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Found 15 results

  1. Hi! I try to figure how to paint capture weights in Houdini (current version 17.0.506). I seems to me that whichever option I choose (paint, smooth layer, smooth final) the weights are either 0 or 1. What is going on? How can I just simply smooth my skin weights as for example it done in Autodesk Maya? Here the screen:
  2. Hi fellow Houdini masters. I'm still quite new to doing fluid sims in Houdini. I am trying to create an effect of paint-like fluid flowing down a wall, colliding with a bottle and then continue flowing off the edge. I've set up a simple set up with shelf tools and controlling the emitter velocity with simple VEX. So the desired effect is to have the fluid flowing down the entire wall smoothly with a curvy edge, collide and fills up around the bottle, and then continue flowing off the edge and down. The surface has to remain thin, smooth and complete with no holes, similar to pouring paint down a wall. However, here are the problems i faced with my simulation. I've attached the flipbooks below too. 1) The fluid is too thick. I tried scaling the scene from small (<1m) to big (around 2m) and it still looks the same. The fluid gets really really thick when it reaches the bottom. I was thinking that increasing the scene scale would make the liquid thinner but seems like that doesnt do the trick. 2) After the fluid collides with the bottle, I can't seem to force the fluid to go around the bottle and fill back up. I've tried using a pop attractor but the results look unnatural. 3) For some reason, even though my wall volume collider guides look smooth, the fluid doesnt flow down the wall smoothly and seems to bounce off the surface. 4) Even stranger, when the fluid reaches halfway down, they start to float above the collider surface. This is very apparent in the side view flipbook. I thought it was some collision volume offset, but it was set to 0. And in other areas, the fluid was nicely touching the surface. Totally got me confused here! I've attached the hip file (with stickynotes annotations) and flipbooks of where I'm stuck at. Would be so grateful if I can get some tips of how I could achieve this effect. In my mind, I thought it was a relatively simple set up where I can just make a collider and emit viscous fluid down and let it simulate and flow down without changing so many settings. But damn its difficult.. =( Thanks! Wall Flow V01.zip cascadeFall_side.mp4 cascadeFall_front.mp4
  3. Hi there good folks, So I've been asked to make that famous effect of various colored paints layered upon each other, dripping to the ground. The dripping? No biggie. Getting the colors to NOT mix together? Urgh. Or rather, as the flip sim goes, particles spread under / over the other layers, resulting at the end of ends in a spotted mesh with no real foreseable tricks to get all those to look like sharp separations. Here is a good reference : https://www.youtube.com/watch?v=P6TnO_Rr3G4 And another one would be : https://vimeo.com/225438054 How my work looks so far, you can really notice the spots : Aaaand joining a scene. So how could I proceed to prevent the colours from mixing together too much? I've thought of getting a particle force to repel/attract based on color, but it will just make weird things happen. I've thought of getting a texture in there, but I do'nt see how I could make it look right or apply it correctly to the mesh. I've thought of manipulating various fields, adding some kind of divergence, etc, but really I'm not sure what to do. Maybe it's just a post sim trick, too... Paint_drips.hip
  4. paint density

    hi guys i use paint node to get particular scatter points for my object but when i fracture it, pieces look so long i guess it is a density problem. i just want irregular pieces but more points in some areas.how can i fix it.please help me... test.hipnc
  5. I would like to have something like CaptureLayerPaint SOP but without having a actual bones or capture. Just set a number of channels and paint on a channels having them all being normalized as I do it, i.e. per point, the sum of all channels is 1.0. I've done something like this before setting an array attribute, but I can't paint it in this way. (contains sound) https://streamable.com/jl6ag https://streamable.com/665k6 So instead of just using those nulls to define those areas of influence for deformation/instancing/etc... I'm looking for to directly paint them. So is there a way to pain such type of maps arbitrarily? Thanks!
  6. Hi, I'm a beginner with houdini and I'm trying to procdurally paint some geometry based on a particle scattered over the top of it. So would like the particles to represent the hit locations of the paint node. I know I'm supposed to use attribute transfer but was just a bit wondering how as attribute transfer feels in two values and the paint value also feels in values. Thanks in advance, -spacebindi (beginner)
  7. Save Cd to Bitmap

    Sup guys, I've painted some stuff on an object and now I need to export this object to another software. I've projected UVs properly on it and now I'd like to export this data as a bitmap. I've found some info on sidefx forum saying this (on quote) but i'm quite new to shops and have no idea on what's going on there. Can anyone help me out with this, pls? My main doubts are: Should I do this in Shops? What is the Cf output? Use mantra -u option? wut? Thank you, /Alvaro
  8. Paint Cracking Method

    Hey all. I tend to read these sorts of forums a lot but never actually contribute anything, so I figured I should change that. Here's a somewhat lengthy write up of an approach to peeling paint off of a wall: http://www.pixelninja.design/paint-flakes-in-houdini/ I haven't been using Houdini long (only a couple of months) so there's probably much better ways of doing this. If so, let me know! Hopefully it's easy enough to follow along with. Blog/tutorial writing isn't something I generally do, so if you've got any feedback I'd love to hear it. Edit: added a hip file as per a request paintFlakes.hipnc
  9. Hey Guys, I wanted to ask you, if you guys know how to promote the paint handles from a paint sop in an HDA. Only found a "solution" where the user dives in the network to use the paint node. Just want to use the paint node to color a geo in order to scatter points there. If you have a solution, I would be very thankful. Cheers, Luke
  10. Paint On Speaker

    After a long delay, I present to you the final product! https://vimeo.com/145827468 Enjoy
  11. Hi all,I just have a little question about painting cloth stiffness. I was doing some test at home and I tried to paint in the attribute for cloth stiffness based on a few example from previous threads : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=18437 https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=108649&highlight= I tried to replicate the method on my own but came to no success. Is there a new method of painting attributes to cloth in H13 or I am just doing it wrongly. This is my hip file which I did some testing with : paintstiffness_test.hipnc Appreciate all your help guys!! - Darren
  12. Hi everyone, first post here. I'm starting to learn houdini and of course i need a lot of help since the documentation is quite poor...i hope you guys can give me some heads up. My problem is basically the old brickwall destruction problem. My goal is to destroy the wall having clusters of bricks, single bricks and brick shards. and of course i would like the clusters to break into smaller clusters or single brick on every subsequent impact and so on. So far i managed to create a glue network which i delete gradually using a sphere with points from volume node, and painted clusters which are not deletable, so they should behave like subsets of the main glue network (breaking accordingly to their strength). And here the odd behaviour happen...glue network bonds seems to reappear and stop the shards quite randomly. anybody has any idea? any help would be so much appreciated also, some tips on how to paint different vaues of glue strength or how to procedurally set the glue strength based on distance between pieces would be a plus. thanks so much in advance to anyone who replies this post you can find attached a flipbook showing in red the glue network bonds that reappear houdiniFlipbook.mov
  13. Hi, I have set up a pyro dynamic that is driven by a some particles that swirls on a geometry box. I would really appreciate if someone can take a look at it and tell me what I can do to improve this. Its a system that lets the particles grow on a painted surface and the idea for me is to adapt this to other geometry later. Then I need to make the smoke and fire to look as realistic as it could be. I have also noticed that the flames are a bit not sharp / blurry in a way when doing a couple of frames in the render view. Im very new to Houdini so please explain to me a way that a newie can understand, I dont have a coding background, but use a lot of time to try to understand Houdini. Thanks. Stig pyro_test_SO.hipnc
  14. Hi All! Is there a way ,using the "Paint Node", to paint for example on frame 0 the letter A , the letter B on frame 100 and C on frame 200 and some how fade in, fade out from one letter to another? Something like an animated weightmap... I dont want to use an image sequence as texture and then transfer attributes.. Something like this could be really usefull for painting attributes that change over time on let's say an animated character . I have made a chanel for the color attribute I don't but I dont have a clue on how to proceed... Can anyone helpout or just give some rough guidelines? Thanks keyframe paint.hipnc
  15. How to Transfer a Colored Pencil Drawing on vertexes? I can easily trasnfer the color via attribute transfer sop, but I dont know to to make the transfer permenant on vertexes. Thank you all.
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