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Showing results for tags 'h18'.
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Hi Everyone, I'm looking to create EXACTLY this effect in de houdini docs: https://www.sidefx.com/docs/houdini/shelf/largeocean.html#using-large-ocean (example vid) I've traced it back to the launch event of H17: (skip to 01:20:00 or so) Ofcourse there's no tutorial or documentation to be found on how to achieve this. Would anyone know how to achieve this? As far as I can tell the Whitewater setup still requires FLIP as input. I've had no sucvces doing this in the popsolver; it just doesn't look right... and I'm a noob much obliged!
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Hi all, Does anyone have a workflow for attaching fractured geometry of an animated alembic, to the animated alembic itself? For example, a moving vehicle that's animated to collide with something and continue moving (the whole sequence of how the vehicle moves is hand animated), so only some parts are fractured for the rbd simulation (like half of a plane's wing, some window glass, parts of the nose fly off), but the rest of the parts that aren't affected are animated via the alembic to continue moving. I've tried attaching the constraints to the timeshifted alembic geo, then use transform pieces for animating the static objects, but i think my constraints are invulnerable right now? They don't break and no forces can affect them, even if i set my strength values to 1. I wish i could send an example file but i'm troubleshooting for work, so i can't actually do so. Any help or hints would be greatly appreciated, and thank you anyone for taking the time to read.
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- fracturing
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Hi, Currently, I'm working on a small sim where a character gradually fills up with water. I'm trying to have more control over the emission rate, when using the emit particle fluid shelf tool. It seems like the "Scale Source Volume" slider on the Volume Source DOP has been removed. Normally, it would be found below the "Activation" slider. I attached a screenshot of the parameter view of said node. So, my question is as follows: where can I find a similar parameter in Houdini 18? Best regards
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Hi, Whenever I try to use the file node to import an .fbx into my scene, and render it with renderman's it, Houdini crashes! I tried new scenes, different houdini versions, clean scenes, but to no avail! Funny thing is that the scene that started first displaying this erratic behaviour, already had a file node importing an fbx file and renderman had no problems with it! Anybody have any ideas? I haven't been able to use renderman after that and it's driving me crazy! Thank you for your time, G.
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Hi! I've been working lots of rigidbody simulation lately. I am happy with what Sidefx has done for RBD Workflow specially when they release houdini 18. Sample workflow: -Prep objects. Categories/separate like (GLASS,METAL,CONCRETE,WOOD) to Groups. You will use this for RBD configure. -Clean objects. Check for holes, wrong normals, unused points,etc.(Clean Sop/Facet Sop) -Check the UV.(This is super important after the simulation so that you will not have a hard time doing the Materials) -Prefragment objects.(RBD Fracture Material). For the constraint i prefer doing it after the fracturing. -Make inside UV for inside faces(UVunwrap selecting inside group). -Cache Prefragments Per Object.(RBD I/O) 1 frame only. -Make Constraint. -RBD configure(this will help the solver a lot because you can set the density/type of material like GLASS,METAL,CONCRETE,WOOD) -RBD solver. Configure the Constraint for breaking, Forces and Collisions. -RBD I/O to cache the simulation. It is good for simple shots or scenes but when it comes to heavy scenes i notice that it is to heavy to load when opening the scene especially when you have lots of object to prefragment(RBD Fracture Material). Anyone having the same problem? even if you cache your objects the scene is still heavy/too slow?
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- rbd fracture material
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RS 3.0.13 and RS 3.0.16 tested and both fail. Houdini 18.0.287 Error: Traceback (most recent call last): File "Redshift", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\roptoolutils.py", line 10, in createRenderNode rop = hou.node('/out').createNode(rop_type, exact_type_name=True) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\houpythonportion\ui.py", line 851, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hou.py", line 9251, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node type name I have absolutely no idea what is going on and I need to get a scene put together to test for work in the next 24 hours. Any clues?
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Hello! Been doing a lot of RBD workflow school work for H18 now at Lost Boys Canada Montreal, but there is one thing I still don't understand. How to deform metal in a good way. Specifically, a good workflow for the RBD Deform Pieces node. Have looked at the help material for it, there is two examples there in a hip file. Both are slow to compute with and hard to understand and use for other situations. Anyone wrapped their head around it, yet? So far, continuing to use the same method as Steven Knipping uses in his crashing helicopter course with a configured Dop Network instead of the new RBD Bullet Solver. But would really like to use the new intended way of doing it... In this presentation, there is an example shown and discussed briefly, would be great to actually see how that was made in a hip file with some notes. Here: https://youtu.be/xP4gfRHEr1A?t=718
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Hi, I have simple scene in h18, sphere is hitting my column, I want to constraint top and bottom fragments of my column to the smaller boxes to make them static/inactive. Maybe there is a way without making constraints. If someone could help me I would be grateful. Thanks statueCrumble_odforce.hipnc
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- rbd
- constraint
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