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Found 81 results

  1. Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
  2. Hi. I made a change to the viewport color in a python script (Dark & Light. - It's in the shelf tool.) and I want to add it as an icon for Houdini itself. In Display option column. Like display background icon. How can I do it? .. or have any related materials? Please give a hint... Thank you.
  3. Hi, so im trying to make a stadium crowd in houdini with 2 diferents agents and 3 clips per agent, i tried doing the sim with the states name as the clips but some agents broke, but in the crowd source looks great, ive seen that i may fix it having one agent per clip but i will like to make transitions.. and in the houdini examples they use 1 agents with layers, or 2 agents in diferents crowds sources. btw all the animations/rig are from mixamo. Thanks and sorry for my broken english.
  4. Heyo Houdini wizards, I am trying to run a timeshift inside a for-loop and timeshift one specific iteration of the for loop but I am having some issues. It only seems to work when I run the for-loop in single pass. When I run it without the single pass the timeshift seems like it is ignored. I am trying to make an HDA where a user can transfer multiple different attributes and also have a time offset control making it so that attribute "b" is transferred 10 frames after "a", or vise versa. Does anyone have any ideas about this one? (Hopefully the two HDA's I've made transfer over alright. I have enabled baking them into the hipfile in the asset manager settings but have never tried it before) I am including my hip-file (its from houdini 17.5). Sorry about the mess, I tried cleaning it up to the best of my ability. The "problem area" can be found here: "/obj/Tests/Test_Soft_Constraints/curve_constraint_breaker5/", put the display-flag on "visualize1" inside "curve_constraint_breaker5" and try to toggle "repeat_end1" "single pass" option to see the issue. The for-loop is driven by the different entries in the "Set Attribute Values" list on "curve_constraint_breaker5". There might be some fracturing that has to cook at startup. I'm including some pictures as well but I am not sure if they are saying much (the screenshots show a visualization of the attribute transfer, havent moved timeline scrubber, only turned on or off the single pass option). Thank you so much for the read! timeshift_forloop_issue.hipnc
  5. Hello guys, i scattered some small spheres within an grid after that i need to apply an small variation of shades of blue for each ball. not luck at all using an color sop after copy points. ps: i will atach an basic scene to exemple the problem color_variation_test.hip
  6. Map Box Node Texture

    I've started playing around with the Mapbox Noce in the SideFX Labs Tool Box and its fantastic. But I've found a bit of a problem that I can't work out. Is there a way I can extract the texture or Cd into a compositing node then into a shader while keeping it all within Houdini with exporting anything? I'm using Houdini Apprentice anything I export out is limited resolution wise.
  7. Hello guys, i made basic animation using an relax iterations in scatter sop. than an animated blend shape however it should start by an moving box. i struggling to do this effect, not sure still i realized that it should work with an cached animation then writing an expression, but not luck at all =/ any help would be good. im posting an example Hip file to facilitate to my doubt blend_shapes_anim.hip
  8. I currently have a Pyroclastic flow sim that I made by using a particle sim, caching it with a DOP I/O node and then into a smoke sim. I works great and as I want it to. However as soon as I try and delay the sim to any frame it breaks either the particle sim or the smoke sim or both. I watched hours of vids and tutorials trying to figure what I've missed but every way I've found, including several suggestions I found on here, have failed. I've added a bunch of photos below of the how I've set it up and if anyone could tell me how they would go about delaying the simulations to a certian frame or something I've done wrong I would be enternally greatful. If I need to add any more detials please let me know.
  9. I've been working on a Volcanoe Sim. I started off with a 20000x20000 size heightfield (Image: Heightfield) then I converted the Heightfield to polygons so I could use it for destruction and resized the terrain so my computer could handle the RBD and Pyro Sims. I now have two problems I haven't been able to solve the last few weeks: How can I apply the the texture so its consistant over the multiple parts of destruction. (texture is made in Houdini COP2 node) How can I transfer the atrributes for bedrock, debris, etc over to my smaller polygon model to use for scattering rocks and trees. Not even sure if I'm asking the right questions, any pointers or advice would be awesome.
  10. Hello! Thanks in advance for the help... I have an alembic object that is animated, and I have added a VOP Noise node to stylize it. The problem is that th enoise is setted up at world scale, and when the geometry moves, it doesn't have the noise pattern stuck onto it. I would need the noise to be in object space, and I don't know how to set it up. I've been doing research for days and I've com across to a posible solution, but it is not 100% exact. I have attached some pics of the current setup and where it is giving me some errors. Thanks!
  11. Hello, I'm looking for help breaking down this tutorial, specifically the cable generation part, which starts around 26 minutes in. Are there other resources that go more in depth into point-cloud based path searching algorithms? I would like to achieve similar results to the video and be able to generate non-intersecting cables that can be warped around an asset. I know this tutorial is older, so I'm wondering if there is a different way to achieve this with a current addition of houdini. Thanks for the help!
  12. 32GB Ram 3200mhz ryzen 5 1600 Hi again guys. Basically I have been struggling a lot with cacheing a simulation. I´ve tried .bgeo .sim and multiple resolutions on the pyro I would hate to keep lowering the res because of ram issues. I diseabled "Cache Simulation" and I still keep on feeling my Cache. I dont mind waiting days for the cache if necesary (it is a big simulation, probably 40 meters long I guess) and to be honest, I might not know in depth how to control pyros. Hopefully you can help me here
  13. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  14. asking for kind help with sim

    I have a scene with destruction but the problem is that when the collider moves through the geo, some pieces randomly break off, some simply don't. It works well when I disable other parts of the geo but when I enable all 8 geo groups nothing works properly. Some help would be gladly appreciated, Thanks! I have attached a playblast and scene file playblast.mov demolition_setup_wholehouse.hipnc cottage_fixed.FBX
  15. please watch this video : https://vimeo.com/172598946
  16. DOP to POP

    Hi guys! Just looking for a little bit of help, to see if what I am trying to achieve is actually possible and if it is maybe someone could assist me in figuring it out! I have attached my file below, I am attempting to make a Volcano react. This is the reference I am trying to copy to the best of my limited abilities! https://www.youtube.com/watch?v=9Plj4b79cwg My question is in regards to the node named SIMULATION, ignore the first DOP for the first smoke. I am working on the out put from the lava, now everything looks horrible, but I am trying to get the set up to work so I can edit things all at the same time (Uni assignment, short time frame, was recommended to do it this way.) Anyways I have the 'Lava' moving kind of how I would like for now and I now want to take the movement of the lava and turn it into particles to put into a POP to create small particles/sparks. I am certain this could be done. But I cannot wrap my head around how to achieve it, I got it done for the secondary smoke from the lava plugging the output into a pyro, which I haven't edited yet so that reaction is a bit of a mess. But I want to figure this out before moving on! Any help or recommendations would be hugely helpful! Or even if you know of any tutorials that walk through this? As I haven't come across any.... Thanks! Assign07e2.hipnc
  17. I usually hit F1 for help. I just hit the question mark in the upper right hand corner for the first time, and now "help" no longer pulls up "help," but a tab that searches Google instead of the Houdini help. Since that happened, now it does the same for hitting F1. I've shut down and restarted and it's still doing it. (The tab also tells me it's using an older version of Chrome, which my outside-of-Houdini browser is not.) How can I get Help to start showing, well, Help again? I'm running Houdini Indie 17.5. Thanks!
  18. Flip Sphere Motions

    Hey there, I'm trying to replicate this setup: Liquid Sphere Based on my scene, I have a sphere and the particles are generated from it with iso offset and particles from volume. Within FLIP, I tried to control the velocity with pop forces (POP force, pop attractor and pop axis force) and got somewhat of a swirly motion but the in the reference video, towards the end you can see the fluid is ground around a torus like motion and the shape as well Any pointers on achieving this? HIP file attached included. Thanks! SH02_Water_v02.hip
  19. Plane Smoke Trail

    Hey guys, Trying to do a smoke trail simulation similar of a jet stream. I've attached a sample hip file below of my current setup. My plane is static and the camera is animated. I've isolated the engines and use it to do a particle simulation where the particles are being blown away with some minor noise and each particle is given a lifespan so it dies and doesn't stay too long. Originally, the particles are being turned into density and be used in DOP with smoke solver for simulation (add disspate, turbulence and disturbance) to get the look of smoke trail but the results isn't really working and not what I'm looking for. I then tried to use the particles as density and just piped into cloud noise to randomize the density so it looks okay-ish but my question is it possible to get a fairly decent looking smoke trail with my setup or is my setup direction wrong? Thanks Sc01_SmokeTrail_v01.mp4 AirPlane.hip
  20. Hi all - novice C4d user here trying to comprehend Houdini. For an Ocean scene, does anyone have recommendations for how to produce micro-organisms / detail to ocean waters such as the following: How does one create these floating 'bits' that create real detail and life to an underwater based animation? Thanks in advance.
  21. Hi, I'm currently working through Steven Knippings Applied Houdini Rigids 3 series and just got a bit stuck at the section where he converts hard constraints into glue constraints using a Prim wrangle inside a SOP solver. I've looked into the geo spreadsheet and it seems to do the conversion but the problem is when this happens the strength should be set to -1 and never break apart but instead all the pieces break apart and go flying. Tried messing around with different strength values and methods but can't seem to figure it out. Any help would be appreciated. I've included the project folder with some flipbooks and screenshots of what I'm talking about. Thanks Heli.zip HardConstraintTest(ODForce).avi
  22. Mosaic node crashing Houdini

    Hi, I'm trying to mosaic a seires of 64 textures with 1 image per row, images are 512x1 pixel, the expected output is a 512x64 pixel texture. The problem is as soon as i join my file import node into the mosaic, I get a hard crash to desktop. This only happens with textures over 256 pixels wide. Any assistance is appreciated.
  23. Hi, I'm currently working on a project where I'm trying to bake a displacement map and normal map for a number of different waves. I have a method for baking the waves, which have been created in Maya and imported as an FBX, but want to get extra detail on the wave surface. I managed to get the ocean spectrum to use the animated wave, but the problem is that the bake needs to tile and the displacement of the ocean spectrum doesn't. I'm having trouble figuring out how, or even if its possible to create a fluid simulation that can use the wave animation. Thanks in advance.
  24. Animated Vellum constraint

    Hi everyone ! So I am working on a scene where i need to sealed vacuum a building and make the cloth breath :/ So The vacuum part work well but everytime i try to animate the constraint inside my vellum solver it's get crazy.. Does someone now how to animate constraint or if it's possible ? I'm linking the scene file untitled.hiplc sorry about the poor english not my first language... untitled.hiplc