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syntheticperson

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Everything posted by syntheticperson

  1. Can't Bake CHOP in H16

    I want to be able to bake chop-driven animation at the object level.I created a simple hip file with an animated box to test.I have animation key frames on translation.I added a wave motion FX to tx.I tried the following:RMB over tx->Channels and Keyframes/Bake Keyframes…/Bake Keyframes on Selected SegmentsBake CHOP Exports to Channels/Bake, Keep Export FlagsBake CHOP Exports to Channels/Bake, Disable Export FlagsBake CHOP Exports to Channels/Bake, Create Delete CHOPS and Move Export FlagsNone of the above appear to work.What am I missing?Houdini version: 16.0.600thanks cantBakeChop.v01.hiplc
  2. Packed RBD Objects and Flip Explodes

    I'm trying to create cheerios falling into milk. I did a test with 2 toruses falling into a flip sim. If the toruses are separate RBD hero objects, then the sim works fine. https://drive.google.com/open?id=1Z98WekxuaIQ89vmxReqRHTgWjxgkuPUX [drive.google.com] However, if I try using packed RBD objects, then the sim explodes. https://drive.google.com/open?id=13U4Su0a3iVEpLx38lEuWxpORUdciKZCP [drive.google.com] I tried reducing the flip solver interaction scale from 1 to 0.5, but that didn't help. Do packed rbd objects interact correctly with flip correctly in houdini 16.5? What am I missing? thanks Torus2PackedRBD_FlipExplodes.v011.hipnc
  3. Houdini Trainer Needed on Site in Baltimore for 1 Week ASAP

    I don't know on both counts. If you are interested in applying for the on-site teaching gig, please contact Manny Fragelus <manny@cgmasteracademy.com> with your resume. He'll be able to fill you in. Tell him Jeroen sent ya! thanks Jeroen
  4. NASA science visualization department wants to transition from another popular 3D application to Houdini. Houdini trainer needs to be experienced in ingesting large amounts of science data and presenting it in a way the general public can comprehend. You need to be able to teach artists, that use this other application, how to transition to Houdini in this context. You will be flown to Baltimore, travel expenses paid, to provide on-site training for a week. Thanks
  5. Git Integration with Houdini

    At of Houdini 17, SideFx allows you to save a hip file as ascii, and an HDA as a folder with files. https://www.sidefx.com/docs/houdini/assets/textfiles.html Which lends itself to version control, such as git. Unfortunately, this is only available in the commercial version. =( Houdini indie and apprentice don't support this. I personally think Indie should support these features.
  6. Slow Motion Sim (Via Substeps) Flip Fluid is Flickering

    Hi Stefan, I don't recall finding a solution in my setup. However, I saw a post about this volume temporal deflicker HDA: orbolt.com/asset/RodTD::Rod_vdb_averaging Updated Example V2.1 Orbolt video Updated Volumetric Temporal Deflicker V2.1 (H16 to H17.5+) Deflicker by analyzing areas of voxel variation, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow motion fluids. Seems to be designed to address the specific problem we have been encountering. =)
  7. I want to do super slow motion of cheerios falling into milk flip fluid. When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior. Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased. Then read the sub stepped sim files as if each was a frame. It appears to work, but I'm getting some flickering in the flip fluid. https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing Any ideas how to fix? thanks
  8. Planetarium Production Systems Engineer Position

    This position is still available, but has been updated/tweaked. Are you a talented engineer, looking for an opportunity to make science films that change the world? Would you like to apply your technical skills to transform how people see their connection to our planet, nature and the cosmos? The Planetarium Production Systems Engineer will play an integral role in the creation of beautiful cutting-edge science content showcased in San Francisco and planetariums around the world. For more information, go to: https://calacademy.snaphire.com/jobdetails?ajid=Ntb19
  9. Help make cool science visualizations for museum and planetarium visitors. Join us in achieving our mission to explore, explain, and sustain life on Earth. The Visualization Studio at the California Academy of Sciences needs a full time staff Production Engineer. Apply here: https://calacademy.snaphire.com/jobdetails?ajid=ehy09
  10. Houdini Rounded Edge VOP: Seeking Example

    My question was answered here, in case anyone else is interested. https://www.sidefx.com/forum/topic/58301/?page=1#post-261343 thanks
  11. I have searched the web for an example on how to use the Rounded Edge VOP http://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html [www.sidefx.com] But was unsuccessful. I have a 3D model which is very reflective and has sharp edges. It looks dark in the environment, because the edges are too “perfect”. I want the edges to be rounded just enough to catch light and reflections. Can any one provide a simple example on a cube? thanks
  12. Artefacts When Running RBD interacting with Flip & Timescale 0.1

    That appears to work. Thanks! One step that is missing from you instructions: Once I wrote out the substeps, then read them back in as if they are frames, I had to change the Scale Time to 0.1. Otherwise it still played back at normal speed. thanks again
  13. Here is an RBD of tori falling into a flip fluid, with Scale Time at 1. https://drive.google.com/open?id=1CZRguzia-uBbav6sb6Ln4zxRYnAOJbdf [drive.google.com] Which appears to be working fine. I want to do a slow motion version. So I tried reducing the timescale setting on the dop network. Here is the same sim with simulation timescale set to 0.1: https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com] It appears to be mostly working. However, you'll notice that some of the tori explode later. And the flip starts to flicker towards the end. Any ideas why it's doing this? How to fix? thanks
  14. Artefacts When Running RBD interacting with Flip & Timescale 0.1

    Good to know I'll give that a try. In the mean time I fixed the permissions of the slow mov link, so all can view: https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR
  15. I want to be able to export custom attributes from inside my own copy of the classic shader. I also want to be able to feed inputs into my custom shader, at the Material Network level. However, there appears to be a conflict. When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node. However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero. Any ideas? I have documented the example hip file with post-it notes, from scene level all the way down to the shader level for navigation. thanks customShaderMaterialArbitraryExportBug.v01.hipnc
  16. How to Visualize Wind Force DOP?

    I want to be able to visualize a wind force with noise I'm using to make a FEM object with branches sway in a DOP. I tried to append a vector field visualization DOP and a scalar field visualization DOP. I can't get either of them to show up. I'd like to be able to display streamers that represent the wind, so I can adjust the size of the noise settings. Has anyone gotten this to work?
  17. per point physical attributes (eg: friction)

    Has anyone been able to get friction attribute to work with the bullet solver? It works with the RBD mode in the rigidbodysolver node. However, if I switch it to Bullet, the blocks slide, ignoring the painted friction attribute. paint_friction_BulletNotWork.hipnc
  18. Guided Ocean Layer SIM missing frames

    I'm trying to sim waves lapping up onto large rocks jutting out of an ocean. The sim appears to be working. However, when I write out to a bgeo sequence, some of the files have low byte counts, and are correspondingly missing when you play them back. This was simmed on a machine with 24 processors and 20GB of ram. I'm going to try to increase memory to see if this fixes the problem. But it would be helpful if the hip file could write out more informative diagnostic information. How would one go about doing this? As the geometry rop doesn't inherit any log info from the source DOP. thanks devilsRock.waveSim.h16p5p378.v007.hipnc
  19. Houdini FEM stops at frame 800

    Great! I was running it on a host that only had 14GB ram. I'll try running it on a machine with more. much thanks!
  20. Houdini FEM stops at frame 800

    I am trying to sim a 1000 frames of a FEM coral with branches swaying in water currents. For some reason it freezes at frame 800. I checked all the DOP nodes, and couldn't find anything obvious. What am I missing? softCoral.FEM.paintWidth.h16p5p378.v27.hipnc
  21. How to Visualize Wind Force DOP?

    Thanks, but I want to be able to visualize the noise component of the wind force. I need to be able to visualize the scale of the noise, in order to fine tune my FEM sim. I'm trying to sim soft corals in a water current, and need to be able to see the scale of the noise, in relation to the coral branches.
  22. I'm trying to create a layered shader from two classic shaders. However, I noticed that the layered shader loses the point color and alpha information. Please refer to simplified example. The polygon sphere has varied point colors and Alpha. If you apply classicshader_A or classicshader_C, your see left side of the sphere is red, the right side is green, and the bottom is transparent. Which the material is inheriting from the point color and Alpha attributes. However, if you apply the layermix node, which combines the above classic shaders, you'll see the sphere changes to a solid pink, with solid alpha. How can I use the layer mix, while preserving point color and Alpha? What am I missing? thanks layeredShader.v01.hipnc
  23. volume matte example?

    According to the houdini documention: http://www.sidefx.com/docs/houdini/nodes/obj/geo [www.sidefx.com] For correct matte shading of volumes: Add the vm_matteshader property to the object. Create a Volume Matte shader. Set the density on this shader to match the density on the geometry shader. Assign this shader to vm_matteshader. Does any one have an example of a volume matte shader? I want to hold out particle renders with a volume hold out matte. i.e. where the density of the volume = 1, the particles are not visible in RGB and A. Where the density of the volume = 0, the particles are visible in RGB and A. And the particles are correspondingly partially visible for all values between 0 and 1. I'm trying to make particles partially visible behind a translucent object. Any pointers would be much appreciated. thanks
  24. Fisheye projection for the Viewport?

    Hi Mark, goldleaf was asking about custom projections in the houdini openGL viewport on my behalf. Thanks goldleaf! It sounds like from your description, unfortunately, it's currently not possible. However, I just wanted to check into your cubemap idea. Here is an article about how someone creates a real time openGL fisheye in unity: http://paulbourke.net/dome/unity3d/ i.e. 5 cameras facing outwards, each with a 90 degree fov. their resulting openGL views are then mapped onto a spherical piece of geometry with their UVs set appropriately, in front of the scene camera. Such that the scene camera sees the view of the 5 cameras mapped onto the spherical geometry in real time. Giving the illusion of a fisheye ray. Just wanted to check if there is any possibility of mimicking this approach, before closing this thread. thanks
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