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Found 9 results

  1. Hi guys, I have encountered a problem while importing alembic files with UVs. They seem to be kinda rotated (right mesh) - on the left is the same mesh but exported as static .obj. Does anyone know how to fix this? I've attached the file if someone is interested Thank you alembic_import_UVs.hip
  2. Hi Everyone, Entagma have just released a new video to create Color Dust Explosion which is really great! (so far) They are using a Volume Rasterize Attributes node which is new in Houdini 17. Has anyone done this tutorial or have any idea if there is a 16.5 way of doing it? Knowing SideFX, they probably merged multiple nodes into this node for simplicity maybe but i just cant work it out. Thanks All, Check the video out if you haven't already: http://www.entagma.com/production-setup-walkthrough-color-dust-explosion
  3. Custom struct as attribute

    I have a custom struct in VEX (Houdini 16.5). It's nothing special, just a few simple values combined (no arrays). Is it possible to create an attribute out of a custom Struct in vex? Is it possible to do that for an array of custom structs? I guess it's something like: adddetailattrib(0,"name","myStruct"); adddetailattrib(0,"name","myStruct[]"); setdetailattrib(0,"name",myStructObject,"set"); These kinda seem to succeed in creating an attribute, but I don't seem to be able to add values to those. Also I would like to be able to use the @ syntax for quickly defining attributes for custom structs. (Something like: myStruct@myAttribute;) Is that possible? (Note that I can create variables, with code like: myStruct myVariable = myStruct(1,2,3); and myStruct myArrayVariable[]; But I specifically am interested in creating attributes on the geometry that would persist between wrangle nodes and especially be visible in the geometry spreadsheet.)
  4. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  5. Anyone else feel like 16.5 crashes more frequently than previous builds? One way which can be replicated is hitting esc whilst creating a flipbook. This is quite annoying. 16.5.405, CentOS 7
  6. Hello, Small problem this morning. I have a flower in Houdini that's been cached out as a .bgeo file. The flower opens and is supposed to emit particles, which I'm controlling the location of emission with a paint node and a timeshift after that. Just following the tutorial, as you do. After the timeshift is a scatter with the Density Attribute set to Cd and after the scatter an Attribute Interpolate node so I can put the points back onto the moving petals to get a velocity from the points to emit water and so on. The problem is that the color value from the paint doesn't stick to the moving bgeo geometry and when the frame moves will break up the color, thus scattering the particles in a new way on every frame. Even a quick copy paste from his .hip file to mine doesn't work after I change the paint node to fit my geometry. Every value is the same and I'm confused. Is there a better or any other way to lock color values onto a cached bgeo file?
  7. Problems with Cloth and SOP Solver

    Hi guys, how you doing? So, I need some help I'm trying to do a cloth simulation, where a SOP Solver inside of the DopNet drives the cloth tearing at some point of the animation. But when the SOP Solver begins with his magic, the simulation goes crazy and and stop for some frames, giving me a wrong result I'm putting the hipfile here, with a video showing the problem as well. All suggestions are welcome OBS: I'm using Houdini 16.5, and I've tried to do the same sim on version 16, but the sim time jumps from one hour running in an i9, to more than 15 hours (and I didn't wait to see the result) Sorry for my bad english, but this thing is driving me crazy https://youtu.be/lWGcH7p2nmg link for the download of HIP and other geometry https://www.dropbox.com/s/sd3iq7qa5fxz0vm/cloth_problem.rar?dl=0
  8. In Houdini 16.5 when I bring the mouse to the viewport, current tool automatically goes into the selection mode. This is normal?
  9. Hi all,I wonder is anyone else is having the problem I am experiencing:I have a simple crowd sim: 1. I have one agent defined from a FBX. The agent is generated in a different hip file and baked out. In my simulation scene, I am accessing the agent from ‘disk’2. I plug this agent into the crowd source node.3. I simulate my crowd source, using the shelf tool. All good so far.4. I have some geometry (waving flag) saved out as a bgeo sequence, which is brought into my crowd system as packed primitive sequence. It is then attached to my simulated agent with the Agent Relationship node.5. I save the scene.6. When I press play or try to cache out my geometry, I get ‘segmentation fault’, Houdini bombs out and I can not load my scene any more. Not only that, I cannot load the backup scene or even any other scenes I have ‘saved_as’ along the way. As soon as I try to load a hip file, I get a segmentation fault again and Houdini bombs out. Weird.I have remade my agent (with new name) from scratch and remade my simulation scene multiple times and this crash keeps happening.Has anyone seen this kind of problem? What can I do to recover my hip scenes
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