Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by GallenWolf

  1. Ice Duckies!

    Hello peeps! This is a fun project created using Houdini, so hopefully it ain't against the rules! Vancouver had a snowmageddon last week, and I thought it was the time to make snow ducks! I whipped up this simple mould inside Houdini, got it 3d printed and BAM! Ice ducks! There's some improvements to be made - the joint that aligns both halves of the mold fills up with snow really easily, and they need to be kept clear in order for both halves to form a perfect seal. I think instead of using a half ball with its matching negative space, a cylinder matches with a through hole would allow the snow to pass through, and the cylinder would resist the moulds sliding out sideways. The head was also difficult to form - the ice kept sticking to the mould. Perhaps a coating of polyurethane or even just sanding the insides would help with that. The ducks themselves are a rubber duck model I got off thingiverse, converted to vdb then back to a mesh, sculpted that mesh in sops to remove undercuts, and finally I used the boolean sop to create the empty areas. The final snow duck is about 12cm tall, and the moulds themselves are printed with abs filament. It took about 12 hours for this print using a 0.4mm nozzle. I hope you found this interesting!
  2. Karma Deformation blur?

    I can get particles and velocity blur geometry to work fine with Karma, but no luck getting a spinning teapot to get deformation blur. Any hints? I'm using the Render Geometry Settings lop and messing around with the xformtime samples/geo time samples to no avail. In addition, I can't seem to find where the shutter settings are? The help docs also allude to usd samples but I've no lead on that. This is on, linux H18.0.315, or osx on H18.0.287 Thanks! (Pretty sure its something small and stupid I missed..)
  3. Hey all, I recently rendered this in Mantra: What I'm trying to do is learn mantra by matching it to this particularly delicious redshift render. The redshift render is obviously leaps and bounds ahead. I'm having difficulty getting the clarity that the redshift render has of the water, and I'm also having difficulty matching the lovely gradient at the far end of the ocean cube. I've tried using point colours as well as reflection geometry, to no avail. Any suggestions what kind of lighting tricks to achieve this look? I've also attached my hip file. Thanks! oceanCube_odforce.hiplc
  4. Few questions: Redshift on H16.5/OSX

    tortoise, Atom, thanks for the replies! I finally got it to work, thanks tortoise - I had to find the exact matching Houdini version. Sadly, it's exactly like what Atom suggests: I could only run the render a few times before I ran out of memory vram >.> I may have to get an egpu... gah. Moneh!
  5. Hi all! I'm wondering if there are any folks running Redshift on OSX with a 750M 2gb Geforce/2014 MBP, could you answer some questions? - I will need Houdini Indie to run the Redshift trial, is that right? - Would 2gb of vram be worth it to run a gpu renderer? Not working on production scenes, just small fun test scenes. - Are the Redshift dsos locked to a specific version of Houdini? I downloaded the trial, it's for H16.5.2xx, but I'm running 16.5.3xx Thanks!
  6. Hey Houdniks! I'm looking for a way to extract transforms from two objects to use in DOPs. Basically: I have object A, teapot sitting at the origin. I have object B, an animated teapot flying around. This is brought in through a file sop i.e. baked. Both objects have the exact same topology, point count. How would you extract the transforms so that Object A is able to be transformed exactly into the motion path of object B? Been trying out stuff in CHOPs but I can't really figure out a good way. Thanks for any ideas! Alvin
  7. Houdini + Arduino + Robotic Claw

    Hello fellow Houdniks! I have been remiss in attending this forum, but here's my latest houdini-related thingy. Controlling a 2 dof robotic arm. Notes: - OTL included will give a python error if there is no serial device on /dev/ttyACM0 - please note that I am running Linux, so I have no idea what this will be like on Windows. - I'm using __main__ to store global variables. I am not sure if this is the correct way to do it, and would love the python gurus out there to comment on it. - I have included awesome* diagrams of my state transition diagram and how the arduino is wired to the servos - The Arduino .C code is included, just rename it to .pde for use with the UI. Special thanks to Graham Thompson for helping out with the callback functions. I won't have known those existed!!! Regards, Alvin *this is sarcasm. servoControl_MK02.otl ServoSerialComms_004.txt
  8. SDF Blending

    Levelsets In Production: Spider Man 3 / SDF Blending http://www.jcohen.na...elsets_2007.pdf I've been passing this hip file around, so thought I'd just put it up in the forums GWsdfBlending.hipnc
  9. Hello! I've found myself needing to write out vertical cross maps from latlong maps to use in Unity, thought I'd quickly hack out a HDA for this purpose. hiplc is attached! generateHoudiniCubeMap.hiplc
  10. Lat/Long -> Vertical Cross Map generator

    Hey Jason! I didn't realize isixpack could generate a cross image as well! I just tried and it worked super. Darn it. Oh well I learnt something new
  11. Hello all! I came across something really curious today, I'm wondering if the hive mind can tell me what I'm doing wrong? I have a simple fractured sphere using the bullet solver that collides with falling sand solver particles. With the Dopnet's cache turned on, the particles get hurled away at massive velocities. However, when I turned the cache off, the pop solver and rbds react exactly the way I expect them to. Any idea what's up with this? I'm on 10.10.2, Houdini I've attached the file in question here, at the moment it has the cache off, and the particles are doing what I expect. However once cache is turned on, particle splatter haven begins... Apologies if this has been covered! Thanks! grainsNoCache.hiplc cacheOn.mov nocache.mov
  12. Heya! I got this on my home machine last night, and again here at work when trying to access odforce; clicking on a google search link redirects me to url4short.info, the 2nd click brings up odforce properly..
  13. SideFX releases Houdini 14

    Man, this change from 13-14 reminds me when 8 moved to 9! However, does anyone feel that H14's bullet simulates slower? I did a cursory test, using a hip file from H13. H14 definitely sims slower vs 13. Can't wait to test the new solvers though :3
  14. Extracting Relative Transforms

    Whew ok this saved my butt. Anyways, using Extract Transform (this is new-er right? There was another node that required you to put in the points to track?) wasn't working for me, I always have the attached object sliding around. I'm probably doing something wrong. Also, you can concatenate multiple transforms into one matrix, which makes it highly convenient. With regards to Align, that's a cool sop! Totally missed it. Sadly, from my tests the aligned geo kept sliding around so I need to figure out where I'm using it wrongly. @nautiluz: Sorry the reply is so late. But if you replace non-procedural geo with any deforming model with a non-changing point count, it should work. @Ole: I'm glad it helped! This just saved my butt 5 minutes ago
  15. Extracting Relative Transforms

    Whoops, sorry, didn't realize there were replies in the thread! I swear I have follow topic engaged and didn't get any emails :-/ Sadly I need this posted hip () for some stuff at work, will reply shortly!
  16. Extracting Relative Transforms

    It has been a long while And today I had need of this, and decided to try again. I think I got it working! It's barebones and not tested extensively (it's waay past bedtime!), would love to hear if there is something I missed! I got the solution from: http://www.flipcode.com/documents/matrfaq.html#Q40 Q40. How do I use matrices to convert one coordinate system to another? extractTransformMatrix_v001.hipnc
  17. Lego Water Test

    Little something I played with a few weeks back; moving to another country so cleaning up this hip file is a good excuse to procrastinate packing up. Hope it works! Was tested in houdini 13.0.288. About 3 hours to from start to youtube upload; would have gone faster I had more than a Core 2 duo XD GW legoWaterOdforce.hipnc
  18. Lego Water Test

    Thank you good sir, can't wait for burgers!
  19. Timer

    5 frames later? Why not just bake out your impact data, then timeshift it by 5 frames?
  20. What is the current state of...

    I really should frequent the forums more...
  21. Hello! I'm having some trouble accessing the points in a primitive. Here's what I have: GEO_Primitive *prim; GA_FOR_ALL_PRIMITIVES(gdp, prim) { GA_Range myRange = prim->getPointRange(); const GA_RangeTypeInterface *gwRTI = myRange.getRTI(); } [/CODE] So I'm looping through all the primitives in my gdp, and for each primitive, I would like to access the points per primitive to modify attribute data. However, this is about as far as I got. I also experimented with the GA_Iterator but that got nowhere. Would love some advice on this. Thanks! PS: What I want to do is, for each primitive, assign increasing ID values per point, each primitive's point ID always starts from 0.
  22. pipe in / fifo file

    I'll read up on what's a byte stream, no idea what's that :-/ But thanks for the help, I'll keep exploring! Cheers!
  23. pipe in / fifo file

    Hi edward! Thanks for the tips. I think I'm rather confused with the code presented on the helpcard, from what I see everything seems to be sent as a character with fputc(). But if I were to use struct.pack('d', math.sin(0) the result will be sent as a binary64? I'll go over the helpcard and check the packing again. Been trying to get char sent over as 64 bit but seems to only want to send 1 byte across :-/ Thanks again!
  24. pipe in / fifo file

    Hi edward! I'm trying to use the pipe in chop (OSX 10.6.8, 12.5.427) with sockets in python and I'm not really getting much of a response from houdini. This is what I've got so far.. import os, struct, socket, math, time esc = chr(170) nul = chr(0) def writeByte(conn, myChar): if myChar == esc: conn.send(struct.pack('c', esc)) conn.send(struct.pack('c',myChar)) def writeValues(conn, myString): for c in myString: conn.send(struct.pack('c',c)) def sendReset(conn): print "!Sending Reset Sequence" bytesSent = conn.send(struct.pack('cccccccc', esc, nul, esc, nul, esc, nul, esc, nul)) print "!Sent Reset " + str(bytesSent) # Establish "server" s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) s.bind(('localhost', 5000)) s.listen(1) conn, addr = s.accept() # Send reset command for o in range(100): sendReset(conn) writeByte(conn, '1') writeByte(conn, '1') writeValues(conn, str(math.sin(0))) # time.sleep(0.1) conn.close() [/CODE] I've also tried some of the code from the whodini blog, where they appear to send integers and floats through, however I tried that too and got terminal replies from houdini e.g. Unknown command type: 4294967297 Unknown command type: 72057594054705152 Also tried using a named pipe but got nowhere with that :-/ Do you have any suggestions for getting python talking with the Pipe In CHOP? Thanks!
  25. Houdini render 2 or more pc

    I think you probably wanna look at HQueue.