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Adam Ferestad

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Adam Ferestad last won the day on May 16 2012

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About Adam Ferestad

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  • Birthday 02/04/1985

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  1. Filament Solver Questions

    I'm playing around with the filament solver, and I can't seem to get it to work the way they say it does. I am looking to apply a velocity attribute (v) to the points going into the simulation and have them adjust the way it evolves, which the documentation clearly states it can do at the bottom. Is this just broken? What ends up happening is that it pops in the direction of the v attribute on frame 2, but then just progresses as it does without the v attribute at all. Did I just miss a setting somewhere? FilamentQuestionExample.hiplc
  2. That is a really interesting solution and I like it. I would like to figure out how to make it minimized though, so there is a minimum total gap space.
  3. It is completely a packing problem, I was just trying to keep some of the math speak out of my response. I will definitely look at that post you linked to, looks juciy.
  4. OpenCL Exception in Vellum

    I was thinking something like that. I'll have to try the CPU switch, thanks. I really wish it hadn't broken because the GPU sim was just so fast. Also, now I need to test it on the farm because it would suck if it was broken there too.
  5. The points in your image still appear to be a regular square grid with irregular edges, so you could probably accomplish what you are looking for using a grid and some VEX to delete prims that you don't want. I would probably delete them randomly in a while loop, then come up with a check that would be able to detect the patterns. I will have to noodle on it, though I do have some ideas. I'm thinking using area vs perimeter to check if a block has become a valid shape since there is a unique set for both that will mean it has the right shape. That only works if you have a uniform area per prim though. If you want to use non-uniform, it gets much more complex. Doing it this way could actually allow you to select any shape, though mirrors would be identical so an L shape could be possible to find, but the other 3 variations of it would pop up as well. You could also have a half-edge calculation walk around the shape and check the number of corners, so any 4 corner shape would indicate that it is a rectangle, anything more would be ignored. No matter how you slice it, you are asking about a very interesting Comp Sci/Math problem.
  6. OpenCL Exception: clEnqueueNDRangeKernel (-52). This is probably due to incorrect number of kernel parametrs. I'm getting this error on each iteration when I try to use a Vellum on a sphere. I'm just trying to make a basic balloon, and am using the Vellum Configure Balloon preset from the tab menu. Essentially following the Entagma tutorial for the initial setups then deviating once I get it inflating how I want. At least, that is the goal. As it stands, that error just keeps looping until my Houdini crashes when I try to simulate. I have already choked down my cache size and have the latest nVidia drivers for my GeForce 1080. I can't find much info online and none of them have resolutions.
  7. Vellum wire not wrapping right

    I am trying to play with the new Chain SOP and thought it might be cool to do some sims inspired by the example used in the release teaser and I am having some trouble getting Vellum to behave in an expected way. I have a single curve being attached to a cylinder that is spinning on it's axis. The wire should fall under gravity and wrap around the cylinder, but instead it wraps part way around, then holds its stiffness and just gets whipped around. I have had it setup such that the rotation stops after 1.25 rotations and tries to let the rest of the wire drop down, but it just stands there, mostly erect, hanging off the cylinder. Defying all gravity. I have messed around at length with the bend stiffness, going so far as to set it to 0. I have messed around with all of the bend settings. The wire is also stretching by A LOT more than I want it to, but I have gotten some success with the stretch stiffness parameters seeming to work out correctly. What am I missing?
  8. Stamping texture mapping

    I am trying to modify a texture map using a stamp command on the material override and it is not seeming to stamp. What am I missing? Here is my expression $HIP/4kTexture.`stamp("../StampBoxes", "ptnum", 0)+1`.png It successfully imports one texture, but it does not increment the value in the stamp. If I break that in any way, the whole texture breaks so it is "working", just not stamping off 0. Even if I use a different default value, the output of the stamp command is always 0. I am just using $PT in the value for ptnum on the copy stamp node. The scene is around 200 boxes, each pulling a separate texture.
  9. DOPs behaving badly: Grains source pyro for dust

    OK, so now I have a new problem. When I merge my volume with my sand points, nothing renders. Somehow I ended up with duplicate volumes in my simulation, which I have no idea how to reconcile, and the volume itself won't render when I solo it. It is the weirdest thing I have ever seen.
  10. DOPs behaving badly: Grains source pyro for dust

    Thank you so much for those, I will implement the changes and keep moving forward.
  11. Hey all, I'm trying to play with a scene where I'm doing some explosions on a beach and I wanted to make sure I had all of the individual effects down before I started trying to do the large scene. I already figured out how I want to do the explosions with a sparse pyro, and I got the grains solver to behave how I want for the sand to be kicked up, but when I tried to add a pyro solver to the sand grains I got some weird results, so I went to make a simple example scene that would be faster to simulate and it started doing even worse stuff. My grains scene is giving me some really bad smoke that doesn't seem to be advecting and is only generating on each frame of my cached grains. Seeing this, I found an example file which was using a pops simulation to generate smoke, so I tried to apply what was in there to a simple test scene, and for some reason my sims are applying giant black box sprites to the particles before it even gets into the pyro simulation. If you have some advice on how to handle the dust from sand explosion that would be great. If you have any idea why I'm getting the sprites, that would be amazing as well. The files aren't the cleanest, but here they are. I am using GridMarkets caching and rendering for the sand file, so if you don't have their nodes you can just delete them and replace them with filecache nodes. SandboxPop.hip pyroFromParticles.hip
  12. Yeah, I need it to be 3.0.13 specifically and a coworker has gotten it working on their system. It is something specific to me apparently.
  13. RS 3.0.13 and RS 3.0.16 tested and both fail. Houdini 18.0.287 Error: Traceback (most recent call last): File "Redshift", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\roptoolutils.py", line 10, in createRenderNode rop = hou.node('/out').createNode(rop_type, exact_type_name=True) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\houpythonportion\ui.py", line 851, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hou.py", line 9251, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node type name I have absolutely no idea what is going on and I need to get a scene put together to test for work in the next 24 hours. Any clues?
  14. So I am trying to put together a basic test scene for work. Just a box, a grid, a light, and a camera, and I cannot for the life of me get the lighting to render. pxr lights aren't doing anything, Houdini lights aren't doing anything. Nothing. The RIS node only wants to render the headlight. What am I missing?
  15. CHOPS question

    I was able to get a solution working by figuring out how to use the Wrangle node right. I didn't know that I needed to use the I and V variables, once I figured that out, everything came together pretty easily. Still trying to figure out how to use a ramp to affect the sampling range, but it isn't entirely necessary as I was able to just use some math to scale things smoothly.