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callandekeijzer

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    Callan de Keijzer
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    The Netherlands

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  1. @HappehLemons Yeah i saw that one too, i also tried using the one built in to imagemagick or just downloading ffmpeg itself, not really sure what the difference is but with both it still ended up in the encodevideo TOP not working. is there anything special you filled in the node, to get it working as intended?
  2. Hi I am trying to follow Ari's tutorial https://vimeo.com/323291527 for generating a side by side montage of some wedged Pyro sim, that i'm trying to test out. My TOP network seems to work fine except the final node: ffmpegencodevideo. I am not really sure how to set the correct path on windows, as Ari's version is for MAC, and have tried removing the C:, .exe and also using forward and backslashes. Do I even need to set the environment file to look at the FFMPEG? Quite confused on how to set this up correctly.
  3. I don't think getting the bounding box of my group will help anything since I already have the groupsize, moreover some primitives are found in the same axis as lower prim ID's but I don't want to include those. I'm trying to create hollow point groups out of a hollow primitive group, but only selecting the outer/inner points of the select primitives. Please check out my file to see what I'm trying to do, I find it difficult to explain this :P. I'll give it a try later tonight
  4. Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
  5. I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini. Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files This is the tutorial i tried to follow, since it covers the Adobe softwares: I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset. Any ideas? Cheers, Callan de Keijzer Desktop.zip
  6. I fixed it, apparently it was an issue with having Qlib installed into environment file of houdini (houdini.env) i probably installed it wrong
  7. I'm trying to source particle emitters from geometry that i created in a scene. Unfortunately, there seems to be an issue with the popsolver node, it's saying that: 'Connection 2 input is the wrong type' I'm trying to create a whisp effect, following some tutorials but already stuck and not able to continue. Please help! WhispIssue.hipnc
  8. So I've been trying to follow this tutorial: at 13:24 he uses a stamp function and changes it to a 'stamps' (string) then particle fonts change to '0' and he continues with his tutorial. On my project however, 'stamps' doesn't do anything for me. Have I not set up the previous nodes correctly, or did i misuse functions? please help! MatrixScreen.hipnc
  9. With the recent 16.0.6 update, Houdini added games shelf tools. one of these tools is vertex animation. I've been trying to integrate my particle system into Unreal Engine 4 for the past 2 days. When I try to render the vertex animation subnetwork gives this error: Error Error rendering child: /out/vertex_animation_textures/mantra11 Diving into the subnetwork there's two nodes that give errors the first node gives this error: Error Zero resolution for camera '/out/vertex_animation_textures/sprite_obj/cam1' and the second node gives this error: Error Error rendering input: /out/vertex_animation_textures/mantra11 From what I've read from another odforce forum post the problem seems to be that the HDA for vertex animations textures need to be used correctly. Quote from Gramx's post: " Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham " Gramx's post Shouldn't the tool just work on it's own? Or am I doing something wrong? Any help into the right direction would really be appreciated, maybe even an example of the particle working in Unreal. Cheers, Callan RubberParticles.hipnc
  10. Awesome man, I initially thought i could change the size by opening display options>geometry>point size. This has solved the issue thanks alot!
  11. I've been practicing particles using Rohan Dalvi's Tutorial:Rohan Dalvi's tutorial Everything has been working great so far except for one major thing. If i compare my renders to Rohan's, my particles seem to clump together and generally have a larger scale. The left picture show's my particle render and the right shows Rohan's One issue i've considered to be the cause of this is that Rohan is using VOPSOP from 13 I'm using 16 and point wrangles, so maybe something is going on with the scale in there. I still only have a couple months of experience so any help would be great. Cheers ParticleDisintegration.hipnc
  12. I'm trying to add this geometry to the primitives of an object, in this instance a cube. I'm quite lost and have no idea how to continue, any suggestions? Also, is there a way to have a rectangle spawn from the corners of the grid towards the center, whilst following the height of the surface? VFX1.hipnc
  13. https://gist.github.com/callandekeijzer/aa70451acfcf2d97ec0e18155a1d8ed7 Hi this is my very first post. I'll try to be as clear as possible, but i'm very new to Houdini and programming. After following a tutorial -->https://www.sidefx.com/tutorials/vex-in-houdini-mandelbrot-and-mandelbulb/ (which is really great btw) I managed to create the fractal and the next step i want to take is to animate the fractal The easiest and best way i think is to make the integer value 'I' into a 'channel' like the tutorial does with N. and then have the value I change every frame using $F. the main issue is that I can't turn an integer into a float, i believe? Below is the warning that my volume wrangle node gives me. Warning Errors or warnings encountered during VEX compile: /obj/mandel/volumewrangle1/volumevop1/snippet1: Implicit cast from float to int. Use explicit cast instead. (17,13). Warning Errors or warnings encountered during VEX compile: /obj/mandel/volumewrangle1/volumevop1/snippet1: Implicit cast from float to int. Use explicit cast instead. (17,13). Warning Vex error: /obj/mandel/volumewrangle1/volumevop1/snippet1: Implicit cast from float to int. Use explicit cast instead. (17,13) Any help in the right direction would help out, feedback on nodes, programming, post structure is welcome. Cheers, Callan Mandelbulb.hipnc
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