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Found 104 results

  1. 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
  2. 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
  3. 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!
  4. 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!
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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!
  12. 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
  13. 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
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. Pyro Sim For Uni Project

    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
  22. Python drag and drop

    Hi. I would like to know the difference between using Python in the Python panel and the Houdini shelf tool. For example, I'm trying to use the drag and drop feature, but it doesn't work with the Houdini shelf tool. However, it is used in the Python panel. Is there a way to use drag and drop in the Houdini shelf tool? What I want is to drag and drop the node and enter the path in the blank. Thank you.
  23. hello guys, i need to simulate two spheres that has honey between them. the simulation start at frame 20, the spheres begin to separate to each other, and the honey should be sticked to spheres while they are moving the honey begun to pull by gravity like real world. i checked on the Stick on Collision, crank some values but the spheres are moving farther and the liquid stand still, floating into nothing. please somebody help me. ive attached and simple setup flip_Sticktest_v00.hip
  24. 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
  25. 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.