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Found 20 results

  1. FFX Geometry Explainer is an assistive HDA for Educators, and DIY learners. As a beginner, have you struggled with understanding how Vertex, Point, Primitive, Detail, UV Seam, Edges, Half-Edges, Normals, Normal winding, and Shared/Unshared points relate in Houdini? This HDA should help. https://davidtorno.gumroad.com/l/geometryexplainer For Educators, there is an unlocked option, so you can dive into the tool build and customize it to your specific needs if you like. For learners, there's a cheaper basic version that is locked, but has all the same learning info.
  2. Hi guys, I would like to get rid of the mushroom effect and add more and more small details to my pyro sim, but I don't know what parameters or fields are responsible for this. I tried "Disturbance", "Turbulence", "Velocity", "Gas Disturb", and "Gas Project nondivergent", ... without success! How can I fix it? Thanks for helping. Pyro.hip
  3. Hi, my title may be confusing, but it's a noob question. I'm having trouble accessing points attributes in detail mode. I can create points easily, but when I want to access let's say it's position, it always returns 0,0,0 with the point() function. Also it seems that points created AND removed still appear in detail attributes but not in my points. I'm not sure I completely understant the logic of detail vs point(...) and it's relation/interactions. I have attahched a file containing both examples of my problem noobQuestion.hipnc
  4. Hello, I have a for each connected loop, and I created a meta import node. To access the node using the detail function in a wrangle I have to use the back ticks to get the value of the iteration otherwise it just shows 0 without the back ticks. Can some please explain to me why we need to use the detail function in back ticks, for example `detail("../eachP/", "iteration", 1);` in a wrangle node for it to work? Thanks, This is with back ticks This is without back ticks
  5. Hi there, So I'm trying to fit the point velocity attribute range from 0-1. In my test scene, I have a simple RBD sphere shooting upwards and slowly slows down once landed. I'm using the length of velocity, promote it to detail attribute with min and max v and imported the detail attributes in a second wrangler where I fit it in an attribute called @speed, the issue is instead of @speed going from 0-1, it always starts at 0.5? Or is my setup wrong? Thanks. *hip file attached* min_max_v.hip
  6. Hi, can someone please explain to me, why we would set the run over parameter in a wrangle node to detail or points? What is the difference between these two? I know that run over points means that the vex code is run over each point in parallel, but what exactly is run over details? Thank you
  7. Basic question: basically its not possible to set any attribute/parameter in any node. I.E. scatter node, force toal count (npts). There is no way to set this attribute via a i.E. Detail wrangle? Any other ways? Python? Or are some attributes not changeable from outside the node? Is this basically true?
  8. Hi everybody I want to use the "detail" function as an expression in a node parameter to read a vector component. detail("../sourceData","color.r",0) but it does not work. I tried "color.0", same result when I use just "color", it reads something, an average could be, anyway I just want to read one component of a vector value. how can I do that? thanks you.
  9. Hey guys, I'm pretty new to Houdini and I'm doing a train crashing through a wall. Currently I'm trying to export the animation of the crashing wall (via Alembic (~600mb/frame) to Maya Arnold to shade and render it. Viewing it in the viewport of Maya is no problem but as soon as I try to look at it in render view Maya freezes. Is there an easier way to export the crash Animation of the Wall to Maya? Or some option in Maya to make it easier? I fractured the wall with some detail with the RBD Material Fracture Node and unpacked the dopimport before I exported it to an Alembic. In the hip file is only the fractured wall for testing Thanks for the help wall_test.hipnc
  10. Hi, It was briefly mentioned in the this post but I didn't really see a solution that worked for me. https://forums.odforce.net/topic/40201-workflow-for-creating-terrain/?tab=comments#comment-193820 I seem to struggle with getting detail in areas of terrain with a steep angle. Anything else I can do just fine. Any ideas on how to improve detail in areas with large/steep slopes? edit: erosion results seem absolutely horrible on steep slopes for me. It seems I get worse muddier results with new erosion node : ( see how much detail I have on the less steep areas. thanks
  11. hi guys i want to my smoke sim detail up. my data is too close so i want to use noise in second-half work. for example, in Shader or Volume Vop noise. i used do noise in Billowy Smoke but do not recognize rest field.( I have rest field) it looks like world noise. and i found this docaument while i was looking for it. (https://fxnomemo.blogspot.com/2015/07/volume-displacement.html) but i'm not sure how to use it in SOP(Cloud Noise, or Volume Vop) Can someone tell me?
  12. Hi, I've tried to cache out .obj files which have the same naming as their import counterparts. I managed to write their original name into a string detail attribute (for example "one200_300-236-58_korpus.obj") - next I thought I could reference those attributes in a filecache node ($HIP/`detail("filecache1",attribute1,0)`) but nothing happens - I just get a file called 0 without any .obj Does someone know whats wrong with my setup? Thank you
  13. Hey guys, So I saw this series of photographs by an artist called Marcel Christ and wanted to produce a similar effect. Here is a reference image: I have been trying for the past few nights and wasn't able to get anywhere close to this look. There is a lot of detail once the smoke leaves the source and I wasn't able to replicate that. Is it a matter of having a lot higher resolution? Here is a render of what I have now: Current file: 0018_od.hip Also there is a test on Vimeo by Jeong Yeon Son that looks great: I don't get how to produce so much density from these seemingly small sources (the density seems to increase after it left the source..) I'm going to continue working on this and try different things, if anyone can take a look at my current file or has an idea I would love to hear it! Cheers H H X
  14. Hey all, I'm super new to Houdini with a background in game development. I was going through tutorials on pluralsight and I'm loving it so far. So I've been expanding on the content and diving into Vex, and I hit a snag trying to run a Solver that changes generated point colours, because I wanted read from and modify persistent data on a separate point outside of the solver network. I simply created details on the point in an Attribute Wrangle in dataHolders and thought it would be easy to read and write to them from an attribute wrangler infectedPoints in the solver. The problem is the vex script in the attribute wrangler can't actually read the details ie: int pointsVaccinatedSoFar = detail("../../../dataHolders/dataHolderPoint","pointsVaccinated",0); int maxPointsToBeVaxxed = detail("../../../dataHolders/dataHolderPoint","maxPointsToBeInitiallyVaccinated",0); printf("points Vaxxed so far: %g\n",pointsVaccinatedSoFar); printf("points Vaxxed so far: %g\n",maxPointsToBeVaxxed); The font node pulls the details properly and prints them. But the printf always yields 0 when maxPointsToBeVaxxed should be 10. I'm guessing I'm breaking some kind of data context/scope protocol in Vex buuut I don't know enough about Houdini yet to really understand what's going on if that's the case. Or I guess I'm not using detail() properly, or both Any help would be appreciated! I'm using Houdini Indie so if you guys can read it I can upload the .hiplc file. Thanks!
  15. Hey guys, I'm trying to put a cloud from sops to use in a Pyro sim. Even though i'm using the same division size in both, the resolution looks very differente. Any tips on how to make it looks as close as possible from sops? Sops: Dops: Thx
  16. Hello! Sory for my English I'm trying create geometry with AttribWrangle node in Detail mode. I use addpoint, addvertex and addprim nodes. When I created some points how could I get access to them into the node? For example, I created point pnt0 = {0,0,0,}. And now I want to create point pnt1 which is close to pnt0: int X = 3; int pnt0 = addpoint(0, set(0,0,0)); int pnt1 = addpoint(0, set()); - and here I want to get position of the first point and add X to each coordinates. Is it possible?
  17. Hello community, I'm trying to figure out how to get this effect, im pretty new to houdini and my thoughts are with some noise and displace along normals, I played a lot with vopsd and solver but I cant get the shapes and amount of detail, could this detail be done in mantra? (just wondering, I would prefer to do it just in sops) Here is the video (min 7:39) Any tip on how to achieve this kind of pattern/displace will be great, thanks!
  18. Hey guys, I'm trying to add detail to some ripped paper mesh. This is the kind of detail i'm trying to achieve: I almost achieved it using this workflow: EDIT: THIS WORKFLOW DOESN'T WORK AT ALL (it sucks btw ) 1 - Give the paper (grid) a little thickness using a PolyExtrude 2 - Get the PolyExtrude's Side Group and apply a new PolyExtrude on it 3 - Get the new PolyExtrude's Front Group and add displacement on it (usign attribute vop) This would totally work if the paper kept it's thickness. Here's what I need: http://imgur.com/kbonbMT and here's what happens: http://imgur.com/grzS4FT I'd really apreciate if you guys have a better idea on how to proceed, even with a totally different workflow File is attached in case someone would like to have a look Thank you, Alvaro paper boards v1a.rar
  19. Hi all! I know this question has been asked and answered but I don't really seem to be able to make it work... So I put together an amazing (not really) scene, with a voronoi pre-fractured geometry (a simple polygon box). I then call it into Dop's to sim and after that I should use the points of the sim to drive higher res chunks... But how? Should I pick the chunks, get a centroid out of each of them and copy onto it a new high-res chunk? Should I go back to the original geometry (the box) and give it a lot of detail (subD's and noise/mountain/...) and break it again... but this will change the geo so the chunks will not match the previous ones... Questions, questions... Can someone elaborate a bit more on the process or pick my (basic) scene and add the detail so I can study the how to? Because up 'til now what I've done is get all the detail I can before sending it to Dop's (and also use a displacement shader...) and I do understand that that is a waste of resources... Thanks guys! Cheers! rbd_addDetailAfterSim.hipnc
  20. How can I make "detail" or "global" data in dop? (like detail attribute in sop) Can it only attached to objects? I can do work without it. But just curious. Thank you~
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