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About tanzola

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    Robert Tanzola
  1. Hey Pavel, Thanks so much for taking the time. This info will really help me a lot. I've never encountered the Empty Data and Enable Solver nodes before, but I think I understand. It seems like the Enable Solver tells Geometry Wrangles which objects to apply to by entering the names set by the Empty Data node.. And I'm not sure how the names will come into play, but hope to remember that tip when I get into constraints. Thanks a ton!!
  2. Got it working for the most part.. Here's what I came up with: sample_03.hipnc The sop solver references the rbd_spheres object. If anyone knows of a better flow, please let me know!
  3. Hey Jie, Thank you for the response. Conceptually that all makes sense. I'm still pretty new to dops and I can't seem to get the dop import node working in the sop solver. If you find the time, would you mind elaborating on the setup required in order to have the dop import node work by changing the 0 to a 1 in the mask parameter? Merging the rbd objects before the multisolver seemed like an intuitive solution, but I can't seem to get that working. Thanks again!!
  4. Hello, I'm sure my title for this post could be clearer, so for visualization purposes, say I have a field of discs that are RBD Packed Objects on the XZ plane, and above them there's a sphere with gravity: Normally the sphere would fall onto the discs and the discs would act more or less like a ground object, but I'm trying to have the discs raise up depending on each one's respective distance to the sphere. So far I've found that the positions of the discs (RBD Packed Objects) can be controlled in a sop solver within the dopnet, but I have no idea how to reference the position of the simulated geometry (the sphere) to inform the discs' positions. Can anyone show me the way? My ultimate goal is to eventually replicate the desired effect with the sphere being a vellum object.. would that require a different workflow? Here's my setup so far that may or may not save you a minute: sample.hipnc Thanks for taking a look!
  5. EDIT: Problem was an error in logic on my part.. Solution at end. Hello, On some frames I want to remove a point from a piece of geometry that has just one primitive. I can do this with a point wrangle and there are no problems. However as the project grew it made more sense to do this with a primitive wrangle instead. I rewrote the vex to serve primitives instead of points but now there is a problem: it seems like not all points are being considered in the frame after a point is removed. Points are created at one end of a line and move a little bit each frame towards the end of the line, then they're deleted once they've traveled the length of the line. Each point's @P attrib is set each frame with the same wrangle that might delete it if it reaches the end. When I use the prim wrangle (or a detail wrangle) instead of a point wrangle there's a noticeable stutter due to the lack of movement the frame after points are removed. The point that had just been created (which happens to be the same frame another point was removed) moves as much as it should, but the others do not. I have checked that there remains to be only one primitive. I'm at a loss.. Thanks for taking a look!! FYI I'm still pretty new to Houdini. Project file is attached and there are point and prim wrangles in the solver for comparison. SOLVED: I have another attrib @amt_cycle informing @P. When transferring to a prim wrangle instead of a point wrangle, I only removed the '@' symbol of @amt_cycle to turn the attrib into a regular variable in the code but I didn't recognize that the attribute was also being updated on that same line. To fix I just added a line for 'setpointattrib' to update the attrib. ptprimwrangles.hipnc
  6. Hey Tomas, That was very informative. I really appreciate it, thank you!!
  7. Hey everybody, I'm trying to make a simple setup that starts out with one point from an add node. Then in a solver, a point wrangle gets the position of the last point on the incoming geometry and creates a new point with the position of the last point, plus an offset. The problem is that points are always being created at the position of the first point plus the offset. Here is the code in the point wrangle (running over Detail). The "num" attrib will always has a value of zero, so it looks like the primpoints function is giving me an empty list, but I don't know why. int pts[] = primpoints(0, (@primnum)); vector endpos = point(0, "P", pts[-1]); vector off = {0,1,0}; int npt = addpoint(0, endpos+off); setpointattrib(0, "num", npt, len(pts)); Thanks for taking a look! pointCreate_01.hipnc
  8. Hey everyone, I just downloaded this scene file and am getting a lot of error messages when I try to open it. I've taken some screen grabs of the errors: https://imgur.com/a/oTwmIkV Most of them say "Skipping unrecognized parameter [parm name]" but I'm also getting "[node name] using incomplete asset definition (full definition not found)." Anyone know what they mean or how to fix them? My apprentice version is 16.5.473 Thanks for your time.
  9. Aah. That's good to know. Thanks for the explanation.
  10. Thanks, Luke, I'll remember to make that the first step. In this case the problem went away after reducing that setting, which is weird to me because the motherboard was made for the processor, so I'm wondering what it would take for that setting to remain stable.. Anyway, all good now Cheers!
  11. Got it working. I think I did use too much paste, but that didn't solve the problem. What worked was switching my CPU boost setting in BIOS from "extreme" to "fast." I could always hear my liquid coolant running before the program crashed, so I'm installing a temp monitor app like you suggested to check that out as well. I expect I'll be referring back to your comment in the future. Thanks a lot!! Edit: For the sake of keywords, I also received error IRQL_NOT_LESS_OR_EQUAL during troubleshooting.
  12. Many thanks, malexander! I may have used to much thermal paste. I'll try cleaning some off and doing some of the other things you suggest if needed when I get home tonight and update with the results. Much appreciated!
  13. [SOLVED] Hello. I just got a new motherboard, cpu and ram cards and now Houdini will crash when simulating. Sometimes it's just the program, sometimes I get the blue screen with error codes SYSTEM_SERVICE_EXCEPTION and SYSTEM_THREAD_EXCEPTION_NOT_HANDLED. Everything was working fine with the old hardware and I could play the sim all the way through. The sim is much faster with the new hardware except it will crash eventually. The sim does slow down before crashing, but I'm only using about 40% of my total ram. Everything with the new hardware seems fine otherwise. Here are the hardware specs: Motherboard: From ASUS Z87-K to ASUS Z370-A CPU: i7 3770k to i7 8700k RAM: XPG 16GB DDR3 to PNY 16GB DDR4 PSU: Seasonic M12II-750 Bronze I have the latest drivers for my graphics card installed. I installed the hardware myself and am a total noob, FYI. I wouldn't know if my PSU is good enough for the hardware and I assumed it doesn't matter which slots each hard drive gets plugged into, so I plugged them in somewhat randomly, but it's all working. There's not much else I can think of where I might have screwed up, other than plugging the fans into opposite ports from what they were before (CHA_FAN1 is now in CHA_FAN2) or using too little/too much thermal paste... and the new hardware isn't compatible with any of the old hardware and vise versa so I can't test it that way. Thanks for reading and for any help.