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catchyid last won the day on November 20 2016

catchyid had the most liked content!

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About catchyid

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    Khaled Abdelhay
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    Montreal, QC

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  1. just a quick update if someone is still following , Houdini 18 supports this features out of the box so problem solved...
  2. Hello, I have an imported animated object (alembic + it's both transformation and deformation, e.g. IK chain that deforms a mesh). My goal is to constraint another RBD Active Packed objects to the deformed imported object. I have two questions: 1) How to do this in Houdini? I've tried different settings for the animated/deformed objects in Houdini, but in all cases, it did not work (sometimes, the deformed object moves but not the constraint, sometime the constraints jumps irrationally, etc.) 2) To have a better understanding of the shot here it's description (just in case if there is a better way to do it other than constraints): a metallic structure (attached to concrete ground) deforms and moves in an upward direction --> when it moves up, it should take with it part of the concrete ground and this concrete ground piece should break gradually. Thanks
  3. Can we mix Volume and Surface Collision in RBD Solver?

    Update: Nope! my first guess was, wrong, i.e it's possible to mix surface and volume collisions in RBD Solver simulation (I just needed to increase substeps, and it did work although being slow).
  4. Hello, When using RBD Solver, RBD Objects (such as Static Object and RBD Object) have two ways to define collision: Volume OR Surface. Is it possible to have one object using Surface Collision, and another Object using Volume --> I did a simple test and the answer seems NO, just double checking? So, it seems to me either to have ALL objects using Surface collision, OR ALL objects using Volume collision, is this right? Thanks
  5. Why there is NO distributed Bullet sim?

    I looked at the video and for sure this is not a normal TD work, seems lots of math and coding is involved ! Anyways, I need to carefully re-watch and get some pointers to start from (actually, he is using SVD to fill holes in FLIP liquid sheets, this is ADVANCED!)
  6. Why there is NO distributed Bullet sim?

    Thanks Romain... Will look at the videos
  7. Hi, I am doing some R&D on distributed simulation in Houdini, I find that we can have distributed simulation for pyro/fluids/particles, But there is NO distributed simulation for Bullet/RBD? Is it a technical limitation (i.e. how to divide a volume between machines for example), OR it's not probable that we need one (meaning, an efficient simulation will be always enough)? Another related question, what should I do if I want to simulate very heavy Bullet simulation? Thanks,
  8. Thanks Tomas Will have a look
  9. Thanks Dennis Really appreciate your help ! Just one more question: time-wise, I will test distributed simulation first using HQueue (just make sure I understand how things work), then implement it on our job manager, I "think" two to four weeks is enough to have the system running? I have a strong technical background (both IT and programming), so I think this would be a super safe bid? Thanks
  10. Hello, I want to run pyro/fluid sim on a farm which has its own job manager (i.e. not using HQueue). If I want to use this job manager (coalition) to render using Mantra, then I would write some scripts to send each frame to a different machine (i.e. it's doable). However, If I want to sim pyro volumes on the farm (and as far as I understand), I should have a tracker that exchanges volume data on the boundaries between machines --> How easy/difficult to setup If I were to use a different job manager? I still need to research the topic (initially test how things work using HQueue), but I just need a very rough estimate if this task is doable or hard? Thanks,
  11. Hi, I have created a houdini digital asset. I want to assign a value to "TimeStamp" parameter on creation, so I added "OnCreated" Script (plz, see attached image) which is called once the asset is created, HOWEVER I am not sure how to get access to the "TimeStamp" parameter on the asset? i.e. what should be the path? I've tried hou.node("."), but it gave me the parent node and not newly created node... Thanks!
  12. Breaking Glue Constraints - Bullet?

    sorry! that update was outdated in summary, after looooots of testing, two ways only to break glue constraints: (1) manually, i.e. add it to broken group (i remember it's actually an attribute that you need to set to 1, but I don't remember the exact attribute name), or (2) via impact, i.e. something has to hit the object containing the glue constraint (and it has to be fast/heavy enough to break the constraint). So, using forcing alone will NOT break any constraint...
  13. Is it possible to import hou module outside houdini?

    just an update : It's possible to import hou in standard python interpreter...the problem I was having is the python interpreter I used was compiled with gcc 5.4 and Houdini was compiled with gcc 6.3 --> so it's a binary (or ABI) incompatibility, hence the crash. To fix there are two solutions: either use the python interpreter shipped with Houdini, or update the python interpreter to match at least the same gcc version used to compile Houdini...
  14. Is it possible to import hou module outside houdini?

    Yes, what you says is correct JO. The problem I am facing is compatibility between binaries, meaning, we have main components: (1) the default python interpreter, (2) python interpreter/libs that ships with Houdini (are they exactly the same like the default implementation, i.e. item 1, or do they have something special, I guess only SideFX people will know) (3) Hou python module Now, a simple question: can I import (3) using (1) OR I "must" use (2) in order to import (3)? In theory, I should be able to use the default interpreter, ie (1), to import Hou but from my testing this is not the case. There are many reasons why for this limitation (for example, binaries complied with different flags, mismatched versions, it's too complicated...). Anyhow, my conclusion is that I must use (2) to import Hou. Now, add this compatibility issue using Maya modules, Maya Python interpreter...