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Showing results for tags 'Houdini 14'.
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Hi all, I am having some issues with following along with a tutorial in which the person teaching is using Houdini 14, so the Foreach loop and Voronoi are different, I managed to work out Voronoi in Houdini 17 as I have used it before except the Foreach loop nodes in which this case is nod usable due to Houdini 17 new node layout for the Foreach node. Instead I managed to do this in a hackey way and it worked. However I am trying to do this other trick where after applying a voronoi lets say to a cube, I want to be able to delete the outer rocks and keep the center rocks visible, also I managed to delete the outside of the voronoi'd box I am using, managing to delete the flat outer surface of the box and not necessarily the pieces them selves whilst retaining the center pieces. Any help would be well appreciated, I cant figure out how to go past this bit. I can share my save file if anyone would like to see it, and can include pictures, name of the tutorial etc.. Kind Regards Rusty.
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- rbd
- houdini 14
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Hi all, I will be post all my sand simulations in this thread. All critics and suggestions are welcome.
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- grains
- SAND SIMULATIONS
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I'm starting to learn dynamics, and I want to output the direct and indirect ray samples from a volume using the pyro shader. I've set the mantra node to output the extra image planes, but when I use ray tracing neither image plane has any info. I can get information when I set the render type to PBR or instead use the billowy smoke shader, but I'm curious as to why it wouldn't work with ray tracing. Any help is appreciated. Thanks! Comp Specs: Intel Xeon E5 2650 (2x) 32 GB ram Nvidia GeForce GTX 650 Ti Windows 10 Pro Houdini 14.0.702 pyroDirectIndirect_styakow.hip
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- ray tracing
- houdini 14
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Hi All, I am a maya user and I have recently started learning Houdini and was looking for a procedural way of selecting inside or outward faces of for say this glass geometry. thanks
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Hi, I have Houdini Indie, I am trying to simulate a cloth animation and am getting very, very slow results. I am doing a simple grid with 100 by 100 res fall into a smaller cube. On the default Finite Element Solver settings it is taking close to a minute per frame. If I increase the res of my mesh to 300 by 300 it gets close to 12 min per frame (I am running dual high end xeons, 256GB RAM, Quadro4200 and Tesla K40c). I am not even seeing good CPU utilization hovering between 9 and 12% I tried to disable substepping and setting the Max Iterations Linear Solve to 128 but it barely has any effect. Is this normal behavior or can I assume something is wrong?? Thanks,
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Hi guys, I am a beginner with Houdini and I have a strange problem. Yesterday night, I ran a simulation on my Mac (twice) and everything went fine. Today, I tried to run the same simulation on a PC (windows 7 and the same amount of ram) and Houdini slowly ate all the ram and crashed the app. Any ideas? There are some parameters to change/optimize? Thank you for your help. best regards, Lazza79
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- houdini 14
- windows
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Hi guys, sorry to annoy you but I am just entered in the "world" of VFX and CG and I need your help I am trying to create a shot of a boat moving. I have created a collision geometry, a proxy volume, and run the simulation (particle separation is always 0.03). Once I converted the particles to volume and then to polygon soup, I noticed that the water moved by the bow is wrong: there is a small "gap" between the bow and the water, as if something is between them. I am posting 2 screenshot of the particle simulation and the conversion to volume. Thank you for your help I don't know if you can see it but the lower part of the volume is correctly attached to the boat, but then the distance increases... Cheers, Lazza 79
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Hi guys, The question is simple, I am trying to make a shot of a boat with some waves: is it possible, in the OceanFX tool, to "time shift" the ocean? I'm asking because the waves I like are about 50 frames after the start of my ocean and every time i want to modify something I have to "waste" a lot of time while Houdini cooks the scene. I hope you can help me. Cheers! Lazza79
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- procedural ocean
- time shift
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I've been going through the tutorials listed on the SideFX website for Houdini lately, and I've had an issue with the first tutorial in Procedural Modeling where Ari is making a hose that follows a Path CV object. My issue is that no matter what I do when creating the path, my normals are not aligned along the curve as his are in the downloaded scene files. Instead, the normals of all points point perpendicular to the path. This causes issues later when trying to manipulate the path to pull the end points in/out to carve them and create tension. Instead of having the desired effect of moving the points in or out along the path, they move along the Y-axis, which is how the normals appear to be oriented. I can't find any steps that I've missed, having combed over the lecture yesterday, and cannot find any options to change how the normals are oriented. As well as this, all my attempts to correct the issue have failed, including manipulating the normals in a VOP, trying to use a Point SOP to change them, and experimenting with the Polyframe node. What am I missing? Thanks heaps for the help, this one has me stumped and I can't figure out if I just missed an important step, did something stupid, or am suffering at the hands of Houdini 14 when he used Houdini 12 for this tutorial.
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- houdini 14
- path cv
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Hello everyone, I was wondering if there is a way to export vdb 2.0 from houdini 14 instead of 3.0. If yes how? Thanks a lot!
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Please excuse me guys,I am new to Houdini and I was trying to generate few passes of Pyro in Houdini but unfortunately I was unable to achieve those,I hope you guys would help me in resolving the following issues I have faced. I have enclosed my project as well as rendered .exr files for your consideration. 1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ? 2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector? 3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality? 4) Is there a way I can add displacement to my Pyro ? 5) How I can generate Volume Light Pass ? 6) How I can generate RGB pass ? Thanks in anticipation. Houdini_Pass_Projects.rar Pyro_Pass.rar