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Maya01

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Everything posted by Maya01

  1. Bake Ocean Foam to Texture

    Hey! I am doing some ocean stuff and I need to export it to Maya for rendering. I am currently trying to find a way to bake my ocean foam (generated by the ocean foam node) into a texture map. I know that I can use the "Ocean Evaluate" to bake the displacement for the waves but I am wondering if I can do something along the lines for the foam? I would be really grateful if someone could help me out! Thanks
  2. Hey, I am currently looking into some crowd stuff and I ran into a problem that is driving me crazy. I have a library of clothes (shirts/ trousers/ etc) and I need to randomize these on my agents. I have watched the really awesome Mill talk (https://www.youtube.com/watch?v=qxVpPM2Veqw&ab_channel=Houdini) where they went through their approach and I have all the skinning/ agent layers set up. The problem is, I have no idea how to combine (layer?) those layers. I can have a crowd where each agent has a random shirt OR a random pair of trousers, but I can't get them to have BOTH, even less one of multiple categories. I tried to do a general "shirts" layer that has all the shirts on top of one another, but I can't figure out how to randomly pick out one and hide/delete the others. I know there are intrinsics for the different shapes but I can't find any information on what to do with them. If anyone has any input on how to do this, I would be extremely grateful! I have looked everywhere for information haha. The closest I have found is a blog post (http://www.crowd-effects.com/2020/06/agent-preparation-with-skinned-clothing.html), where the author uses multiple crowd sources, one per category. This is awesome but I can't get this to carry into my sim because as soon as I introduce randomization in dops, the clothing layers split from the agent. Thanks! (and again, I reaally appreciate any pointers)
  3. Scaling simulated fire

    Hey, I recently did a pyro fire sim and I am now trying to transform/scale the caches to place them in the scene/ get them into maya for rendering. I have never tried scaling anything but density before which I know to divide by whatever I got on my transform. Now this cache has temperature/flame fields and if I scale everything up by let's say 10, the fire becomes super blown out. Is there anything I can do about this? I tried scaling the other fields but that doesn't seem to do anything? If anyone has any pointers, I would appreciate it! Thank you!
  4. Python parmNamingSchemes issues

    Just in case anyone runs into a similar issue... turns out that I didn't read the documentation correctly. From what I understand now, when you grab a parm from the TemplateGroup, it gives you a copy of that parm. When modifying that copy, it doesn't actually modify the parm in your TemplateGroup. To get my namingScheme fixed, I modified that copy, then called replace() to swap the modified parm with the original parm. Worked like a charm! Documentation I should have read more in depth is here: https://www.sidefx.com/docs/houdini/hom/hou/ParmTemplateGroup.html
  5. Hey! I am new to python (please excuse if I am a bit slow in areas) and I am currently trying to chuck some parameters from a source node to a null and reference all the channels on those recreated parameters back to the source node. To do so, I am grabbing the template group from the source and setting it on the target null, then I am doing all my other stuff. This works fine but as I was testing my script, I ran into some issues with naming schemes. If my source node uses one of these: MinMax, MaxMin, StartEnd, BeginEnd, XYWH naming schemes, I am getting an error ("The attempted operation failed. Parameters don't support MinMax, MaxMin... parmNamingSchemes") when trying to set the parm template on the target. I found some info in the documentation and it says that I am not allowed to use those naming schemes when editing the parm interface on a node but that some built-in node types use them (https://www.sidefx.com/docs/houdini/hom/hou/parmNamingScheme.html). Now, I thought that I might be able to just search all my parmTemplates in my parmTemplateGroup and set those "bad" naming schemes to Base1, at least for testing. I did that and I found one that was in the above list but even though I can update and print the updated parmNamingScheme, I am still getting the same error when running my script. This makes me think that I am probably not understanding the issue correctly. It also really confuses me that I can manually (editing parm interface) grab all the parameters (including the namingScheme issue one) and chuck them onto my target null without any errors or warnings. If anyone could shine any light on this issue or maybe even share some resources, I would be more than grateful! Thanks so much
  6. Bake Ocean Foam to Texture

    Hey Andrea! Thank you loads, this is super cool! I really really appreciate it! I am indeed looking into using it with a sim but I can most likely figure some stuff out for the UVs and I have loads of whitewater on the sim itself that probably covers up some of the issues I could get close to the sim area. I can't express enough how helpful this was! Thanks again!
  7. Bake Ocean Foam to Texture

    Ahh too bad! Yeah I already kinda assumed so. I was hoping there might be some way to spit out something similar to what the shader uses for the displacement in the end but I thought it was a long shot! I am going to investigate the ocean evaluate exported texture! Thank you for your reply!
  8. Flip initial velocity without shape change

    Omg thank you so much Dave, I had no clue this was there!
  9. Hey Houdini people, I am currently trying to wrap my head around rotations in Houdini and struggling with gimbal lock. I have an object flying around in space and I want to try and take away all but maybe 50% of the rotation and snap it to the origin. This is fine, but if my object rotates further then 90 degrees, it flips. I know this is due to gimbal lock and I have been trying to understand things better and find a solution. I read that using quaternions can fix gimbal lock but I am not sure how to approach this. I am using them in my file but I seem to be not getting something right, as my object still flips. I would be really grateful if someone could help me with this and explain this to me as I really want to understand what's going on. I attached an example file Thank you! gimbal_lock.hipnc
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