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Everything posted by benne5

  1. I have a popforce node which I would like to fade amplitude from a value to zero over time. The expression below eases in using age. amp *= smooth(0, 1.5, @age); How can I ease out?
  2. How do I get the material node to read the shop_material name from the object merge.( I don't want to directly path to the same material in the material network, but get the material name from the object merge) I've been looking into prim attribute scripts and @shopmaterialpaths, but I can't seem to get this to work. Any help would be much appreciated!
  3. animated Alembic switch to RBD Sim

    Look at the AnimatedObjects example in the dynamic examples section of the help documentation.
  4. Scene View Message

    hou.ui.displayMessage prints messages to a ui. How do I print instructions to the scene viewer?
  5. I'm trying to wrap my mind around the usage of the Compiled block nodes. I have taken a look at the example in the documentation. But, I am still confused about what scenarios you would want to use them in? Could someone please describe when a user might use it and what the advantage is?
  6. For Each Attribute Value

    Oh. I got it You just create another begin block. Thanks!
  7. What is the equivalent to For Each Attribute Value parameter in the new for each blocks? I haven't used foreach since they have been updated.
  8. For Each Attribute Value

    As a follow up to this question how about multiple inputs into a foreach? How is that accomplished with the new block foreaches?
  9. [Solved] Texture_placement based on point cloud

    I'm interested. I took a look at the original file. But couldn't find a solution yet.
  10. Export Fractured Geometry

    There are many options fbx export, rbd_to_fbx export, sop_static_fracture_export. This question is basic enough that I suggest a quick look through the help documentation. At the top of Houdini select Help--contents--then search for what you are looking for.
  11. simple bullet sim problem

    Instead of making using your objects as rbd packed objects make them a glued object. This will create a constraint system between the packed pieces.
  12. Wire simulation, switch between keyframe and sim

    At SOPS level use a timeblend node. Set the Hold Last Frame parameter to the last frame of your animation. Then simulate your wire your wire at the held frame. There are many ways to specify when your simulation will start. The easiest being to set the Start Frame parameter on your DOP net.
  13. fireworks forming shapes

    Make the shape you want out of a curve. scatter points along the curve and emit particles from the points.
  14. RBD Fracture Geo - Retain UVs

    Preparing geo is usually the most time consuming part of destruction. A few nodes you can look into gamedev thicken, gamedev voxel mesh, or remesh. Also take a look at the solution by spencer here: Also, what changes to the geo you make you can always attribute transfer your original uvs onto.
  15. Updating RBD constraints from deforming geometry

    Attached is a file that might help. orientation_question.hip
  16. Brick/Stone Wall - Broken Horizontals

    The cluster functionality is on its own node in H17. I don't have H17 in front of me right now. But a quick search in the help docs should locate it.
  17. xyz problem for imported fbx

    After importing .FBX it is good practice to create a geo node. Inside your node place an object merge node and path it to your desired object. Then set the transform parameter of the object merge to "into this object". See attached example. This simulates gravity as expected. gravity_working_as_expected.hip
  18. xyz problem for imported fbx

    That is very strange behavior. You can adjust the Orientation of the scene settings in the Houdini Preferences. Edit--Preferences--3D Viewports--Orientation. Make sure that Y up is the orientation. Also, there is a check box on the FBX import to "convert to y-up." Ensure that is turned on when you import.
  19. Pyro/Smoke voxels stretching

    There are many things that can help. You can start by increasing the resolution of your your smoke/pyro object. You can add noise to the fluid source or directly to the sim to break it up. You can also increase the CFL condition on the pyro solver. Whatever geo node you are bringing the data out of DOPs to, you can increase the volume filter width and change volume filter type from box to Gaussian.
  20. Pyro to Maya

    You could cache to a file node. Wrap up that file node into an HDA and read in the cache via the Houdini Engine in Maya. As far as scale is concerned. Houdini is defaulted to meters. Maya is defaulted to inches. (1 inch is = 0.0254 meters) So you can scale your the result of your HDA in maya by 2.54.
  21. You can create a glue constraint system on a single packed object( So make the static object and your packed object just one packed object). It can be animated by creating an active attribute in SOPs and toggling on overwrite attribute on the rbd packed object in DOPs. Then ensure that the constraint strength is strong enough so that it will not break apart.
  22. RBD build-up effect

    After you have done your simulation. Bring the data to SOP level using a DOP Import. Then use a timewarp node to reverse the cache. Input the range of the sim in the input range parameter and input the reverse in the output range parameter. It will then play in backward.
  23. rbd sim lost uvs

    Use the rbd to fbx exporter instead of traditional fbx. That would require packed primitives. However, you can use "fetch packed geometry from DOP network". The uvs will transfer over when exported out using the rbd to fbx exporter. This will also provide individual pieces.
  24. Sounds like it could be a very handy HDA. A couple of things to keep in mind. Houdini units are not the same as Maya units by default. Be sure to make sure the settings are not set out of scale. Also, you may want to try culling based on the bounds of a delete node instead is using vex or vops.