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About keltuzar

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  • Birthday 06/06/1983

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    sdsds sdsd
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  1. How do I use setField method?

    Nevermind found the answer... record.setField("attrName", value)
  2. How do I use setField method?

    I am trying to edit the record of "Options" in a dop data however I cannot seem to set it. I made a python dop object to query this data which I have success but when it comes to setting it, I am having a hard time. Here is the link to the docs particular method: http://www.sidefx.com/docs/houdini11.1/hom/hou/DopRecord#setField It doesn't take a field object and neither I can pass a method to it. Any ideas on how I can go about setting a simple float data? Thanks
  3. Holy shite... that did it... thanks Drew Would you know how I can call hcustom in visual studio rather than calling it over a command prompt? Thanks again
  4. Thanks for the quick replies guys It isn't the documentation, but rather trying to get hcustom to work correctly. I set my Path as: C:/visualstudio8/VC;C:/visualstudio8/Common7/Tools/Bin;C:/visualstudio8/Common7/IDE; And MSVCDir as: C:/visualstudio8/VC; I also switched the slashes around but no luck. The apps are in the right place and when I type devenv it loads visual studio 5. However when I try hcustom it says the MSVCDir isn't right I keep getting: The MSVCDir environment variable is set, but does not point to a valid directory. Please set it correctly and try again. Why does one need hcustom? Can't a simple linking of libraries and header files be sufficient?
  5. I have tried all the tips and suggestions to compile the simple star_sop file on my windows machine and have had no luck. Maya devkit comes with visual studio project files and new developers can simply open them up and compile with the visual project files. This isn't the case when it comes to houdini's hdk and frankly it needs to change. The steps to get a simple compile provided here: http://odforce.net/wiki/index.php/HDKFrequentlyAskedQuestions is insane. I am sorry, but the amount of steps and loopholes one needs to go through to just get this setup is not right in my books. Why can't it be simple as: 1) open the visual studio project 2) compile 3) load the plugin 4) have fun! To hear limitations on what visual studio app I can or cannot use is not a welcoming carpet to developers. Maya's devkit seems to allow this AND more. Maya's api is convoluted but that is reasonable. I would rather spend months trying to figure out an api, rather than weeks trying to get a simple plugin to compile. Another nice aspect of maya's devkit on windows is it provides a setup wherein it automatically creates a standard template based on whether you want to write a mel command, a maya node, etc. If someone can please provide a simple visual studio project that shows how to compile the hdk plugin it would be really helpful. And please sidefx if you are reading this; please fix this problem for us windows developers. A lot of students and artists have windows at home and they would love to develop stuff on houdini but they would like to not go through the hassle of compiling something simple as a star_sop on their machines by reading through an ikea style faq page. Thanks
  6. Pyro FX tutorial now Online!

    this to me has been the drawback from delving into houdini fluids- it is slow. I get the argument that you get all the control in the world, but it is hard to block out simulations if it will take hours to get a decent looking simulation going on. I do like the segmented fluid simulating on the farm and the up scaling techniques but that isn't helpful if an artist cannot see quick sims on his/her machine. if houdini can somehow make the speed bearably close to maya's then it will be compelling to work with it on huge scales. I am hoping h11? but I have to say, I love this new version so I will take another wack at playing with the new pyro fluid simulator
  7. sand simulation

    what about the sand simulator that ships with houdini? I wish sidefx would make a simple example of its usage. or is it still in development and not meant to be used? One idea that pops to mind is to use an empty object container and call it "collisionSurf" with a scalar data attached called collisonData, using dops and a popsolver, whenever you collide you emit into this collisionSurf->collisionData. Then use this collisionData as an sdf and use that as a collider to the particles and you can get the sliding and the buildup you need by turning up the friction and what have you. This is what I think one could do using dops... if you have maya 2009 you can do a much better sim with nparticles... just thought of throwing that out there...
  8. New Digital-Tutors Fluids DVD available....

    yeah, dig tutors are indeed stepping up their game here, the tutor also sounds like a houdini master and knows what he is teaching. From the preview, however it looks like the tutor goes through "pushing button" tutorials. I wish tutorials broke it down and gone in depth right down to the multisolver level like the Jeff Lait master presentations. I would rather know the building blocks rather than trying to figure out what the tick boxes and attributes do. To me a fluid solver is more than tweaking attributes it is knowing what is going on internally, then spending time pushing buttons/ changing attributes and doing artistic simulations knowing what is going on under the hood. However this is good, I am pleased digital tutors are putting out these materials
  9. gas solver exploration

    so I spent a good amount of time trying to understanding what is going on under the hood for the whole flame front/ gas dsd solver.... and I still haven't completely grasped the whole understanding... But anyways here is a quick 100 frames of flame sim using fuel that adds to the flamefront which emits temperature. What I love about the gas dsd is the flame front/surface(fuel) relationship. If someone here can better explain it to me it would be really helpful. http://www.serrao3d.com/TestMovs/simpleFire1.mov
  10. gas solver exploration

    so here is a new exploration, where I use a low res sim, and used a low res vel to advect the high res sim... Here is a playblast http://www.serrao3d.com/TestMovs/upscale1.mov Here is a side by side of the high to low res http://www.serrao3d.com/TestMovs/upscale2.mov Cheers
  11. gas solver exploration

    so there are various fields in the smoke object. These fields are either scalar, vector or geometry. In houdini there are predefined data names like Vorticles which is geometry. So basically if u lay down say Gas Vorticle Geometry and turn on points, you can see that it is actually a geometry datatype. To make vorticles work the solver is looking for a "mag" variable... and you can see that in the details view. Also in the node itself in the data name you can see data name vorticles. In the smoke solver, if you dig around you can see that they use a gas vorticle forces node and lo and behold! it is looking for the vorticles data and a vector field to dump the output to. In the smoke solver, the output is going to the general vel which is advecting all the grids that are active. so here is wht I did, I created my custom vector field, called it temperatureVel, created my own tempVorticles data node, and dumped the voritcles output off the gas vorticles forces into temperatureVel. Then all I ended up doing is using gas advect temperature with temperatureVel. You can do interesting stuff like this, where you affect only a certain grid to move the way you want keeping the rest of the grids to advect using the default vel grid... Hopefully the fluid gurus can drop by and give their 2 cents on how the solver is working... again this is me trying to decode what is going in the complex setup they have provided. cheers ps did I mention I heart houdini gas solver?
  12. gas solver exploration

    I have been playing with houdini's gas solver, and here is one of my first simple test. http://www.serrao3d.com/TestMovs/gasTest1.mov So this is a new sim, and this is what I found what trumps maya's fluid solver. This sim has temp (red stuff) advecting differently with custom vorticle fields from density which isn't moving with a voritcle force. http://www.serrao3d.com/TestMovs/gasTest2.mov
  13. I just used my credit card, you dont need to have a paypal account to donate.
  14. donated marc btw does this mean I get a fancy shiny twinkly star under my avatar to show how "special" I am?!?!? I WANT MY STAR! :cry2:
  15. some basic fluid questions

    I have been exploring houdini fluid solver and I have been trying to relate what I learned from maya's solver thinking the same things apply to the houdini fluidBox. The control that comes with houdini's solver is very granular and I am hoping someone here might know the answers to the following questions: 1. when we convert a geometry and bring it into dop land, I find myself using the static object node. In the Physical tab I only see temperature and if I increase it, I can control the amount of temperature emitted into the box. So my question is how does one emit only density or fuel or any user defined data that is declared in the solver object node into the fluid box AND how does one control the emission rate of that data. 2. when I create a new vector/scalar data or any data that is inside a fluid object, I find myself copying and pasting the dimensions and resolution variables using the copy/paste as expression feature. Is there a simple way to automatically do it for me? 3. in the fluid solver object there are all these gas nodes that go through some advection using the vel data. But what the merge node doesn't tell me is the flow of data through them. Is there a way to find out which order the nodes are bring executed in the merge? I know houdini knows it... but I want houdini to tell me her secret. Thanks folks, I hope someone here knows the answers to this awesome yet still mystifying Houdini gas fluid box.