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Found 7 results

  1. Does anyone uses afanasy to do distributed sim? Afanasy has a mantra renderer but did anyone managed to send a sim job to farm. Latest sidefx classes by jeff shows how to distribute by hand but i couldnt think of a way to write afanasy submitter. Git hub submission if you'd like to get updates: https://github.com/CGRU/cgru/issues/153
  2. Decided I'd learn how to work with the Houdini Crowd system by actually making my own agents from exported character animations out of World of Warcraft, but the main problem I've got is that since all of these clips started off without any locomotion, I need to figure out how you actually get that back in. Agent Edit SOP appears to work in the viewport at least...I can translate the character over the course of their walk cycle and reorient them (they start facing X instead of Z) but yet when I feed that into the Agent ROP it doesn't seem to stick. Not a ton of info out there sadly for working with custom Agents in H15.5, and even worse is that these particular FBX files explode if you try to Import -> FBX them which makes this all potentially a lot more difficult. Has to be loaded up via Agent SOP.
  3. Hey all! Quick question for everybody. I have not been able to set mulptile RBD objects as triggers for a crowd simulation for some reason. I can't share the scene file but can create another one to exemplify my dilemma if that would help. I have setup a crowd simulation with 4 triggers for 4 separate RBD objects. This is in Houdini 15.0 which is necessary for the Houdini Engine integration with Cinema 4D. The problem is that the 4 RBD objects simulate but only the last linked RBD object (number 4) affects the clones. I suppose it's overwriting the other RBD triggers? Could anybody give me a tip on how to rig this differently so it recognizes all 4 RBD objects in the Ragdoll simulation. Best regards, Sam Welker
  4. dD_

    Fem Cloth H15

    hi community, some times ago i've got a pretty simple task - make a waving flag, you know, object, solver, wind force. Buuut, in h15 cloth become a little strange. Wind force do some strange stuff with fem cloth, btw in tutorial "waving flag" http://www.sidefx.com/docs/houdini15.0/cloth/flagin help side fx suggest to use wind force but in here http://www.sidefx.com/docs/houdini15.0/cloth/influencing_cloth sfx told :"You should not use the Wind Force DOP or any of the other forces in DOPs because they will generate inferior results compared with the Air Drag model.". Okay, buut when i tryed to use External Velocity Field it didnt work, after that i found this: http://forums.odforce.net/topic/24155-forces-in-dops/ and http://forums.odforce.net/topic/17556-cloth-arbitrary-vel-field/. So external velocity doesn't work too, according that, i have not any working wind force? Or i had missed something? In a second way i need an advice about this https://www.youtube.com/watch?v=11GUii0MKvM i've got alot of troubles with flags locating at the top of the mast . How to make close enough simulations? On forums i found a lot of old good setups but, they dose not work in houdini 15. Thanks for help
  5. Hello everyone, I recently installed H15 on my system and tried to follow zombie hit tutorial from sidefx ( ). Everything went fine except when ball hits the first zombie, it disappears and only first zombie appears to affected and that too in very weird way. I followed the tutorial thoroughly. I have attached the scene file and video. I don't know why it happened. Thanks in advance. EDIT: Problem fixed. Forgot to put collision layer for all. zombiev1.hip zombie_error_video.rar
  6. Hi everyone, Having a look at stylesheets and having a bit of difficulty with them, and was hoping someone could point me in the right direction What I’m looking to do is bind the intrinsic:indexorder at one level and then use this value to randomise an attribute at a lower (group) level. This should be relatively straightforward if I'm understanding this paragraph from the docs right: Higher target levels in a targeting hierarchy can also bind the value of attributes at that level. You can then make those bound data available as arguments to the CVEX script. So I’ve got a sop object containing 7 packed objects. Inside those packed objects is a primitive attribute, @tag, which I want to control a material parameter (basecolor). SOP Level Geometry - Target (Packed Objects) Bind id here (intrinsic:indexorder) - Subtarget (Prim Group, e.g. @tag=tank) Apply override using id from higher level Since an example is probably better than my explanation, I’ve attached an example scene. The scene has got two stylesheets, one using the path attribute, which works fine and one is attempting to use the @tag attribute, which doesn't. The stylesheet ui looks like this: I’m relatively certain I’m missing something obvious (style sheets being an exciting new world), but can’t seem to work out what it is (I keep moving the bind around to no avail...). odforce_packed_example.hiplc
  7. And you may find yourself using Marmoset Toolbag And you may find yourself in another application And you may find yourself behind the wheel of Houdini And you may find yourself with a beautiful door handle, in a beautiful viewport And you may say to yourself My God!... What they have done?! https://vimeo.com/142759892 And you may ask yourself how did he came up with this text And I may find myself Well... Telling you that I ripped it from this beautiful classic song:
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