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Found 23 results

  1. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  2. BulletSolver Problem

    Hello, I have noob question. I'm animating the sphere collision by keyframe. But, I get some errors and the collision goes through the active object. Particularly, "Target geometry does not contain a name point attribute" error message is strange... Is there anything way for fix to these...? Thank you Destruct Bullet.hipnc
  3. Hi all, new to the forums and new to Houdini although I have a long history in Maya, I have never really gotten much into simulation until now. I've been messing around with the shelf beach tank to make a simulation of waves for a project I'm working on, but I'm a bit stuck on the caching phase. Currently I have a file cache for my fluidcompress and then one for after my particlefluidsurface that then goes to render. Everything seemed to be okay, but I wasn't really able to scrub the timeline without long cook times seeming to come from the Import DOP I/O node. Rendering with Renderman also would get stuck on generating scene. I saw that you can save to disk right in the DOP I/O, but I'm going with a final particle separation of about 0.07, ending up in 6 hour cache times and 100+ GB for 150 frames. I'm guessing this is normal? My machine is 32 GB RAM with a Ryzen 7 2700X CPU. Just don't want to waste time and space on something that was not the best solution. I am left wondering if instead of the DOP I/O node I should be using a filecache after the delete_boundary_layer node, since that node seems to get rid of a lot of unneeded particles? Or maybe I am supposed to be caching in the beachtank_initial geo after the wavetank? Before the OUT null? I was under the impression that once I've cached the compression node that Houdini would have all the information it needs to render the surface that comes after and wouldn't need to "cook OP" the import_fields from the DOP I/O. TL;DR Just caching compressed and particlefluidsurface I'm getting long cook times when going to new frames, so where else should I be caching before that to speed things up? I've attached a screen of my node tree to show what I mean. Thanks in advance, really trying to wrap my head around the best practices and make sure I am not missing a step somewhere.
  4. Using point deform

    Hello, I'm new to Houdini and this is probably very simple. I have a simple scene file that was made with the Entagma vellum tutorial https://vimeo.com/294374382 How would I use point deform to apply the high-res pig head on to the low-res pig heads with the dopnet continuously emitting the pig heads? Thanks guys! V_test_01.hiplc

    Hi all I'm stuck with this. What is the best way to mix two fluids that have different parameters (i.e viscosity)? Both will have different shadings. Any ideas. Attached reference scene. Thank you very much to all Mix_flips_RnD.hipnc
  6. I want create the volume with the particle. BUT, I don't know how to control the volume in dop network. I would had search during a lot of time in , but i had been not solved... wall.hipnc
  7. Hii. I Have made a Pyro smoke Simulation but my Pc is damm slow. So i decided to Cache out .sim file from dopnet. After 20hrs it cache only 67 frame and Houdini got crashed. so when i reopened the Houdini and loaded my .sim file it only read from 52 frame :-( but i have cache 67 frame. any idea why is this happening..
  8. Hello, I'm sure my title for this post could be clearer, so for visualization purposes, say I have a field of discs that are RBD Packed Objects on the XZ plane, and above them there's a sphere with gravity: Normally the sphere would fall onto the discs and the discs would act more or less like a ground object, but I'm trying to have the discs raise up depending on each one's respective distance to the sphere. So far I've found that the positions of the discs (RBD Packed Objects) can be controlled in a sop solver within the dopnet, but I have no idea how to reference the position of the simulated geometry (the sphere) to inform the discs' positions. Can anyone show me the way? My ultimate goal is to eventually replicate the desired effect with the sphere being a vellum object.. would that require a different workflow? Here's my setup so far that may or may not save you a minute: sample.hipnc Thanks for taking a look!
  9. Hello, I'm trying to access a microsolver in the Dopnet. I would like to get e.g the disturbance parameter of the disturbance node, which has the parameter name: "dist_scale". With a Gasfieldwrangle node I can access e.g @vel, @density.. basically attributes.. which is working fine if I am changing them. But if I want to access the parameter and try to change it, nothing happens. I tried it with @dist_scale or relative/absolute channel reference. Thanks!
  10. Hi Guys I have a fairly high res flip sim (by student standards, about 3 gig per frame) and I needed to cache it out as a .sim to utilise checkpoints I need to read this simulation in using playback simulation on the dopnet and a dop IO node with the flip presets in order to pull in the velocity fields for a whitewater sim, however when I do this the computer gets stuck on the first frame I load in. My only current solution is to go through every frame, unticking and reticking the playback simulation button which would take me 2 minutes of load time per frame for 432 frames. An alternative I've considered is the Houdini python module however I am not familiar with this and don't know if the required functions exist. Please could someone with more knowledge on this tell me if this is possible in the python module or whether there is an alternate solution such as a way to pull velocity fields from a .sim cache Thanks George
  11. Hello! I have this vellum grain simulation that is pretty high res, so it takes a bit of time to calculate. What I did was simulate the first 50 frames to get a good rest position for the grains. I set that 50th frame as the initial state for the simulation. Here is where I am unsure. I made some changes to one of the colliders and removed a pop drag node then added a pop force node. Is it ok to make all these changes to the sim? Or should everything match what was in the original simulation? I ask this because I am getting some weird behavior from my pop force node. Even if I turn the amplitude on the turbulence to 99999999 it has almost no effect. If I clear the initial state and use the pop force node, I do not notice the same behavior. In summary, when you use an initial state for your simulation, should you have the same data before and after you set the initial state? Thanks--
  12. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc
  13. cache out RBDs as separate sims

    hey all! I have a rbd sim made of several rbd packed objects, and now I'd like to cache it out but export each rbd packed object as a single alembic file, ideally I'd like to cache the entire sim for review and secondary simulations (smoke and debris) and then separate the cached version by those packed objects and create different alembics...any idea on how to do that? I'm looking into dop import to mask the packed object I want, but I'm missing the step of caching the entire sim first... cheers!
  14. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  15. Hi, It seems that generally when animating objects in scene/object level, you are only able to animate variables globally. I have a scene with a spinning propeller, and this spinning propeller needs to rotate around its own axis, while being placed in a certain spot in the scene. How is this achieved? All transforms in the scene are global space, so if you need to rotate the object 30 degrees on the X axis, the Y axis will not follow the local transforms and the propeller will spin sideways in circles. Followup question: I briefly had a teacher from Lost Boys school of VFX and he showed me how to properly load animation data into a dopnet. Unfortunately I was just starting out with Houdini as he showed me, so I did not catch the method. I gathered that this should not be done in sop-level ('Use deforming geometry'), and rather with motion / 'RBD keyframe active' operators in the dopnet -- how do I load in my animation data, so the velocities are correct with proper interpolation? Thank you,
  16. Hi, I've some question about the dopNet, and the memory performance: I currently query the memory used in the simulation in this way def memConsumed(): try: sim = hou.node("../.").simulation() return "%s" %(str(hou.DopSimulation.memoryUsage(sim)*0.000001)) except: return "NONE" sys.stderr.write("\nMEM CONSUMED : %s MB" %(memConsumed())) A) Is working but the memory usage is quite different off from the memoryGrowth on the performance profile, is this last on reliable for the dopNet? I'm looking some method to go more in deep, I saw every object have record of the memusage, but unfortunately this one is not the sum of every child dependency in the network, example: memmoryUsage(x) = 10000000000 SIM_Objcet > 100 SIM_SolverMulti > 150 SIM_SolverSop(01) > 75 GAS_SubStep > 5000 ... > 30 ... > 999999 SIM_SolverSop(02) > 350 It may have sense to check the "self memory consumed", but in a debug prospective this is not really efficient IMHO Is there anyway to have the memusage as a sum of the relative child? C) are there any record field to describe if any gas solver is multi thread or not? right now the only way that I've is tun a profile and check rolling over for each micro-solver. D) any way to read the time usage for each node? (without dealing with the infoTree, I was expecting sidefx putting a field in the basic record for that like memusage ) E) there is anyway to append the profile file .hperf frame by frame? right now I'm saving a profile by stubstep so far this is my output SIM TIME : 14.25 Frame MEM CONSUMED : 43.389147 MB TIME CONSUMED: 0:00:02.204154 s POINTS : 508702 --- SIMULATION DATA --- Object: staticobject1 |_ MEM USAGE : 0.000361 MB |_ DATA TYPE : SIM_Object Object: HELLO |_ MEM USAGE : 0.000561 MB |_ DATA TYPE : SIM_Object |_ surface FIELD: | |_ DIV SIZE : 0.01 | |_ VOXEL COUNT : 198476 | |_ SIZE : [0.58, 0.59, 0.58] | |_ SLICE : 0 | |_ MEM CONSUMED : 0.772624 MB |_ vel FIELD: | |_ MEM CONSUMED : 0.722936 MB |_ pressure FIELD: | |_ MEM CONSUMED : 0.003616 MB |_ collision FIELD: | |_ MEM CONSUMED : 0.003616 MB |_ collisionvel FIELD: | |_ MEM CONSUMED : 0.007688 MB |_ source FIELD: | |_ MEM CONSUMED : 0.0036 MB |_ viscosity FIELD: | |_ MEM CONSUMED : 0.0036 MB |_ stickvel FIELD: | |_ MEM CONSUMED : 0.007688 MB |_FORCES: |_ Gravity_gravity1 |_ MEM CONSUMED : 0.000584 MB ------------------------------------------------- Profiler stopped and archived Profiles saved: /xxxxx_20180904_10_51_19/14.25.hperf (note the field are a list of interested one) I still need to work to read the solver process and collect all the info to process a % print thanks, Simone.
  17. Hi, I have a simple particle setup here which has attribute wrangle providing velocity in the second input of my dopnet. How can I use that velocity in the second input to affect my particles or (RBD)? thanks in advance vel.hip
  18. POP force masking

    Hi everyone, I created few cubes and made each as a packed geometry. Now in Dop network, I am using rigid body solver for simulation, but as a force, I am using POP Force to drive them. But I need to select some cubes (packed objects) using bounding box and make them affected with POP FORCE. I used to do it with pop group, when using particles, but with rbd packed objects, it's not working. Please suggest a solution.
  19. Hi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks
  20. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  21. Hey guys, got a very unusual question. I am suffering from a bad habit of using opinputpaths in my dopnet. But I only have 4 inputs to play with. Is there a way to increase those inputs to let's say 8? And also have different colour to those extra 4 inputs? I checked the edit parameter interface of the node but no luck. :/ Cheers, b
  22. Hi, i want to write my own DopNetwork but i don't know how i can create it or rather from which class i should derive my custom class. In Houdini my node is only available in an already existing DopNet when i derive my node from OBJ_DopNet.h (obj/dopnet1/myNode). But i want to create my own DopNet (obj/myDopNet). Can someone give me an advice? Thank you.