Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by nicoladanese

  1. hey! I just installed arnold 5.2.1 on houdini 16.5.571, it works fine *but* shaders are not in the tab menu in shop context, but if I manually install a digital asset library and browse to the standard surface otl file and choose to "install and create" the shader is there and is working!, just not appearing in the tab menu doen anybady experienced this before? any workaround or a way to manually add those nodes to the tab menu? cheers!
  2. vellum: simulate with proxies

    Hi! I'm simulating a few hundreds soft bodies (all identical) with vellum, and what I'm looking for is a way of simming with a low poly proxy of the objects and then transfer the sim baked into the hi res geos. I see there's a cloth capture / cloth deform process that seems to do exactly what I'm looking for, but in my case the soft bodies are emitted frame by frame, so the output is from a dop network. in the past I did something similar where I used point deform but in this case I'm not sure it's going to work as I don't have a rest position...here's an example just to clarify what I'm doing... softbodies_proxy.hip
  3. vellum: simulate with proxies

    wow! there's a huge gain in performance, it took around 50 minutes (!!!) to deform 500 cars with the for each loop, now it takes 45 seconds!
  4. vellum: simulate with proxies

    will try asap! thanks!!
  5. vellum: simulate with proxies

    hey Milad, thanks!
  6. vellum: simulate with proxies

    I was looking at this page https://www.sidefx.com/docs/houdini/model/compile so I tried to apply it to your setup just to test if it works, but I'm getting this error /obj/sim/compile_begin1 : Violation of strict nesting of blocks. Incompatible Compile Block Begin /obj/sim/compile_begin1 encountered while processing Block End /obj/sim/foreach_end1. A Block Begin in Fetch Input mode may be needed.
  7. vellum: simulate with proxies

    update: I think I can live with the file size, I just discovered I can do sequence of alembic and vray proxy should load them fine. still would be good to optimize the point deform time
  8. vellum: simulate with proxies

    okay so now I'm having two issues, well, I would say inefficiencies because it works great but... I have the sim sorted out and transferred to the high poly mesh, I think there's room to optimize time and disk space: at the peak of the sim I have 500 cars, and the for each loop with point deform took 1 hour to loop through all the 500 cars and move them in the right spot for just one frame! and that produced an alembic file that is quite big. So I was reading that the for each isn't multithreaded so is not very efficient, one solution is to compile the block, but I'm getting an error, I was also thinking about using pdg for this kind of task, so I can query each car on a separate task and merge them later. Also another solution could be to split in group of cars, say 50 cars at a time and getting 10 alembics which is also more manageable later on in render... any other idea?
  9. vellum: simulate with proxies

    oh man! I was doing the same but having two issue, isolating each instance for point deforming one at a time and feeding rest position was giving me weird result when the instance was not there yet...you solved both!
  10. vellum: simulate with proxies

    those spheres are just an example, I'm doing this with cars , I'll try what you told me, but can't do it straight into the solver because in my case objects will intersect at some point, I guess I can bake the sim ang get infos about the birth frame, and then with a loop iterate and point deform...
  11. copy/stamp, alternative ways?

    you just need to take care of normals so the cubes will align properly, and I think it could be a little trickier if you need to add some rotations to randomize the cubes as you need to enter quaternion-land!
  12. Hey! I'm looking into a way of doing this sort of abstract models, and I'm copy/stamping cubes on a grid, driving colors from a map and the height of the cubes (from another map + noise) is piped into a copy stamp, it works fine but I find it very slow when the number of copies rises too much, it takes roughly one minute to copy/stamp 1 million cubes. I noticed is not multi threaded so I wonder if there's a smarter/faster/better way of approaching this cheers!
  13. how to paint points direction while sliding on surface

    Hey Konstantin thanks for your reply, just saw it today coming back from xmas holiday. I tried to open your hip but I get an error of probably an hda missing or something in the distancealonggeometry1 node but maybe is beacuse I opened it with an older version of houdini (16.5) I was looking at the entagma tutorial, very interesting! I was also looking into the comb sop, so basically I think I can groom vectors with it, and the use those vectors to move the points! this way I have the artistic control I need
  14. hey! I'm looking into some techniques to move points along a surface where I define (paint maybe) the direction they should follow. any idea on how to do that? I was thinking on painting in some way some curve guides and then transfer the direction of the curve to the surface, and then maybe sample the closest point on surface to get the velocity I should apply to the points...but I'm not sure that would be the smarter idea...I was trying to stay away from uvs to get complete control over the sim without having to go back to uv layout... cheers!
  15. copy/stamp, alternative ways?

    are you packing when you copy to points? My setup was sort of a matrioska (the russian dolls that gets smaller and smaller) so I packed one tile, then copy the packed tile to more tiles...that kept my memory low! btw the image you see is rendered in 2 layers, foreground and background...
  16. copy/stamp, alternative ways?

    ... and this is one of the frame of the final result...roughly 1 billion cubes rendered!!!
  17. copy/stamp, alternative ways?

    Hey! I'm glad this thread is still useful! first I want to say thanks to all the guys that came and helped almost 2 months ago. I finally managed to deliver the shots I was working on and I'm really happy with the result! Dan, from my experience I would say that using color to drive Y scale is definitely the smarter way, I mean you paint/import/draw maps in color so you have a visual feedback of what is driving the height of the cubes, than convert color to the scale value as suggested by toadstorm! Purely from an artistic point of view, so very personal, I would suggest to not just use color to drive scale, but experiment with noises and other stuff, in my experience the most successful approach is to extract some features from the color map, and then add more informations to it to make it look more interesting and organic...but again this is very subjective here's an example of my stuff, as you can see you can find some feature of the color in the height map as well, but then I added a lot more informations to make it look more interesting, well at least that was the plan
  18. copy/stamp, alternative ways?

    hey all! thanks for all the replies, I'll look into all of them asap, I've been busy trying to get outof a shitstorm of work lately
  19. copy/stamp, alternative ways?

    Hey thanks! I didn't think about extruding primitives, definitely faster, the only problem is that this way you are limited on the shape of the geos, I think I need to have more control over the shape of the instanced geo
  20. ocean + ripple solver setup

    hey! sorry for the late reply just came back from holiday, do you still need it? I don't have access to my houdini right now but I can put something together in the next few days if you still need it
  21. ocean + ripple solver setup

    hey! I'm doing a water surface using the ocean tool under H16.5 and it's all good so far, now I want to intriduce a little wake in the deformed surface. I'm not using the displacement pipeline so I have the actual geo that I can bake and then apply the wake. is the ripple solver the right way to go? I'm struggling to combine the two effect and to apply the ripple solver on a moving object...any idea?
  22. cloud with interaction

    I'm glad it was useful!
  23. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  24. how to export material stylesheet

    thanks! didn't notice it!