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About underscoreus

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  1. Hi guys! I'm working on simplifying the setup in the computer lab at the school I work for. In that regard, I've been looking at making a centralized houdini.env file to put on our server. The best-case scenario would be if there is a variable I can enter into the local houdini.env file to tell it to look elsewhere for the rest of the config since this would give flexibility incase some local overrides are needed. Does such a variable exist? I've had a go trying to set PATH, HOUDINI_PATH, and HOUDINI_USER_PREF_DIR to a folder on my desktop as a test but neither seemed to give the result I wanted. Thanks for the read!
  2. Hey guys (and gals)! I'm having some issues with my narrowband flip sim as the title would suggest. After meshing I notice that the waterlevel in certain parts seems to be rising and falling over the course of the sim and I was wondering what the reason for this was. I think I've managed to solve this problem before by increasing the thickness of the narrowband but by doing that I have to lower the resolution of my flip sim which I would prefer not to do. Is there a way to solve this issue other than increasing the narrowband thickness? Here is an example, it's most noticeable along the right side of the frame near the bottom of the mountain https://vimeo.com/478367940 Thanks for the read, any suggestion is really appreciated!
  3. Boolean outside camera area?

    Shameless plug... Quick walk through here mfb__geoculler__1_0.hdanc
  4. COPY STAMP SOP, Third party render texture

    Heyo! Assuming that when you say a render texture we are talking about an octane material, am I right? As for why the texture goes all funny best guess is to have a look at both the "UV" vertex attribute and the "shop material path" primitive attribute too see if they change when going through the copy stamp (UV can easily be checked by using the UVQuickShade node when display material in viewport is enabled). On a slightly different note, might I inquire about why you are using stamping? If you haven't already (and you are using Houdini 18 or greater) you might want to look into the variant attribute/options added to the copy to points node. It's kind of meant to "replace" stamping and be more efficient and user friendly. Not much concrete in there but hopefully something in there might be of some use!
  5. Remesh witout change point everyframe

    I am assuming that the ground is animated somehow then since the remesh is changing every frame? Because if it is not animated then you could probably just slap down a timeshift after the remesh and set it to a static frame number and be done with it. However if I've understood you correctly and the ground is animated then I would suggest using the point deform sop. Place down a timeshift sop with a static frame number and then place down a remesh sop. After this place down a point deform sop and hook it up as follows: Remesh node to input 1, timeshift node to input 2 , finally whatever node is right before the timeshift into input 3. This should give you a stable remesh but let you keep the motion of the ground you already had. If the geometry is being funky you might want to tweak the capture settings in the point deform sop. Hope it helps!
  6. [SOLVED] Pyro Sparse Solver Freezes advecting fields

    On another note, do you think you could tell me where in the solver to find this setting? Can't seem to find it.
  7. Drive a switch with a detail

    Another way you could do it which is the way I usually deal with it when I use expressions like this in a switch node is that I just use vex to make sure that the attribute I am looking up is a number and then just look up the number attribute with the switch. So essentially just put a wrangle down where you do the whole if(s@gender == "M") { i@switch_num = 0; } else if(s@gender == "F") { i@switch_num = 1; } And then in your switch just do: detail("/path/to/node", "switch_num", 0)
  8. If you want full control of when constraints break you can use the vellum constraint property node and either hand animate or drive by an attribute the "broken" and if you want also the "remove" parameters. If a vellum constraint has a broken value of 1 it will immediately become broken and stop constraining things in the sim. Slightly less procedural but it gives you the maximum amount of control possible. Hope that can be of help!
  9. [SOLVED] Pyro Sparse Solver Freezes advecting fields

    Oooooh, very interesting! I also found that it was an issue with my sourcing a velocity volume. I managed to fix it by simply upresing the velocity sim a little and I did suspect that there was some issue in interpreting from one resolution to another and if the difference became too big is when this would happen. Thanks for the reply!
  10. Hey guys! I've recently been doing some pyro work with the sparse solver adding pyro to my RBD sim's recently and I have been hitting this issue where if I make my voxel size too small my sim will freeze at some point during the sim. It always seems to freeze during the "advecting fields" step. Normally I'd chock this up to the machine running out of RAM or even VRAM but checking in on it the RAM never sees more than 50% usage and VRAM never goes up beyond 10-20%. CPU is pinned at 100% on all cores but the sim is not doing anything. I have not seen any error message in any pop ups or in the terminal either. Running Houdini 18.0.460 on Ubuntu 18.04. Anyone out there who has experienced anything like that? Thanks for the read!
  11. Parent Constraint

    Maybe not a great solution, but you could right click on Obj A's translate x and click "copy parameter" and then on Obj B's translate x you'd enter a + and then right click and paste relative reference. What you essentially are doing is adding the positions of Obj A to the positions of Obj B. It's not as clean as just hooking node to another but I think it is one of the easiest ways to fix this. Sorry if this is poorly explained, tell me if it is and I'll try to write a better one
  12. Vellum internal pressure

    I haven't had a look at your file, so I don't know if you have had a look at this already, but maybe have a look at the vellum pressure constraint? If you hit TAB and search for "Vellum Configure Balloon" you should get a preset where it will create two nodes, one vellum configure cloth and one vellum pressure constraint. This should give you a "squishy" behavior where it will deform but will try to maintain its volume. Otherwise I'd have a look at the "Vellum struts constraints", this constraint will try to make your shape preserve it's shape but it will become very rigid, this constraint is not for if you want your geometry to be able to deform, only preserve its shape. Hope some of that helps!
  13. Add AOVs to ROP

    I recently did something like this but for a redshift ROP. What I did is that I just use the parm().set() function on that parameter, it acts just as a normal number parameter so you don't have to go the way of dealing with the whole getting a list of all the parms, adding an instance of a parm and then reapplying the new list of parms to the node. If you'd be interested you can have a poke at the shelf tool I made (assuming you are doing this with python): https://github.com/Underscoreus/Rs_AOV_Transfer Hope it can help
  14. [SOLVED] Vellum cloth attached to vellum hair issues

    Sorry for bringing back this older thread, I just wanted to add a short addendum on how I was able to solve this issue in case others find them self in this pickle later on. So after some detective work, I found that the freakouts were caused by some constraints I had, attaching my vellum piece to a piece of deforming geometry (vellum attach to geometry constraint). If these constraints were not present the sim ran just fine. My substitute for these constraints were to simply animate my bottom piece to follow my deforming geometry using a point deform before configuring any of the vellum stuff and then when setting up vellum simply checking the "match animation" checkbox and setting the pin type to stopped. Then inside the vellum solver, using a pop wrangle to change the stopped attribute to 0 at a given frame to allow the sim to take over. One thing to be careful off when using this approach is that vellum creates an attribute called "fallback". I don't know what governs when it triggers and when it does not, but when it does, the sim will try to move your geometry back to the position described in the baseP attribute. For some reason it was triggering whenever my piece would hit the ground and the sim would try to send the piece back to the "rest" position. I simply solved this by adding another wrangle in the solver always setting "fallback" to 0 and it seems to have worked. Thanks for all the helpful advice given in this thread!
  15. Add tools to shelf from external file

    Ah... soooo this is awkward. The answer was a combination of this and me misreading the list... I put my initials MB in front of all my tools names, but not in the label and I have been looking at the label section of the "Edit shelf > Tools" list. Thanks for the reply, sorry for the confusion