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Everything posted by ChazS

  1. Path following disparity

    It's obvious now that I was really overthinking it. Splitting after a dopio hadn't occurred to me to even try. That is what you mean, correct? I only ask since this is still new to me and I don't want to make any assumptions. I split the forces in the dopnet (which is where the disparity happened) but your solution was to kill one of those streams and split it after the dopio node. Your solution is so simple and elegant.
  2. Path following disparity

    I hope a particles issue qualifies as an effect, so you have my apologies if this is the wrong sub-forum. However, if I'm in the right place my dilemma is as follows... ...In the attached file is a simple double helix curve and a dopnetwork pulling the particles upward on it. What's curious is why the particles move up the curves at different speeds. Especially considering that the two curves are using the same POP Curve Force & popstream nodes... how is this possible?? I've tried multiple things, like switching the poplocation inputs that feed its appropriate helix and turning off the gravity to no avail. The best result was adjusting the Pop Curve Force node >> Global Forces tab >> FORCE ALONG PATH ramp. This adjustment brings them close but still not quite right. Anyway, thanks in advance. followPath.hipnc
  3. Path following disparity

    What a simple and embarrassingly obvious fix *face palm*. It's so good that (despite my curiosity about my posted issue) I'm going to call it done for now and move on. Thanks Jesper.
  4. The latest version of the source volume dop has a new name (sourcevolume >> volumesource) but more so, tabs have been consolidated into one... I think?? At least it looks that way since the volume operation and mask components seem to reside in this new, single volume tab. Anyhow, here's a snip of both versions and my attempt to translate from version 16 to 17. Am I doing this right?
  5. When pumped through a dop network, a basin, floor (terrain objs) and a cup (static obj) lose their textures and appear white in the scene view and renders as such. Might be worth mentioning this has a flip pour out of the cup into the basin that doesn't appear at all. Anyone?
  6. Looks like I had the wrong nodes visible. Anyway, answered here ::
  7. When pumped through a dop network, a basin, floor (terrain objs) and a cup (static obj) lose their textures and appear white in the scene view. Might be worth mentioning this has a flip pour out of the cup into the basin. Btw, the entire scene won't render either. It gets hung up on "Generating Scene.....". Anyone?
  8. Oh wow... that's just awesome, thank you. I think I get it now, the geo is being channeled into the dops purely for the sim, so the geo remains visible to coincide with what the dop does. However now I'm wondering about the sop that creates the surface of the water from the particle field. It has a fluidcompress & particlefluidsurface node in it (which I understand) but it also has a dopimport node in it. Even when bypassed, the sim still works and renders. What is the dopimport for? Anyway, thanks for the assist.
  9. I believe I do... at least a little. In the render tab of the sop is a Material parameter, right? At least that's what worked before running it through the dop. If I shut off the dop and make the sops visible, they render fine, so I'm at a loss about why.
  10. Oops, realized this should be in the lighting and rendering section. Anyway, consider this thread dead. I'm re-posting in the correct place.
  11. I just used 'recuva' to unearth an accidentally deleted hipnc files—and despite the files appearing in excellent health—Houdini won't open them. "Unexpected end to hip file" is all that pops up. The files were recovered off an extended drive (original location) the moment the deletion occurred. I didn't do anything else until the recovery process could be started. The newly recovered files were written to a different drive to ensure that the old files weren't being clobbered. Anyway, I don't have any type of extended support with sidefx, so it appears I'm on my own. After much futility, I recreated the file structure, and opening from the former folder location, but that isn't working either. Setting the scene to manual has also failed. I've used the open file command and also double-clicking the file to initiate the opening process. Nada. Strange enough; even after the error appears, when the file is being shut down, Houdini prompts me to save or discard the file that couldn't be opened...? I was wondering if anyone else has successfully dealt with this issue and how they managed to do it? I've used recuva to great success in the past, but this time... blah. At this point I'm wondering how to rescue the files that have been recovered (if possible). Thanks in advance.
  12. Bezier handle wonkiness

    You are now officially family. Many thanks!
  13. I've a simple anim on my camera so that it rotates on an offset Y-axis to keep the subject center frame. In the Animation Editor is the expected default z-curve, however, I want to invert the slopes so that it's shaped more like an s-curve, but the handles go nuts when I try to move them. They twitch like mad and want to snap to the key rather than be pulled away or rotated off the horizontal axis. Swinging them above or below the key is impossible. I've been selecting different buttons in and about the editor but nothing is working. My thought that untie would do the trick but it didn't work. Is the key in some state I don't know about? I've love to know... Thanks in advance.
  14. @Noobini:: Wow, that was fast, thank you. I can see what you did, but have to get my head around it now. Thanks again.
  15. Hello, I'm currently messing around with sop solvers and have two questions that I hope you can help me with: I have 5 spheres in a scene being spun by popaxisforce node which also transfer their colors to a floor grid—and that part is working—but I can't see the spheres. When the solver is selected, they disappear despite their attributes being visible (middle-clicking the solver node). How do I get them to appear when the solver is selected? Second is how to cause the spheres to translate the points in minus-Y instead of transferring the colors (causing a rut in the grid)? Since the spheres are already affecting the point color, I figured that captured point data could be translated instead...?? I've tried creating groups and such but nothing I've done so far has worked. Any suggestions on how to approach this? Many thanks. missingSpheres.hipnc
  16. Collision not working

    Thank you Mangi! Your suggestion had me re-exam the instructor's setup, so it makes sense now.
  17. Collision not working

    I'm trying to drop some balls on a grid but have no idea why the collision isn't working. Strangely enough, it's able to transfer color, so why aren't the spheres bouncing off the surface as well? I understand that volumetric geo is typically used for collision surfaces, but in the class I'm attending the instructor was able to make this work. So, for the sake of learning, I'm trying to duplicate the same collision behavior using the same kind of objects. The file is attached if you don't mind taking a peek at it. Many thanks in advance. sopMadness.hipnc
  18. I'm wondering if the latest version is causing the disparity I'm having with using the popaxis node. I'm following a toot and getting a different result from the instructor. In mine, the axis (white line) doesn't track with the radius input of the envelope (red sphere). Anyone know why this is happening? Here's my result (which appears incorrect) since this oblong shape should be lying horizontal: Here's the instructor's, which works the way I believe it should...
  19. Like many other features of Houdini (at least with apprentice) the file reference only worked when my workstation had internet access. Until then I had the same error message. Houdini Apprentice v17.0.416 Windows 10
  20. Where do these Ops go?

    Danke 3Dome. Much of what you're saying is what I thought in the beginning, but my results vary so much that I'm not getting good sense of how this should work. So, just in case you (or anyone else) cares to take a peek, my latest attempt is attached as a hip file. Goal: It's an elementary attempt to destroy a castle tower with a cannonball. Result: It's a mess though. The ball simply passes through the tower without affect and its anim only plays at the obj level. I've tried including it in different ways, but all my attempts have proven fruitless. hotMess_v10.hipnc
  21. Sorry for the ambiguous title, but I'm not sure what an appropriate one would be. Hopefully reading my issue will clear it up. I've created a stony building under the effect of gravity and a ground plane, but am having issues with how to constrain the pieces of the building so they don't immediately collapse when the sim begins. There's a cannonball that's supposed to do its thing first... then gravity, etc.. In some tutorials, the dops is created inside the sops network (where my building is constructed). In others, it's at the obj level. I've tried using both methods but can't get the constraints and the all the other dops stuff to work together. I'm typically left with only one or none of them working. I've heard that dops and sops can be put together at will, but this isn't what I'm experiencing. Can someone provide a clearer rule of how/where these operators are supposed to be constructed? For instance, if I create all the geo for the building, should the cannonball be constructed in that same node, or should it reside on the obj level next to the building node... or maybe inside the dop itself? Just wondering since the dop calls geo via an rbdpackedobject node, so can't the dopnetwork node be inside the building or even the obj level...?? If so, where is the constraint node made?
  22. Understanding rand()

    Thank you anim, merlino and j00ey.
  23. Understanding rand()

    I'm trying to understand how to properly write/understand rand() functions. In particular, when emitting a particle from a random position along the x-axis, within a specific range (e.g. 2.5 to 2.9 units). My best guess is to write the following expression for the x-axis of the POP location node: fit01(rand($F), 2.5, 2.9)) but the particle launches from the same point every time since the starting frame is always the same. However, I don't know any other way to seed the start point to give it a sense of randomness (real, pseudo, or otherwise). Obviously I'm misunderstanding something here so if anyone can point me toward my mistake... Many thanks in advance.
  24. Understanding rand()

    Oops, my bad, but the typo was only here and not in the actual file. X-pos updates every frame (which makes sense given how this is written) but there isn't any randomization on the first frame, so it always starts in the same spot. How do I get the first frame to randomize?
  25. Physics Painter HDA

    Good to know. Thanks Noobini.