<?xml version="1.0"?>
<rss version="2.0"><channel><title>od|force</title><link>https://forums.odforce.net/rss/1-odforce.xml/</link><description>od|force rss feed</description><language>en</language><item><title>Scale COP &#x2014; free Houdini node for fit modes, tiling, and canvas resize (letterbox, fill, crop)</title><link><![CDATA[https://forums.odforce.net/topic/67424-scale-cop-%E2%80%94-free-houdini-node-for-fit-modes-tiling-and-canvas-resize-letterbox-fill-crop/?do=findComment&comment=277858]]></link><description>Houdini's built-in Resample COP only does Stretch. If you want a letterboxed fit, a fill that crops to the canvas edge, or a tiled repeat with mirroring, you're chaining nodes and computing UV offsets by hand &#x2014; and redoing that math every time a resolution changes.
 


	Scale COP is a free HDA that wraps the whole thing in one node. Pick a target resolution (preset, explicit, or pulled from a size-reference input), choose a fit mode, optionally tile, pick a filter. Done. No manual offset math.
 


	Fit modes: Distort, Fit (letterbox), Fill (crop to fill), Width, Height, None (1:1 pixel) 
	Tile modes: None, Repeat, Mirror X, Mirror Y, Mirror Both (with UV offset) 
	Filters: Point, Bilinear, Box, Bartlett, Catmull-Rom, Mitchell, B-Spline, Auto 
	Size reference input: connect any upstream node to drive the output resolution automatically &#x2014; no manual width/height entry when your canvas size changes
 


	Free download: https://github.com/kleer001/funkworks/releases/tag/scale_cop-v0.1.99
 


	Houdini 20+, any edition. FX users: a build script is included so you can compile the HDA under your own license and avoid the Indie/Apprentice flag.
 


	First Houdini release from Funkworks &#x2014; a small open-source collection of free DCC tools built from real workflow problems.
 


	Feedback and bug reports welcome!
 


	More free tools at https://github.com/kleer001/funkworks</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_04/mascot_small.png.ea96a32bf43edba2c153be4e1f8f9330.png" length="130675" type="image/png"/><pubDate>Fri, 10 Apr 2026 21:20:50 +0000</pubDate></item><item><title>Flip velocity from ocean dies overtime. hip file attached</title><link><![CDATA[https://forums.odforce.net/topic/67409-flip-velocity-from-ocean-dies-overtime-hip-file-attached/?do=findComment&comment=277518]]></link><description>It looks like velocity is not continuously injected, only in the 1st frame 1001. hip file attached. it's the default flip tank from the shelf tool to which I added ocean spectrum, and a grid to visualise.
 


	Frame 1032 there is still something happening from earlier velocities, 
 


	
 


	about 100 frames later it's already dead
 


	
 


	by frame 1240, it's almost dead quiet.
 


	
 


	am I doing something wrong, how to Make sure velocity is continuously injected, not just the 1st frame 1001?
 


	 
 


	 
 


	flip_from_ocean.hiplc</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_04/Screenshotfrom2026-04-0714-34-39.png.acc6530b5c07a9b57a4957769ab2037d.png" length="2397071" type="image/png"/><pubDate>Tue, 07 Apr 2026 12:49:25 +0000</pubDate></item><item><title>Particles Collider</title><link><![CDATA[https://forums.odforce.net/topic/67405-particles-collider/?do=findComment&comment=277416]]></link><description>Hi everyone,
 


	I&#x2019;m having an issue with particle collisions in Houdini and was hoping someone could point me in the right direction.
 


	My particles are passing through collider objects instead of properly interacting with them.
 

Box_disc.hipnc</description><pubDate>Mon, 06 Apr 2026 12:34:37 +0000</pubDate></item><item><title>"No one is looking, let's flip around 360 degrees!" how to generate clean subframe data from animated/deforming geometry</title><link><![CDATA[https://forums.odforce.net/topic/67404-no-one-is-looking-lets-flip-around-360-degrees-how-to-generate-clean-subframe-data-from-animateddeforming-geometry/?do=findComment&comment=277412]]></link><description>If you take Crag test geometry. Go to your global animation options, uncheck integer frame values (have the step at 0.1).
 


	After Crag moves to grab the hammer,scrub the the timeline at every subframe (right arrow), be patient it's coming ... carry on, not yet, there, right there do you see it? geometry going crazy in between frames, not once many times, even the hammer takes the opportunity to flip around 360 degrees in between frames, coz why not? no one is looking, right? not really, the solvers can be a bit allergic to this "immature recalcitrance" in between frames.
 


	
 


	 
 


	What I've tried to do is first to kill the subframe data that came with Crag animation by default, coz it's trashy.
 


	then attempted to recreate subframe data several ways for half a day (stealing the kitchenware from the deprecated timeblend sop), got some less than optimal results, then time to ask: how do I generate smooth subframe data? I mean as smooth as the original except some craziness in between frames?</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_04/Screenshotfrom2026-04-0614-02-52.png.c591cef33eca72a1efea980540730a30.png" length="1397263" type="image/png"/><pubDate>Mon, 06 Apr 2026 12:05:28 +0000</pubDate></item><item><title>Orientation issues transferring rotation from animated points to Vellum Hair</title><link><![CDATA[https://forums.odforce.net/topic/67394-orientation-issues-transferring-rotation-from-animated-points-to-vellum-hair/?do=findComment&comment=276841]]></link><description>Hi everyone,
 


	I&#x2019;m working on a setup involving two animated control points. My goal is to animate these points manually (both position and rotation) and generate a line between them. I want the position and rotation from these points to transfer to the line via a Vellum Hair simulation.
 


	From there, I&#x2019;m scattering points along the simulated "stem" to copy leaves onto it. However, I&#x2019;m running into issues with the orientation because the leaves do not follow the rotation or twist of the line correctly. I suspect I&#x2019;m not transferring the transform attributes properly before or after the simulation.
 


	I&#x2019;m still learning Houdini by solving tasks like this, so I realize this might be a basic mistake. I&#x2019;ve attached a preview and my current .hip file. Any suggestions on how to correctly setup the orientation transfer would be greatly appreciated.
 


	Thanks!
 

 
Stem_sim.zip</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_04/preview.gif.6a879a9f3d007955d667e1fd906a2fc6.gif" length="585852" type="image/gif"/><pubDate>Wed, 01 Apr 2026 10:10:13 +0000</pubDate></item><item><title>HDA in VEX Builder context</title><link><![CDATA[https://forums.odforce.net/topic/67391-hda-in-vex-builder-context/?do=findComment&comment=276791]]></link><description>Hello, 
	 
	Why, when I create an HDA in VEX Builder context (Material Library node) it is not working as I expect, I can't create an instance of this HDA by pressing TAB, it is not in the list of available assets. 
	 
	materialsI want to create a complex material network with several input parameters and build tons of similar matarials in the library with different parameters.</description><pubDate>Tue, 31 Mar 2026 16:57:48 +0000</pubDate></item><item><title>COP 3d textures to Material X</title><link><![CDATA[https://forums.odforce.net/topic/67384-cop-3d-textures-to-material-x/?do=findComment&comment=276600]]></link><description>Hello guys, 
	 
	Is there a way to get COPs fractalnoise3d values on my geometry in MaterialX subnetwork? 
	 
	Like in Maya, when you can create 3d texture with place3dTexture node. So I can put texture on object without UVs and projections.</description><pubDate>Sun, 29 Mar 2026 16:30:30 +0000</pubDate></item><item><title>Karma custom AOV</title><link><![CDATA[https://forums.odforce.net/topic/67380-karma-custom-aov/?do=findComment&comment=276398]]></link><description>How to create custom AOVs in Karma? 
	I followed the documentation, but it does not work. Am I missing something? 
	 
	Here is the scene: karma_aov.zip
 


	Created new Extra Render Var, named XXX, trying to output diffuse_color from subnet1 material.</description><pubDate>Fri, 27 Mar 2026 19:08:22 +0000</pubDate></item><item><title>Triplanar mapping artifacts</title><link><![CDATA[https://forums.odforce.net/topic/67375-triplanar-mapping-artifacts/?do=findComment&comment=276345]]></link><description>I have a noise texture and triplanar projection. That setup gives a lot of artifacts. How can I get rid of them? 
	 
 


	cop_snippets_006.hipnc</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/image.png.f9b94d25d5fc9f1ec783977ca5434739.png" length="293566" type="image/png"/><pubDate>Thu, 26 Mar 2026 22:21:15 +0000</pubDate></item><item><title>deleted</title><link><![CDATA[https://forums.odforce.net/topic/67374-deleted/?do=findComment&comment=276337]]></link><description>-
 


	 
 


	 
	Thanks!</description><pubDate>Thu, 26 Mar 2026 19:16:20 +0000</pubDate></item><item><title>Flip Solver - input fields set up for single pass reseeding</title><link><![CDATA[https://forums.odforce.net/topic/67370-flip-solver-input-fields-set-up-for-single-pass-reseeding/?do=findComment&comment=276296]]></link><description>According to sidefx documentation single pass reseeding "requires careful setup of the input fields".
 


	What is different compared to the standard set up? are there any additional requirements for set up? I assume we are here only talking about the "surface" field, or is there a another field?</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/Screenshotfrom2026-03-2606-35-59.png.02ef90094862d3b702b02488de6a7223.png" length="111275" type="image/png"/><pubDate>Thu, 26 Mar 2026 05:42:52 +0000</pubDate></item><item><title>Errors with COP textures renders</title><link><![CDATA[https://forums.odforce.net/topic/67361-errors-with-cop-textures-renders/?do=findComment&comment=276258]]></link><description><![CDATA[Hello, 
	 
	I have a super basic scene with a COP texture (triplanar projection), and I am getting errors I can't understand.  
	 
	First, I get an error on the NULL node (VARIATION_MASK), which is set up as triplanar. 
	Maybe something is wrong with that setup, but then I have errors on the usdrender_rop1 node. 
	 
	Tried without triplanar, and I can't even render VARIATION_MASK_FLAT, which is just a fractal nose. 
	I get issues displaying textures in the viewport; sometimes it works, sometimes not; changing the path to texture "op:/something" &gt;&gt; "op:something" helps or breaks. 
	I jsut stared to dig into COPs and am confused about what's going on. Maybe someone can take a look at my scene cop_snippets_001.hipnc and find an issue?]]></description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/image.png.5cdccd762a5516dd519c4b5e726f440e.png" length="670803" type="image/png"/><pubDate>Wed, 25 Mar 2026 15:27:13 +0000</pubDate></item><item><title>Wheel Generator</title><link><![CDATA[https://forums.odforce.net/topic/67360-wheel-generator/?do=findComment&comment=276251]]></link><description>Hi Guys, 
	I just want to share un Wheel generator (redshift).
 


	https://hipfreak.gumroad.com/l/hnjfsa 
	 
	Thank you.</description><pubDate>Wed, 25 Mar 2026 13:06:52 +0000</pubDate></item><item><title>Camera Manipulator Handles</title><link><![CDATA[https://forums.odforce.net/topic/67356-camera-manipulator-handles/?do=findComment&comment=276199]]></link><description><![CDATA[Does anyone know how to change node handle size of camera manipulator in Houdini?
 


	The standard * &amp; / does not affect camera manipulation handle size.
 


	preproduce issue:
 


	in SOP or in LOP
 


	When select camera and press enter, multi handle appears and its uncorrelated to translate or rotate standard size that is controlled with * and /.
 


	Houdini 20.5
 


	Thank you for your time!]]></description><pubDate>Tue, 24 Mar 2026 13:37:03 +0000</pubDate></item><item><title>Create USD MaterialX Builder</title><link><![CDATA[https://forums.odforce.net/topic/67349-create-usd-materialx-builder/?do=findComment&comment=276167]]></link><description>I am trying to create a "USD MaterialX Builder" subnet in my Material Library LOP and failing. 
	 
	 
	The only working solution is: 
	 
 

builder = matlib.createNode("subnet", "material name", run_init_scripts=False)


	 
	But it creates a regular Sunbnetwork, instead of a Material X Sunbnetwork. How to get proper subnet (shown is a screenshot, I created it manually)?</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/image.png.0afefe3860925ebc2448070a6c6d3071.png" length="64401" type="image/png"/><pubDate>Tue, 24 Mar 2026 02:35:50 +0000</pubDate></item><item><title>Removing shopnet attribute in bulk?</title><link><![CDATA[https://forums.odforce.net/topic/67337-removing-shopnet-attribute-in-bulk/?do=findComment&comment=275998]]></link><description><![CDATA[I'm trying to import an fbx model with embedded textures but the textures don't show up in the render. 
 


	They get hidden in render because of this shop material attribute that I have to delete for each and every piece of the watch. 
	
 


	 
 


	Is there an automated way to delete this attribute instead of entering the node for every piece inside the wristwatch?
 


	
 


	I converted the embedded materials by using ODtools.
 


	Here's the project file.  
	https://www.dropbox.com/scl/fi/e8803p5cmz2pw3vsct820/wristwatch-material-challenge.zip?rlkey=kys5oyueemjzkv9k7d86vrb9j&amp;st=4wpwuhkt&amp;dl=0]]></description><pubDate>Sat, 21 Mar 2026 16:56:30 +0000</pubDate></item><item><title>collider for flip sim: rasterise velocity or not?</title><link><![CDATA[https://forums.odforce.net/topic/67323-collider-for-flip-sim-rasterise-velocity-or-not/?do=findComment&comment=275880]]></link><description>Do I need to rasterise velocity into collisionvel field at the collider level before simulating, or is it ok to not rasterise it, and let the solver take the velocity from the points?
 


	the collision source sop doesn't offer this option while the vdb from polygon does.
 


	What is the difference if any between rasterising it before and not? is it reducing sim time?</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/Screenshotfrom2026-03-2007-28-23.png.0420130d0d2449b5d9de8d84ff70a0ae.png" length="84349" type="image/png"/><pubDate>Fri, 20 Mar 2026 06:31:29 +0000</pubDate></item><item><title><![CDATA[extract info from geometry spreadsheet (DOPs): simulation time & memory usage]]></title><link><![CDATA[https://forums.odforce.net/topic/67322-extract-info-from-geometry-spreadsheet-dops-simulation-time-memory-usage/?do=findComment&comment=275877]]></link><description><![CDATA[I accidentally bumped into this wonderful info on the geometry spreadsheet (simulation time &amp; memory usage) and want to extract it, any idea how?]]></description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/Screenshotfrom2026-03-2007-16-22.png.4dc5d817d8885a9762a4374c62a161f4.png" length="45997" type="image/png"/><pubDate>Fri, 20 Mar 2026 06:19:38 +0000</pubDate></item><item><title>How to know exactly what number of substeps is the flip solver is actually using per frame?</title><link><![CDATA[https://forums.odforce.net/topic/67321-how-to-know-exactly-what-number-of-substeps-is-the-flip-solver-is-actually-using-per-frame/?do=findComment&comment=275875]]></link><description>I've searched in the geometry spreadsheet for substeps couldn't find it, is it available from where or do I need to calculate it some how?</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/Screenshotfrom2026-03-2007-09-20.png.f6a4ae854443ff98d56f66825f470e75.png" length="39040" type="image/png"/><pubDate>Fri, 20 Mar 2026 06:12:41 +0000</pubDate></item><item><title>How to flipbook on deadline/farm with ui available? Gives more options to user</title><link><![CDATA[https://forums.odforce.net/topic/67310-how-to-flipbook-on-deadlinefarm-with-ui-available-gives-more-options-to-user/?do=findComment&comment=275804]]></link><description>Hi,
 


	Of course, when PDG submits background job or farm job - it submits in a command line env way so no UI is available. New flipbook node or openGL node give you the option to submit flipbooks to the farm on GPU enabled machines, but this option is extremely limited in a huge way - grabbing the viewport exactly how it is in it's current state. What I mean is - being able to display hard templated geo, templated geo, ghosted geo, viewport background easily, black vs blue background, all those functions are hard coded or just gone. Particularly I'm interested in being able to see hard templated geometry since this is very useful when wanting to see multiple geos without merging and messing up attributes in the viewport - it's also much faster to preview this way as well. 
 


	So now comes the issue. Since PDG submits farm jobs without the ui available - this means we are not able to flipbook using flipbookSettings or hscript('viewwrite') commands in the background. This forces us to be restricted to flipbook node or openGL rop nodes. I'm asking if there is a way around this limitation? To spawn a job on the farm but WITH the ui enabled so that things like the sceneViewer.flipbookSettings and sceneViewer.flipbook() commands could actually work without crashing on the farm? 
 


	I was looking into hython, studying up on how TOPS works, but I don't know how to do this without more information. Can anyone give me more background?</description><pubDate>Thu, 19 Mar 2026 02:36:47 +0000</pubDate></item><item><title>VEX - Accessing/printing coordinates from point ID</title><link><![CDATA[https://forums.odforce.net/topic/67303-vex-accessingprinting-coordinates-from-point-id/?do=findComment&comment=275655]]></link><description>Hi all 
 


	In an Attribute Wrangle: 
	 
	int p0 = addpoint(0, set(0,0,0)); 
	int p1 = addpoint(0, set(1,0,0)); 
	int p2 = addpoint(0, set(1,1,0));
 


	vector pos = point(geoself(), "P", p2); 
	printf("Position of p2 is: %g\n", pos); // This prints Position of p2 is: {0,0,0} which is wrong 
	 
	I would like to access the coordinates of p2 and print them out. I'm using: 
	 
	vector pos = point(geoself(), "P", p2); 
	printf("Position of p2 is: %g\n", pos); 
	 
	but instead of printing {1,1,0} it prints {0,0,0} which is wrong. 
	How could I print or access the coordinates correctly? 
	 
	Thanks in advance</description><pubDate>Tue, 17 Mar 2026 07:25:30 +0000</pubDate></item><item><title>Attached vellum Hair to Primitives not points</title><link><![CDATA[https://forums.odforce.net/topic/67302-attached-vellum-hair-to-primitives-not-points/?do=findComment&comment=275624]]></link><description>How can I attach curves to the primitive location of a deforming vellum object ?.. I'v only manage to do it with point locations using the glue constraint. Maybe there is no need to do it since this should be used as hair guides at the end, but I had the doubt, just to know if it's possible. I try all contraints and non worked.</description><enclosure url="https://forums.odforce.net/uploads/monthly_2026_03/image.png.8dc81c0d19b1dd69ac98e011a7ba4e69.png" length="154625" type="image/png"/><pubDate>Mon, 16 Mar 2026 20:36:46 +0000</pubDate></item><item><title>Collections in LOPs?</title><link><![CDATA[https://forums.odforce.net/topic/67297-collections-in-lops/?do=findComment&comment=275600]]></link><description>Anyone know why custom collections don't seem to work in the Renderpass Node? Is that a bug, am I missing something, or is this a "feature" (collections within collections)?
 


	Often in large scenes we use collections in lighting to create complex groups of prims. It would be useful to pass those into various render passes, but although they show up in some of the drop down menus once created, they don't seem to do anything.
 


	Any suggestions?</description><pubDate>Mon, 16 Mar 2026 14:13:30 +0000</pubDate></item><item><title>Feather Animation in Houdini</title><link><![CDATA[https://forums.odforce.net/topic/67284-feather-animation-in-houdini/?do=findComment&comment=275269]]></link><description>I've recently set up a full feather groom for a chicken character, I've been looking into the deform nodes - point deform, guide deform and feather deform and I'm struggling to get the feathers to follow the animated mesh. I have been following parts of  https://www.andreaskj.com/creating-and-animating-a-bird-in-houdini-solaris-feather-export-hda/ as well as the eagle example on side FX but I dont quite understand the workflow as it seems to be mostly for simulating the feathers themselves on a static mesh. 
 


	I'm having most trouble understanding the procedurals, with the above link he uses a HDA which has been very helpful but then mentions reimporting it back into sops animating and then importing back to LOPs, I dont quite understand this process and any insight would be super helpful!  
	If anyone could help I would be much appreciated</description><pubDate>Fri, 13 Mar 2026 13:02:48 +0000</pubDate></item><item><title>Hiring: Senior Houdini FX TD + Layout Artist (Freelance)</title><link><![CDATA[https://forums.odforce.net/topic/67278-hiring-senior-houdini-fx-td-layout-artist-freelance/?do=findComment&comment=275173]]></link><description>KUVA is looking for a Senior Houdini FX TD and a 3D Layout Artist for a 3&#x2013;4 month project starting immediately.
 


	FX TD



	Looking for a senior Houdini artist comfortable working in production pipelines.
 


	Required:
 


	
		
			Strong particles / pyro / volumes
		 
	
	
		
			Experience creating stylised or magical FX
		 
	
	
		
			Solaris / USD workflow
		 
	
	
		
			Rendering with Karma or Redshift
		 
	
	
		
			Pipeline-friendly approach to scene organisation and optimisation
		 
	



	Bonus:
 


	
		
			Fulldome / immersive formats
		 
	
	
		
			Gaussian splatting / point rendering workflows
		 
	



	Layout Artist



	Required:
 


	
		
			Excellent 3D camera animation
		 
	
	
		
			Strong cinematic composition
		 
	
	
		
			Experience preparing scenes for lighting/render
		 
	



	Bonus:
 


	
		
			Fulldome / immersive formats
		 
	



	Remote friendly.
 


	Please send reel + day rate + availability to: steve@kuva.io</description><pubDate>Thu, 12 Mar 2026 10:56:55 +0000</pubDate></item></channel></rss>
