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Everything posted by anicg

  1. is it just adding the extension .sim instead of .bgeo.sc inthe file name? And most importantly does it know where it stopped or do I need to know where it stopped. Why am I asking this question? I've used E-on Vue, and there is a resume render button, you don't care where it has stopped because it knows where it has stopped, you just click one button. So for Houdini, do I need to go to the folder where the sim saved, check the last file number (frame number) and make note of the next one, type it in the file cache starting frame and then press "save to disk in background". In short: Does houdini know where it stopped or does it need me to type it?
  2. Possible? I tried "save to disk in background", but if I pause and turn off the computer I cannot resume. Is there a way to resume without the need to check how many frames are done, then restart "save to disk in background" for the remaining frames?
  3. I used the measure node by how can I find out the very precise measures in meters of the primitive (.. meters by .. meters), say for primitive 13 and 11.
  4. Thanks. One final step: how to make the size of a box match the measured x,y,z of a bound, not copy pasting values, but linked? And position. So the idea is to create a box that perfectly matches the size and position of a bound node.
  5. Nuclear Explosion

    Are there (I've searched and couldn't find) any tutorials, guides on how to make a proper nuclear explosion?
  6. Is this a bug in H18? 3 times now, different simulations, twice with File cache and once with ROP geometry Output. The sequence is 240 frames, it stops at 47, then 65 then 197. And it says 100% complete in the scheduler. Ever come across something like this?
  7. When I add volume visualization node, and click on the blue display flag of the node, the smoke is no longer visible. Any idea?
  8. I need to rename (add suffix) to all geo nodes at obj level, any idea how to do batch renaming?
  9. Is it possible to import multiple files in COPs in one go? I tried drag and drop but it does something completely weird, it deletes the whole network of nodes, and imports nothing. All I need is multiple file nodes each is reading from a different image. Possible?
  10. Next to each other, a comparison between a detailed terrain in the viewport and terrain in the render that lacks so much detail it's almost another terrain. In the screenprint I show the geometry tab in the render section of the terrain. The terrain has been converted to polygons. Why do I loose detail I already have in the viewport?
  11. Flip sim goes crazy when I add collision

    Thanks, I've just tried it (also linked to the collision source voxel size) but it is still shooting up in the air, quite high
  12. I (beginner in FLIP Fluid) have a FLIP simulation that gets crazy when I add a collision (static object) I use the test geometry shaderball, used 2 spheres with mountain sop, boolean with front and back of the shaderball. The two deformed spheres are the source. The rest (boolean difference) of the shaderball is the collision. Flipbook Without collision https://streamable.com/qkh2p Flipbook With collision https://streamable.com/922a6 Ii feel it has something to do with possible intersection between particles and collision geo, so I reduced the size of the sphere to leave a gap with the collision geo but the flip sim is still going crazy. Any idea? Issue with FLIP simulation.hiplc
  13. Flip sim goes crazy when I add collision

    I did not add any drag (unless it is there by default and I did not find it/turn it of). The set up is very very simple. It is a failed attempt to mimic the free "Applied Houdini - Liquids 1", his fluid sim looks normal, mine is shooting all over the place.
  14. Flip sim goes crazy when I add collision

    Thank you. I've fixed that part you showed. But for the "going crazy" part of the flip simulation, that can't be due to the fact that it's moving very fast, because it's moving very fast in both cases (with and without collision). Without collision, the fluid looks very smooth, yes there is a lot of movement but it looks calm. However with collision, the fluid is shooting up in the air, there are particles shooting all over the place, the same set up just added the collision. Here is a second version of the flip books and a hip file attached (after correcting what you've highlighted): Without collision v2: https://streamable.com/m2mpq With collision v2: https://streamable.com/v4cs5 I have the same problem in another simulation (rbd) as well. Is there something wrong in the collision? I'm dong this for the first time, I must be doing something wrong. Issue with FLIP simulation v2.hiplc
  15. I know what Clarisse does, but I'm trying to understand Solaris. Is it SideFx "Clarisse"?
  16. Hi, I need to learn how to make this stuff: from the Houdini 18 presentation (min 11:58), this guy just draw a line and gets a tree. Anyone happy to teach how to make it? I'm not interested in getting a tool that does it, I need to learn how to create it. Thanks.
  17. After voronoi fracture, each piece has a name and can be coloured differently based on the name (color node, random from attribute: name). After the vdb, and vdb convert to polygon, the name is still there but not for every piece, it’s one name one colour for the whole thing, all the pieces get the same colour. how do i “smuggle” the name attribute through vdb and still get it after i convert vdb to polygon?
  18. Many thanks. I could link them with the usual “copy parameter” and “paste relative reference”. Now when i load a new image, both techie color sampler and houdini ramp parameter get updated. That’s what i was looking for, one click. Many thanks.
  19. Houdini, the mother of proceduralism, expects colour values to be set manually in the ramp parameter. Right? i came across a feature in substance designer in gradient map called “pick gradient” that samples colour values from any part of an image you select with colour picker and it automatically populates the ramp/gradient with all the values it found. It gives a rich ramp. Don’t like the ramp values? Just click a different area, you get a different ramp (colours). Like the colours but not the ramp distribution? Just move a few colours around. This is procedural. is there in Houdini (rightfully expected from a procedural software) a way to do something similar? At least not create colour by colour.
  20. Thanks. the color sampler 2 does create a ramp but: - it seems like it keeps it for itself, no idea how to make houdini ramp parameter get those colours. - it’s only in SOPs, not in COPs. Do you know how to get those colours out of it and into the ramp parameter? (i have a ramp parameter inside a vopcop2gen in cops).
  21. Thanks. I think the colour thief creates a colour palete. But the main point is to have Houdini ramp parameter populated by these colours. Making a colour palette is dead easy, it can be done in color.adobe.com, or even faster in Davinci resolve. It’s not about the colour palette, it’s about populating the ramp parameter in Houdini, and being able to change one’s mind and repopulate it within a couple of seconds with another palette. If i use 7 colours (sometimes it can be 34 or more) i don’t want to waste time selecting each triangle in the ramp, click on the colour picker set one colour, and repeat it again, and again and again even of I’m selecting from a colour palette. i don’t know python, and i don’t think i will learn it fast enough to code this myself.
  22. To be able to use bake by mesh name in Substance Painter, I need to prepare the model in Houdini by giving names to subparts for both high and low resolution mesh, as he explains in the first 2 minutes in video below. How do I create named subparts in Houdini, it doesn't work with groups, (he shows it for Maya, e.g. top_high, top_low)
  23. Hi, There is this guy expaining how and why to create a cage (used in substance painter) for a 3d model for a more accurate normal map, but he does it manually in Maya (pushing vertices one by one), how do I create a cage procedurally in Houdini?
  24. Fuse with no gaps

    I need to properly fuse these lines of bricks so that after bending I do not have gaps, but at the same time I want to keep the offset of bricker polygons. Any idea?
  25. I can't find a heightfield node to invert a mask, any idea how to do that? if it's not in a node, can I do it with vex, something like mask=-mask? how would you write it? and is it in an heightfield wrangle?