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Found 161 results

  1. I start to learn the new sop fluid workflow, but there is no uv data on final output mesh. How can i keep uv from the beginer model to final fluid mesh? fluid-test.hip
  2. Hello, I have a tube, I want to animate the radius scale. So that it expands and shrinks randomly. I want it to look like it's being animated by a noise. My problem is that I don't know how access the radscale in the tube geo. Thanks!
  3. How create point group which are not connected. like the ss below?
  4. Hi Everyone, are there elegant ways to add gravity and drag to the Pyro Solver SOP? The two forces are needed to shape dust volumes nicely. There are no options on the wrapper itself. The classic way, I'm used to, is to add a Gravity Force DOP and a Drag Force DOP at the lower end of the DOP tree. But for this I need to break the nice wrapping SideFX has built. What are the easiest alternatives without breaking the wrapping? Cheers, Aleksej
  5. Extrude points along Curve

    Hi! I wanted to know if there is a way to extrude points to generate curves from that extrusion, I was surprised that the Extrude SOP didn't accepted that kind of operation. I had a workaround for doing this using the "Copy to points" SOP to copy the input points (the ones that will sweep trough the target curve) to each point of the target curve and orient them via "orient" attrib also I had to define an "id" attrib" for each point so then I'll connect them with the "Add" SOP. Anyone has better ideas to tackle this? Thanks!
  6. Hello, Trying to work with RBD bullet solver and conetwistconstraint, but I found a limitation in SOP Bullet solver, cause it has only one conetwistconstraint settings, and in case if I have more than one conetwist constraint it become a problem. I tried to add it inside solver but have no success.
  7. Hello For a cloth set up I need to have the same remesh (via Remesh SOP node) result of an object on each shot. The object to remesh is the same in all shots, but is Position change. I can not dive in the Remesh node but it seems that while translating an object, is remesh result change. What I want to achieve is to have the same remesh result for each object base position. My ideas was to use a rest pose, or find a VEX function that does the same as the Remesh node but I can't figure it out. Thank you for ur time
  8. Hi all, Is there a way I can use a shelf tool python script to select a joint in the rig tree window pane when I have a rig pose SOP selected?
  9. Hi ! I'm currently struggling on breaking constraints. I want my constraints to break if their length is higher than a given threshold. These constraints has to be soft constraints and I have to keep them animated (it's for my work). I tried to break them in the SOP Solver connected to the constraintNetwork, but for a reason it doesn't work at all. I've created hip file to show the problem more clearly. If you dive into the SOP Solver node you'll see that, long constraints get detected, but it doesn't affect the simulation. Break_Animated_Cst.hipnc
  10. Scatter Jittering

    Hello, I'm han. I have a question. I did Sphere -> Mountain(noise animated) -> Scatter & Sphere -> Mountain(noise animated) =Points and Sphere Merge (*so I want to sphere moving and scatter points are also moving) but Scatter points are jittering(not stick to sphere). How can I fix it? Roughness down, Octaves down -> Little bit comfort movement but, is that solution to not jittering(not change roughness or octaves) ? Thanks!!
  11. Hi everyone, Anyone knows how I could get the world position of the tip of a bend deformer handle? (see image)
  12. Tools for layout

    Custom importer for Quixel Megascans Bridge inside Houdini Sop. These videos shows an example of working with 3D Scans and Surfaces https://github.com/andrey214/aa_tools https://vimeo.com/638435887 https://vimeo.com/638435845
  13. Hey everyone! This is my first post here! I have a scene where I'm caching a vellum grains simulation to a disk cache. I'm having trouble understanding why it takes so long. When I cache the simulation to ram in the viewport each frame takes about 15 seconds, however when I drop a File Cache SOP and save it to my hard drive each frame seems to take about 3 minutes. Could someone explain why this may be? I have tried saving to another drive and it didn't help.
  14. Hey, bit of a specific use case here, but has anyone successfully used the .asCode() Python function with the SOP solver? I can't seem to get it to save and recreate the nodes inside of the sop level solver node. I spent some time researching it but haven't found anyone even mentioning this problem. Everything else seems to work fine with the function even the DOP level SOP solver. It's just the SOP level solver that has this issue. I'm kind of at my wit's end trying to figure this out. I might be missing something super simple or obvious here, but I'm hoping someone else has encountered this and figured out what is happening. I suppose it could also be a bug, I haven't taken the time to dig through all the change logs on the SideFX website. I'm currently encountering this in Houdini 18.0.348 (which has known issues with the .asCode() function) as well 18.0.597 (where those issues have supposedly been resolved). If anyone has any insight I'd really appreciate a nudge in the right direction. Cheers, Brandon
  15. Hey Houdini Users ! I am currently making a wetmap for my shot and I am having issue with the stepping when using the solver SOP. I tried increasing the substeps and also putting a Timeblend+Timeshift to interpolate between frames but neither of them seems to be working. If anyone know how to clear out this stepping and have a smooth trail for the wetmap please enlighten me Attached are the files, one is gif and other is mov. Wetmap_v001.mov
  16. Hi. Im trying to make a growth setup. The simulation is too fast for me. I try to increase the FPS but didnt work. I also try the Retime sop but didnt work too. How can i make slower version a Solver Sop simulation? Thanks. 002.hip
  17. Hi all. This should be easy, but it's killing me... I have a control object living outside a DOP network, a simple particle system. I've plugged it into the second input. Inside the DOP I access this control position without issue, in a VOP. However I then want to follow up by killing particles in a POP wrangle, based on distance to the control object... Easy right? Here's my vex: f@dist = distance(@P, v@opinput0_P); if ( @dist <= ch("threshold")) { removepoint(0,@ptnum);} ... simple. But it kills particles around the origin, not the control object, as if v@opinput0_P = {0,0,0} I've tried multiple variants on opinput, explicit path and the point function etc but it always gives me a "kill" radius around the origin, not the control object. Anyone see what I'm missing? Thanks in advance!
  18. Can't delete output of cop2net in sop

    Is output of cop2net in SOPs different than a regular mesh? Nothing seems to work (deleting by @ptnum, @Cd attributes). I hoped that Houdini could provide some image processing combined with subsequent geometry processing.
  19. Hello, I would like to get rid of these edges and keep the bigger rectangle. How can I do this? Thank you
  20. Distributed SOP cooks?

    I'd watched the video showcasing distributed particle sims, but only recently it occurred to me that this technique only applies to DOPs? Am I correct in saying that there is no general solution to distribute SOP cooks? For example, slicing and aggregating (map-reducing) VDB clouds or any VEX snippets on large meshes?
  21. Hello there, Before in Houdini GamDev has a sop called group by attribute. So if I use name node to group primitives, pack them then just use the group by attribute node Houdini will recreate all the group based on the name attribute I had In Houdini 18.5 it has a node called group from attribute boundary which does similar thing but I can't figure how to set it up so it can auto create group based on name not manually set up each name like in the photo I hope I explained it well. Thank you for reading this
  22. Voronoi interior detail

    Hello Everyone! I would like to add an interior detail for fractured pieces but I cannot seem to find the option in the voronoi fracture sop even though Houdini knowledge base says exactly this: "you can enable the Add Interior Detail checkbox on the Interior Detail tab of the Voronoi Fracture SOP node. This gives you access to parameters to bricker the flat planes and add some noise." (Link: https://www.sidefx.com/docs/houdini/dyno/voronoifracture.html) I also tried using RBD material fracture as an alternative as I can link it to an RBD interior detail but it messes up my geometry and distorts the etched logo so voronoi fracture sop is the cleanest reuslt I was looking for. thank you very much in advance! voronoi.hip logo-galler.ai
  23. Hi, Is this the way to add a SOP Solver in the new RBD Bullet Solver SOP? I noticed that we have access to a lot of nodes inside it. It says "wire pop forces into here" but not sure how to hook up a SOP Solver. I'd like to set up some custom activation inside this RBD Bullet Solver SOP.
  24. Hey guys, This should be fairly simple. I have a ball bouncing on a plane, I am finding the contact points but rather than displaying then one at a time as the ball bounces, I need them all together on a frame hold I am transferring the Cd attribute from the ball to the plane to get the contact points. Then we are removing all ground geometry except the contact points if (@Cd.g >= 0) removepoint(0,@ptnum); the contact points appear frame by frame as the ball is bouncing. Any idea how to get them all to display at once? So I guess I need to store the contact point somehow?
  25. Hi I'm trying to implement meshlabserver script in Houdini to process multiple pointcloud sequences with poisson reconstruction. I got it working with this code, that read a ply file (created upstream with a filecache sop) and output a new ply file temp_out_$F.ply after applying a meshlab script. Obviously the python sop passes to the next node the geo that receives form its input, which is the unprocessed -filecached- one. How can I clear the geometry and load the geo from the processed ply file (temp_out_$F.ply) inside the python sop? thanks for any kind of help! node = hou.pwd() geo = node.geometry() import os os.system('C:/Programmi/VCG/MeshLab/meshlabserver -i C:/temp_in.ply -o C:/temp_out_$F.ply -m vc -s C:/poisson_sa_da_base.mlx -l C:/log.txt' )
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