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Found 39 results

  1. I need to create a HDA with uisoparm handle which will be show/hide on hotkey, and dynamically tune different parameters in my hda. For example by pressing some hotkey it will tune param0, and after pressing same hotkey it will tune param1, etc... The problem is that I can't understand why uisoparm handle doesn't shows in viewport after its creation. Another handles like circle, xform, vector works fine. template.bindHandle("circle", "my_handle") But uisoparm handle doesn't appear in viewport , and I can't understand why here is example of my code. also I attached a hip file with hda. import hou import viewerstate.utils as su class State(object): def __init__(self, state_name, scene_viewer): self.state_name = state_name self.scene_viewer = scene_viewer self.node = None self.start_pt = None self.end_pt = None self.displayRotHandle = True self.start_handle = hou.Handle(self.scene_viewer, "rotate_start") self.end_handle = hou.Handle(self.scene_viewer, "rotate_end") self.displayCarveHandle = True self.carve0_handle = hou.Handle(self.scene_viewer, "carve_0") self.carve1_handle = hou.Handle(self.scene_viewer, "carve_1") def onEnter(self, kwargs): self.node = kwargs["node"] # rotation handles init self.start_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.end_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.start_handle.show(True) self.end_handle.show(True) self.start_handle.update() self.end_handle.update() self.displayRotHandle = True # carve handles init self.carve0_handle.show(True) self.carve1_handle.show(True) self.carve0_handle.enableParms(["input", "k","onoff"]) self.carve1_handle.enableParms(["input", "k","onoff"]) self.carve0_handle.update() self.carve1_handle.update() self.displayCarveHandle = True self.start_pt = self.node.node("start_pt").geometry() self.end_pt = self.node.node("end_pt").geometry() def onMouseEvent(self, kwargs): """ Find the position of the point to add by intersecting the construction plane. """ ui_event = kwargs["ui_event"] device = ui_event.device() origin, direction = ui_event.ray() return True def onKeyEvent(self, kwargs): ui_device = kwargs["ui_event"].device() self.key_pressed = ui_device.keyString() if self.key_pressed == "a": if self.displayRotHandle == True: self.scene_viewer.showHandle("rotate_start", 0) self.scene_viewer.showHandle("rotate_end", 0) self.scene_viewer.showHandle("carve_0", 0) self.scene_viewer.showHandle("carve_1", 0) self.displayRotHandle = False else : self.displayRotHandle = True self.scene_viewer.showHandle("rotate_start", 1) self.scene_viewer.showHandle("rotate_end", 1) self.scene_viewer.showHandle("carve_0", 1) self.scene_viewer.showHandle("carve_1", 1) return True def onHandleToState(self, kwargs): # Called when the user manipulates a handle handle_name = kwargs["handle"] parms = kwargs["parms"] prev_parms = kwargs["prev_parms"] node = kwargs["node"] if handle_name == self.start_handle.name(): # user manipulates rotation start handle node.parm("rot_start").set(parms["ry"]) if handle_name == self.end_handle.name(): # user manipulates rotation end handle node.parm("rot_end").set(parms["ry"]) if handle_name == self.carve0_handle.name(): # user manipulates carve 0 handle node.parm("carve_0").set(parms["k"]) node.parm("first_u").set(parms["onoff"]) if handle_name == self.carve1_handle.name(): # user manipulates carve 1 handle node.parm("carve_1").set(parms["k"]) node.parm("second_u").set(parms["onoff"]) def onStateToHandle(self, kwargs): # Called when the user changes parameter(s), so you can update dynamic handles if necessary handle = kwargs["handle"] handle_parms = kwargs["parms"] node = kwargs["node"] if self.start_pt != None: pos_start = self.start_pt.point(0).position() else: pos_start = [0.0, 0.0, 0.0] if self.end_pt != None: pos_end = self.end_pt.point(0).position() else: pos_end = [0.0, 0.0, 0.0] if handle == "rotate_start": handle_parms["tx"] = pos_start[0] handle_parms["ty"] = pos_start[1] handle_parms["tz"] = pos_start[2] if handle == "rotate_end": handle_parms["tx"] = pos_end[0] handle_parms["ty"] = pos_end[1] handle_parms["tz"] = pos_end[2] if handle == "carve_0" : handle_parms["k"] = 0 if handle == "carve_1" : handle_parms["k"] = 1 def createViewerStateTemplate(): """ Mandatory entry point to create and return the viewer state template to register. """ state_typename = kwargs["type"].definition().sections()["DefaultState"].contents() state_label = "Denis test dynamic handle" state_cat = hou.sopNodeTypeCategory() template = hou.ViewerStateTemplate(state_typename, state_label, state_cat) template.bindFactory(State) template.bindIcon(kwargs["type"].icon()) template.bindHandle("circle", "rotate_start") template.bindHandle("circle", "rotate_end") template.bindHandle("uisoparm", "carve_0", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) template.bindHandle("uisoparm", "carve_1", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) return template carve_python_states_v01.zip
  2. Dynamics Tendrils Anemone

    Hi Houdini Magiciens Anyone know how i can do that ? I know how made tendril /anemone with hair but i don't find the way to made collisions like in this vidéo. It seems like cloth. Thanks a lot for your help !
  3. Virtual Depth Sensors

    Hi - I have a ship that is behaving nicely with pretty realistic buoyancy on a Houdini Ocean. I would like to outfit the ship with sensors that will give me their depth below the ocean surface at any given time. Any ideas how best to do that? Thanks!
  4. Hi everybody, I'm a newbie here, I just discovered this Houdini forum today! Just to precise, I'm learning since only 4 months, it's an incredible 3d software but a little bit complex at the beginning... I've an unexpected problem: I've a rigid body simulation stored on my hdd where all are okay for me, and now I want to make the textures, but the DOPimport node keep the colors that were used during object creation!! You can watch it in the screenshot. Please, how can I change the color after the DOPimport node, or maybe how to keep the color of the Assemble node? (I'm working for a render with Mantra) Many (many!) thanks in advance for your tips/answers!
  5. Dynamic wool...

    Hi, So I have a complex problem that I can't get to the bottom of. I have created trails using volume curl fields. I want it to look like a ball of synthetic down/woollen filling. Now I want this to be dynamic so if it laded on the floor it would have volume but if I use vellum hair it just falls flat because it is just a bunch of curves. Any ideas ? Thanks Andy
  6. Hello Guys! Noob question... I have a character with modeled/sculpted hair, and I want to make it dynamic. The thing is. I´m using a spline for each hair chunk, and the vellum solver to make that spline dynamic. I like the motion I´m getting on the splines, but when I use the wire capture/wire deform combo, The mesh gets flattened. It follows the motion, but it looses all the volume/shape. Is there a way to keep the hair´s shape?? or am I trying to solve this the wrong way?? I hope the images below can show the issue. Thanks in advance! EM
  7. Replicating Coins

    A little experiment I like to nickname: 'Life as a VFX Artist'
  8. Dynamic Bullet Constraints

    Hello, I'm trying to create a dynamic constraint network, to achieve a kind of sticky wall. The basic concept is working but it is very "wobbly", it seems there is an offset or something else. I tried to scale the constraint primitive to zero and reduce the restlength without success. Is there another way to influence the constraints? debug.hiplc
  9. Hello all, A mocap actress walks catwalk style and turns around, walks backward, back and forth a few times. I'm so close to getting this to look very realistic but I am having trouble with self collisions bunching up the fabric. I attached an image of what my result issue looks like and the parameters I'm using. If it's not any of these causing it, could it possibly be my pin to animation constraint? It's the straight-forward Grouping Pts to pin and pinning to nearest on mesh in Permanent setting. Thank you for any advice. Sadly, I can't share the project file.
  10. Looking for text animations

    Looking for a talented Houdini artist who can do procedural text animations. We have an upcoming project that requires it. The resulting geometry should be dynamic, procedural, however, lightweight as it will be baked out and used on mobile devices. Please include links to any work you have done in this area, as it will help us filter down the candidates. Thanks!
  11. How to delete dynamic points by group

    Hello, I made a rigid body simulation where I have different kind of pieces, like pavement, road etc. I grouped them in a group called "group1" How can I write this in vex in pointwrangle? Take the group1 and if the points in group1 are under -1 in @P.y then delete them. Thank you for your help
  12. Dynamic Constraint Help

    Hi All, Wondering if someone could take a quick look. I'm having a hard time trying to get these dynamically created constraints to stick to this animated passive object. is my approach wrong ? What I'm trying to do is Have the sphere hit the wall, then pull away some pieces like its stuck to it. I've seen several approaches to this, but have not seen it done on a passive deforming mesh. Which is what the sphere is setup to be. Rich Lord has a some great examples of sticking constraints on fully dynamic meshes. any direction would be appreciated ! dynamic_constraints_deformingmesh_17.hip
  13. Dynamic Fire Hose - Vellum

    Hi guys, I'm fairly new to houdini and I got stuck on a sim and hoped you might be able to help. For past two weeks I've been trying to create a dynamic fire hose - something like this. It seemed like a very simle task - vellum cloth hose somehow attached to rbd metal connector - but I just can't seem to get it to work properly. In the scene I'm working on the hose should float for a bit with some turbulence and interact with other rbds floating around and then fall to the ground and hit floor collider+other falling rbds objects. I'm using strut softbody in vellum and it seems to work pretty ok out of the box. The folding on the ground doesn't look that great, but thats probably just a matter of tweaking the settings. I managed to add some turbulence through the windforce node in DOP network. I wanted to figure out how to constrain/attach the end of the hose to the rbd connector. At first I tried using vellum attach to geometry and set the max distance parameter exactly as I needed. That worked great with static geo, but didn't work at all with rbd object. Not sure if vellum is incompatible with rbd, or if I just set it up incorrectly - I used shelf too RBD object and connected it through the dop import to the third input in vellum attach to geo node. When this didn't work out I thought I might be able to get away with merging the hose and connector into one obejct and then paint a mass and stiffness maps, so that the hose is soft, light and will fold on the floor, but the connector will be stiff to the point it will behave like RBD and heavier than the hose, so that it would pull it down. I created primitive stiffness attribute and then painted a map - the hose is black and the connector is white. In the vellum constraints I set both bend and stretch stiffness to scale by attribute and was expecting that the hose stiffness would be multiplied by 0 and thus would pretty much collapse on collision, while the connector would be scaled by 1 and the stiffness would be according to the stiffness value. But when I use scale by attribute the entire object gets completely flattened on collision and there is no difference between the connector's and the hose's stiffness at all. Also I was unable to find a way to adjust mass with attribute, so I'm not sure if this is even viable solution to my problem anyway. How would you approach something like this? TL;DR: What's the best way to create vellum hose and attach one end of it to moving rigid body with mutual interaction? EDIT: I managed to get the stiffness map working on a dummy scene, but still didn't figure out how to adjust mass by attribute/group. Is it even possible? Apologies in advance if it's something really simple and obvious! Thanks for any help!
  14. I would like to know how to make the effect of the object go deconstructing gradually as the helmet of the star lord in Guardians of the Galaxy
  15. Hello houdini wizards! I am playing with Vellum and trying to get the dynamic glue constraints to work. The documentation is about 1 very small section and I did what it said to (like creating the glue inside the solver and setting the Create Constraints drop down to Each Frame) but it does not grab the cloth. I played with distances and groups but no luck. I don't have a specific scenario at the moment so no scene file really that cant be set up in 2 minutes, just a grid as the cloth object, a sphere (fed into the collision input at the sop level) that dips down close the grid and then moves back up. The intention is to have constraints be created to grab the cloth within the set distance, pick it up, pull it, and then release/break the constraints when I want/need to. The breaking I can assume is pretty simple using the broken attribute in the Constraint Properties but I cannot seem to dynamically create constraints to grab the cloth/grid. Any help or knowledge you can give is much appreciated! I was unable to find any example files on the subject either but I did see the demo of it being done (https://vimeo.com/313872854) around 24:50. And again, thanks in advance for any advice you can give!
  16. Hello there, Is there any way to create Geo dynamically inside a dopnet? Specifically, i would like to have growing tendrils, and simulate those as they are created using popgrains. I created a popwrangle inside my dopnet, and created new points and primitives through vex. Unfortunately, that breaks the pop solver, as its not solving the newly created particles (However, if I put a force after the popsolver it works). I thought maybe that resetting the id to -1 (as used in a similiar way with the bullet solver) would do the trick, but unfortunately not. Is there any way that I can force the popsolver to recognize those newly created particles? Thanks in advance, Bajt createGeoinPop_v01.hiplc
  17. growing dynamic curve

    Hi, Currently banging my head against a brick wall on how to create a similar effect to the play-doh looking, growing worm things in this great Ditroit piece: Wondering if someone could give me a little nudge in the right direction? Or a good place to start looking? Up against it a little so don't have a huge amount of dev time! Cheers!
  18. Group rbd packs that broken

    Hi all. i did this tutorial : http://shortandsweet3d.blogspot.com/2018/06/animated-constraints.html now i'm wondering how can i make a group of shattered piece and mask them on some forces. for example in the tutorial, detached pieces don't affected by impulse force. Thanks.
  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. Explosion Rbd with pyro clustering

    Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
  21. https://www.hossamfx.org/trees-rigging-in-houdini/ Hello Everyone : this tutorial is about creating and animating trees in Houdini FX in Procedural way . you will learn how to create your own tree model and how to animate it in different weather like windy day, normal wind ........etc. also you will see how to simulate a growing process : what i mean in growing is : you can select at which age of tree you want to start growing to final complete model , so you can start growing from zero or you can grow from winter tree to a beautiful spring tree with leaves and young branches . i will show you firstly how to create a tree model in SpeedTree software for about 1 hour and then move to Houdini and create python code to define the hierarchy of branches and build a procedural wire dynamic network with some math concepts of course . Houdini rigging tools and chops techniques in our list also to add more option and realistic to animation . in the link you can find more description about this tutorial . More info Here: https://www.hossamfx.org/trees-rigging-in-houdini/
  22. Dynamic RBD - Houdini to Unreal

    Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  23. Hey people, I heard this forum has a lot of really talented and technical oriented people who can help me out of my problem. At work I have to do some research and create a little scene where a car SLOWLY falls down a cliff. Imagine someone would push a car down a hill without a driver and it falls down to hell. So as a Houdini-Newbie I imported an OBJ of a car and declared it as an RBD-Object. My simple-geometry-plane is a static object. Through the gravity tag my car "rolls" down that hill and jumps over the cliff. But there is one problem. The center of mass should be more in the front of the car. Is there any easy way to move the CoM-point to the position where the engine sits? I tried different things like pushing the pivot aso. but nothing worked. It seems like Houdini tries to calculate the center of mass in the Object-Level with a bounding box and ignoring my custom moved pivot. Is there an easy way to define an exact point, where my center of mass is? Or is there any way to show it at least? My goal is, like you will see in the screenshot, that my car falls down a little bit faster in the front. Like it would behave in real world. Now it is pushing itself over the cliff until it gets over the center point of the OBJ. Thanks, Bastian
  24. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? (have tried convex hull and per connected set of primitves with no luck etc) and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  25. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris