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Found 109 results

  1. Flip invert mask

    Hello guys, i using the Particle Fluid Surface SOP to build the mesh of the simulation, however i need the increase the volume of mesh just at bottom of the model. i find the mask options quite usefull doing that job when i place the geometry to use as mask, the entire simulation mesh gets dilated and where is the geometry still same size (its inverted) i trying to set the dilate thing just inside the mask, but with no luck yet. thanks in advance. ps: i uploaded an basic .hip scene flrip_mesh_masl.hipnc
  2. FLIP fluid moving around object

    Hello guys i with a job that has an droplet falling into object then embracing/huggind the geometry. i using an POP curve force to guide the fluid along an line however the initial point of the curve is really close to the end point curve, while in simulation it start to stick/attract the particles promptly in the end of the track. i would like the fluid flow completly trought the curve, without it getting stuck at end of line at start. please help ps: im build an simple .hip file to explain flrip_round_object.hip
  3. Setting Default Scene File

    Hey there, So I have been looking around on various posts to try and find out how I take my template scene file and make so whenever I open a version of Houdini that template file is the one that opens. I know very little about scripting and I am not sure what I am meant to change in the 123.cmd file. Anyone ever done this and know how to set it up, please? Thanks
  4. Hey, so I am trying to create something similar to this. The reason for this is that I am attempting to create a procedural wall tool like the one made by Marc Chevry here: https://www.artstation.com/marcchevry/blog/YMYR/making-of-minimoys-procedural-wall This image is actually from another artist who attempted the same thing. They have split it into four stages, obviously I would eventually want to get the same final outcome as them. However what I am trying to do is create the grid with randomised offsets and 'tilts' or angles, for each of the inside vertices, whilst keeping the outside edges straight. I have been trying to do this for the past week and keep getting stuck so any help or adjustments would be great. Here is the code I currently have. As you can see, the it doesn't ignore the edges, and if I add more rows to the grid it gets very bunched up. I am very new to this so please explain to me asif I had no idea what I was doing!:) Also just to add, if there was a way to do this without vex, just using nodes or similar, this would also be okay! Thanks for your help in advance, I really appreciate it! I just have been stuck on this for a few weeks now and I can't figure out what to do! Thanks again:) vert_offset_v2.hipnc
  5. Flat Tank Ocean Issues

    Hey I have some issues with my scene. As you can see in the image, the ocean looks strange. Also there are a lot of tiles repeating again and again, also inside the Non-Region. In this render the wave high is okay. But in other stuff it is not. You can see this here: Not only that the wave is too high (I do not find where the change this or I do not have a result inside the viewport idk), it looks like the water goes threw the ship hull, which would look weird. Any ideas on how to fix this? Edit: I also have the issue that the ocean flat tanked created the water not in the central where the ship is. I tried to fix this but nothing really work. Honestly I do not know the reason why it went this way anyway. I think Houdini is a very powerful software, but I am new to it. As always it will take some time to learn but helping me with this would really help
  6. CurlNoise + Vex Help :(

    Hi there! Houdini noob here ^^ Some days ago I found this image on the internet and I really liked it so I thought about trying to replicate it but maybe animating it hehe to me it seemed like it could be made using curl noise fields so I followed the entagma's vex 101 tutorial and I manage to make this little animation as a test, and I really liked it. I think is pretty close to the image, BUT i have 2 issues with it that i don't really know how to fix or adjust a little, so i was wondering is maybe some of you guys could help me a bit or at least guide me to the right path. https://imgur.com/a/wyg2zMS First: Looping it, is it possible to loop The curlnoise or the curlxnoise? Or is there any other noise function that would produce a similar result but easier to loop Second: Is there any way to soften the curlnoise behavior in these spots? https://imgur.com/a/rLB40Hf My best idea so far i just placing the camera in a place where these intersections aren't in frame haha but would love to know if it's possible at least to make those somewhat less dramatic? CurlNoiseTest_v1.hip
  7. So I want to recreate the blaster impact effect from the mandalorian.... Its basicly sparks with a bit of smoke (when it hits tissue, clothing or a dusty ground)... So for that I took a razor crest model and added points. With the ray node I "placed" the onto the model. To source the points I wanted to copy speheres on these points, with randomized velocities based on the normal of the part, the point is on. But I couldn't get normal of the surfaces of the specific razorcrest parts to work on the points. Which didnt work obviously, bc to transfer points attribute you need to have matching ptnums, or am I wrong? So my Question: Is there a way to copy the normal of the nearest primitive to a point? Or is there a more efficient way of doing it? Blaster_Impact_1.hipnc
  8. VAT Material Rendering Issue UE4

    Hi everyone! Sorry for the noob question but I am having some issues regarding the VAT material in UE4. I have set up everything in the engine, and the animations are playing just fine, but texture is not mapping to the objects UV map and looks very broken. In addition, the lighting seems to be broken on the objects as well. I have included some images/videos below to hopefully clarify my issues. How the textures should look (from substance painter viewport): How the object looks in engine (unlit rendering): How the object looks in engine (lit rendering): The material instance: I can provide more images/videos if they are helpful. Any help with this would be appreciated, I'm pretty stumped myself!
  9. Blood Spray/Splash Help

    Trying to create a blood splatter/squirt (more likely spray then a viscous). I've screwed around a bit with the settings adding viscosity, bounce, but it's definitely not richy quality. Just saw an tutorial outdated(houdini 12 or something) I haven't seen any tutorials really on building this. and wondered if anyone could offer any insight!
  10. Hello, I am stuck on this. I have been trying to sort points from left to right and follow the sequence. I used the sort node but it is not sorting as I want it. How can do it? Please find the image attached below
  11. How can i achieve this sim with 8 GB RAM?

    hammer flip tank hammer smash flip tank I'm trying this sim with a person walking instead of the hammer guy, but because of my specs, nvdia 940MX, i5 8th gen, it's next to impossible. So I am searching ways to do it with a low res still achieving the ripples and smashes. Also, how can I make only the legs as a deforming body? I imported fbx animation. and selecting the leg geo and clicking the shell deforming body is what I am doing. Therefore only the selected mesh is moving and the rest is staying in the initial place. I just want to achieve this sim by hook or crook. Please don't tell me to up my specs. Obviously, I can't achieve ditto but If you have any idea how I can achieve this with low specs and still not miss out on the core of the sim I would be really glad. and please do tell how to make only certain parts of an fbx animation geo as a collision object.
  12. I have an HDA with a series of preset curves that the user can switch between. This curve is taken and a revolve node is applied (this is in the top left of "model inputs," "bulb"). If I want the option to let the user draw a curve that they want, what do I do? If I simply include a blank curve, what allows the user to draw in in the HDA? And ideally, they should start drawing it at the origin like I did when making the three preset curves. lightbulbs.hdanc
  13. Help for simple tentacle effect

    Hello everyone, today i need your help for of tentacle effect. To help me explain my project to you, I am posting 4 images. I would like an object to approach a sphere. When it is at a certain distance from the sphere, the tentacles (very simple, not necessarily like an octopus) leave the sphere and approach the object. She poses on it but does not try to surround it. The object continues its trajectory towards the sphere and the tentacles accompany it. The object is then absorbed by the sphere. I think the effect is possible to create in a very simple way but I would like to have your ideas as well. I told myself that an extruded curve to make the tentacles and animated towards the object then which retracts at the same time as it could be an idea. But I'm sure others will have more ideas. thank you in advance for your help
  14. Help with Grains & RBD's (beginner)

    Hello, My issue I am facing is getting geometry(mushrooms) to interact with grains (soil). I've tried setting the geometry to a RBD hero object and the grains as collision geometry however this is not working. Any solutions would be greatly appreciated thanks:) Mushrooms.hipnc
  15. Vellum hair thickness problem

    Hi, I'm trying to make some thick tubes with vellum hair. Later with redshift i'll render the splines as tubes. So far everything works, but when i specify the thickness of the hair, i realize that the actual collisions are not as thick as i want. If i activate the visualization, they look as they should in the first frame, but as soon i start the simualtion the thickness collision shrinks down, so when i render the splines with my desired thickness, there are intersections. Can you help me with this one? Thanks! They look properly in the first frame They look like this after simulation has started
  16. 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!
  17. How to control flame shape at birth

    Hello all ! On a shot like this I would like to change the shape of my fire so it doesn't have this mushroom like shape when it grows but I can't figure out how. Any other tips or advice would be much appreaciated too ! Thnaks in advance ! Maho CLAQUIN
  18. Hello guys, i need to color an basic pyro sim from bottom to top using an ramp(could be a grayscale). still no clue how to do that, please help me guys. ps: i've attached an simple setup color_from_bound.hip
  19. Hey guys, I've installed Arnold version 5.0.1 for houdini 17.5.460 on windows but I can't get it to show up as a render option (I only have mantra and renderman available) I've looked at other forums and I've changed my .env file to match my directories but no luck unfortunately Thisi my .env file: # # Houdini Environment Settings # # The contents of this file are read into the environment # at startup. They will override any existing entries in # the environment. # # The syntax is one entry per line as follows: # VAR = VALUE # # Values may be quoted # VAR = "VALUE" # # Values may be empty # VAR = # # Example: # # HOUDINI_NO_SPLASH = 1 # htoa config start PATH = "$PATH;C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION}/scripts/bin" HOUDINI_PATH = "C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION};&" # htoa config end Any advice? Thanks
  20. Clean Topology tool zremesher

    Hello guys, I'm about to start a project thats will have a few assets incoming with rugged topology. in order to get an good flow with the given geometry, i could use an zremesh in zbrush, then export etc etc also this workflow definetly would demand an costly time,and probably endless loop in those process. I'm trying to come up with approach using Houdini and his powerful procedural workflow. Until now i found an very few approach to this(and not sure if its is outdated) i came with those guys who develop in interesting tool for this case. https://exoside.com/quadremesher/ . Althought it look like an promising tool, we cannot afford it. any sugestion or tips to get an zremesh tool inside Houdini.
  21. Pyro sim steppy look

    Hello again guys. So I am trying to do a pyro sim for some pod doors (Some fbx I downloaded) but I find myself with that problem. It is not the first time it happend, It might have something to do with the scale but I dont know. Can you guys take a look? Houdini.rar
  22. Pyro Sim not rendering properly

    So i got some help from a guy on here for my uni project. The file he gave me looks amazing but when i come to render it, the fire doesnt show at all. Does anyone know how to resolve this?PyroSim.zip
  23. Sblend Object Morph Flickering Geometry

    Hi, I’m morphing between two vdb objects using an sblend node. My node set up is File->VDB from Polygons->Sblend. I'm animating the sblend to morph from Obj 1 to Obj 2 over time. While Obj 1 is morphing to Obj 2 there is a ton of flickering geometry where the objects do not overlap. I'm hoping there is a way to be able to blend between two objects seamlessly without having to have them overlap perfectly. I've attached a visual example of what's happening along with my hip file. Any help would be much appreciated! Object Morph Test.hiplc ObjMorphTest.mov
  24. Pyro Sim

    So im working on a pyro sim that is on 6 bowling pins with a juggling animation on them. For some reason the fire isnt really showing up at all on the pins and i cant figure out how to fix it. I would appreciate any help. PyroSim.zip
  25. Uni Project Pyro Sim

    So for my uni project i need to put fire on some bowling pins while they are being juggled. Im struggling to get the fire to flow correctly as if its being thrown. Ill link my files so people can take a look. Ive messed around with all the setting and i cant seem to tone down the fire. The screenshot i posted on this post has the fire being really blown up even tho all the settings are quite low. I would appreciate any help. Pyro Sim.zip
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