstefan.de/?p=20. Do you mind sharing the file so we can have a look? Cheers, Christian
  2. upres solver and collision?

    Many thanks @bunker, it helps cleaning up the volume on the collision areas a bit, but as mentioned doesn't work in this case. I try to sim it again using a higher voxel count. Cheers!
  3. upres solver and collision?

    Too bad, makes sense however. Many thanks @bunker. Remaining question is where to put the wrangle...? I tried to add it to the post solve stream of the upres solver but it doesn't seem to effect the sim. What I'm doing wrong? Is there anything else to consider? Thanks again, Christian
  4. upres solver and collision?

    Hi @bunker. Why setting the density to zero help and where to put the wrangle to get proper collisions for the upres solver? I don't get your idea. If you have the time, I'd appreciate any explanation. Attached an upres-file to play with in case. Thanks, Christian upres-collision.hiplc
  5. Hi @ameyer, one last (probably stupid but simple) idea: How about using vnc getting the viewport stream for a temporary solution? Have you already tried that? Cheers, Christian
  6. Hey @ameyer, aha, ok . Streaming the viewport doesn't seem easy, I think you have to dig into pyqt (not sure about that though). However, rendering flipbooks is pretty straight forward via python: custom_range = (0,10) filename = "~/tmp/flipbook_$F4.png" cur_desktop = hou.ui.curDesktop() scene = cur_desktop.paneTabOfType(hou.paneTabType.SceneViewer) flip_options = scene.flipbookSettings().stash() flip_options.frameRange(custom_range) flip_options.output(filename) scene.flipbook(scene.curViewport(), flip_options) API: https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html Cheers, Christian
  7. Hi @ameyer, does this help? Cheers ...
  8. Hi @Masoud, just detach the POP Solver from the Multi Solver within the DOP Network to make it work. Also I'd suggest using a Rigid Body Solver:
  9. Houdini or Katana

    Recently discovered Lookbox by Oliver Hilbert, which I think shows the potential and freedom of Houdini's UI, building a custom lookdev environment as well as all other kinds of workspaces. For now it only supports Mantra, it is still in a beta stage and unfortunately throws an error message on the supplied (old) mantra node within the setup on H17.5 because of some newly introduced 'cryptomatte' variables in recent versions of Houdini. However, it's just an 'hda' so you can always dive into the network, replace the old mantra node and also modify the 'hda' according to your requirements. For the record: There is also Gaffer, an open source lookdev application with full support for Arnold developed on github by John Haddon and Image Engine. Cheers, Christian
  10. H16 missing checkerboard

    You can use the Checkered node (Patterns > Checkered) in combination with a Color Mix (Combine > Color Mix) and plug the result into the diffuse color input of any shader. To get the tiling right, you can either adjust the Frequency parameter of Checkered node or edit your UV-Coords via e.g a UV Transform node or beforehand: Frequency: 1,1 | Frequency: 2,2 | Frequency: 4,4 Note: The IOR value of the Principled Shader is set to 1 in order to avoid extra reflections on the floor.
  11. Many thanks for sharing your approach @mestela, it helps a lot understanding the basic idea. Since siming takes ages on my machine, is there any way to visualize the velocity streamers properly? I already tried adding a 'Volume Trail' to the current setup, but I don't get the streamers to display correctly. Why that's not built into the node itself?
  12. Agree with @marty. In case there are multiple assignments per variable (HOUDINI_PATH, PATH, etc.) only the entries of last one will registered properly (variable shadowing). If HOUDINI_PATH already has an entry, you can concatenate the paths separated by a semicolon(;) on Windows. Please note that even on a Windows machine forward slashes are required. Also make sure that all paths are valid and there is no white space between each path and the separator(;). Arnold, Redshift & Renderman example: # # Houdini Environment Settings - houdini.env # # ... PATH = "$PATH;C:/ProgramData/Redshift/bin;C:/Users/<USER_NAME>/htoa/htoa-2.1.3_rcca6014_houdini-16.0.705/htoa-2.1.3_rcca6014_houdini-16.0.705/scripts/bin;C:/Program Files/Pixar/RenderManProServer-21.5/bin;&" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/16.0.557;C:/Users/<USER_NAME>/htoa/htoa-2.1.3_rcca6014_houdini-16.0.705/htoa-2.1.3_rcca6014_houdini-16.0.705;&"
  13. WIP - ok++'s softbodies RnD + .hip files

    Indeed, many thanks @yglemarec - Obviously a bug in 16.0.600, I've just installed 16.0.705. and it works as expected... Cheers! Christian
  14. WIP - ok++'s softbodies RnD + .hip files

    Thanks for sharing @yglemarec! Unfortunately "torus+wrinckles+.hiplc" does not work for me as expected in Houdini 16.0.600. The torus object causes some nice wrinkles but does not stretch the cloth object as seen in your tests - I attached a screenshot to reflect that: I would appreciate any ideas how to make that work. Thanks again. Cheers, Christian