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Found 56 results

  1. I'm in the middle of creating Whitewater particles for my waterfall sim and after caching out the particles and converting it into a volume it looks extremely low res considering there is over 300,000 particles and 8 million Voxels. Not sure what i'm missing but any help would be greatly appreciated. Thanks in advanced.
  2. Hello odforcers I'm a new user here and I would like to make couple of simple questions for advanced users, or at least I hope it's simple. So I will be investing my time into learning destruction with houdini and I know at some point I will need to do smoke simulation. Will be upgrading my pc soon. Is 64gb of ram enough to make anything decent smoke sim wise? Will I benefit having 2tb of nvme drives for caching? Will 64 gb be enough to make the sims of this scale? What is more important Frequency or Latency? Example : https://youtu.be/0d5L-AmABDU Example : https://youtu.be/qBS4bpWAY9g
  3. Hello everyone, My name is André and I’m researching how to design a 3D (environment) Production Pipeline for Virtual Reality training. The goal is to have a pipeline that would allow us to build training environments as efficiently as possible. Due to the nature of the training, our environments are relatively small max 200m x 200m. Our team is small 3-6 people but can change depending on the project. I'm especially interested in Houdini3D integration in the Pipeline for generating procedural assets. Online I've done quite some research but don't find much information about this topic in detail. Lots of examples of output but not the actual production process. I need some help with designing our pipeline. Love the GDC talk by Insomniac about procedural generation in Marvel's Spider-Man (see video below). Gives some great insights but would love to learn how to do this on a small (indie) scale. Could you share your Production Pipeline in a diagram? What do you produce with Houdini and what do you produce with other tools? Would love to learn about how you developed your pipeline and why you made certain choices.
  4. Underwater Bubble Sim

    Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only. The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright. However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip? I'll upload my WIP, files and other references from client tomorrow. Thanks
  5. Hi just wondering if any one could give me any advice on how to write an expression which would set the gravity to 1 for the first 30 frames, back to 0 for until 180 where i would turn back on. At the moment i have if($FF >= 30,0,1) which sets the first 30 frames to active but I'm struggling with re-activating it at frame 180. Any help would be appreciated.
  6. Multiple Constraints on One Object

    I was wondering if anyone has had experience having multiple constraints on the same object and breaking them apart separately. the effect I'm aiming for is to have a some large rocks be ripped of a section of rubble and while in the air start to break apart into smaller pieces. I've tried setting up my constraints based on the groups created from the Voronoi fracture and sub fracture nodes, however this causes problem when trying to disable the constraints in different areas. Any ideas? ConstraintsHelp.hipnc NewRubble.abc
  7. Hi, I started to have a black screen in my render view.. then looking up into where the issue could be coming from, I found online that I tried : - restarting houdini - setting up new scenes - switching from ray tracing to PBR none of them worked, then I realized that if I start rendering, then I simultaneously try to open a new file then cancel the file opening, mantra start rendering... Anyone have a hint on what Im probably doing wrong? Thanks. Houdini FX Version 16.0.671 win10 NVIDIA GeForce GTX 9703 gb
  8. Cascading Waterfall Advice/Help

    I'm currently doing my FMP for University and will be working in a group of 4 to create an environment with a character asset and Waterfall/Lake FX asset within it. I will be solely responsible for creating the waterfall/lake but I'm currently unsure with which way i should approach the project. The Waterfall is going to be in the background cascading down some rocks into a lake in a cave however we will be creating the cave to real world scale which has caused problems when trying to set up emitters at such a large scale. I've attached some reference photos of what the waterfall is going to be based on as well as the initial proxy geometry created for my particles to flow over. I was just wondering if anyone here has any experience with a sim of this type/scale and could lend any advice on how they created it. Thanks RocksPrim.obj
  9. Cant see smoke from derbis

    Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong???
  10. H17 White Water issue

    Hey magicians! I've been using the new whitewater system and have come across a glitch? How would I get rid of those small dots lining across the sim? Also, would anyone know of a good place to learn just the whitewater system? It is a bit confusing when coming from the 16.5 WW system. The scene is supposed to be a stormy ocean for any feedback you may have, which I would love. Thanks. H17_WhiteWater_Test_01.mov
  11. Hourglass Effect Help

    I'm wondering what would be the best way of approaching an hourglass effect where the sand goes upwards. The hourglass has to be taken out of Houdini and into Maya and is going to be placed into a scene ontop of a table. Any help with how you would tackle this kind of effect.
  12. Hi all So I have a question about the new versions of the For-Each node, particularly the Numbers one, I have been following a tutorial from Anastasia Opera, and during the tutorial she uses a For-Each subnetwork node now I understand what this node is doing collecting the data from the box_id, Anastasia also gave the node a stamp name which will be used a bit later on for a blast node to specifically target some points following the local path hence why the stamp name was given to the For-Each Subnetwork node in order to lead a path towards a node that contains specific points with a number that is less than 3 which I understand is the point number and can also see it infant of me.... but now here is where I get confused in the new version of Houdini 17 the Subnetwork node has been disabled and be re-enabled but instead I would like to understand what on earth is up with the new For-Each Numbers node, it has some weird dodgy layout that just throughs me right off!! I would not mind trying to re-create the tutorial using this new node but its proving to be a challenge as I have no idea where to place the nodes that help in set things up for procedural modelling which I have tried to place things in myself but ended up with nothing but more errors. if someone could please help that would really awesome and I would really appreciate it. Kindly Ahmet .B
  13. Tsunami Effect

    Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated! TsunamiWave_FX_v01.hipnc
  14. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  15. Hi, I was following this tutorial from pluralsight about architectural destruction in houdini and I am stuck at a part where I used a sphere to visualize a destruction of the building however instead of destroying the building pieces starts to fly diagonally upwards. I tried everything but cant come up with a solution. Please help. As far as I can tell the problem exists inside the geometry vop which is inside of dopnet which is inside of sim obj node. I will be highly obliged . Thanks@! destruction.hip
  16. Hi, Im stuck at place where I have copied to points a set of spheres and I want to randomize it on the basis of $PT? I tried to make an attribute by the name of id but it is not working
  17. New to houdini

    Hi my name is abhigyan and i just joined this forum. I am new to houdini for almost 3-4 months at max. I was learning c4d and after effects before that. I love programming as well(python, javascript). The thing is as much as I love houdini I get confused as to how I go about learning it. It feels so overwhelming. No matter how many tutorials I watch I am just not able to grasp some concepts. How do I go about it? I am sorry if I didnt follow some rules here since I am new.
  18. growing dynamic curve

    Hi, Currently banging my head against a brick wall on how to create a similar effect to the play-doh looking, growing worm things in this great Ditroit piece: Wondering if someone could give me a little nudge in the right direction? Or a good place to start looking? Up against it a little so don't have a huge amount of dev time! Cheers!
  19. Greeting to everyone, So basically I'm trying to achieve the same wireframe as diatom star. And afterwards, bake it with my main model in one piece. It's should be sort of Voronoi pattern but a bit more organic and smooth. Search through the Google. Find a bunch of videos where people achieve the exact same pattern. Unfortunately, there is no explanation about how they get it. I'm a newbie in Houdini so don't judge me for my explanation. I will attach main model and some other additional files. Number 10 looks like what I'm looking for. Main Model.hip Main Shape.obj
  20. Smoke Effect Color Problem

    Iam Working on creating smoke combined with particles for the color , the color shows in my Dop netwerp but when i go up i wont show , anyone know how to fix than? thx in regards
  21. I don't usually meddle with functions in VEX, but today decided to give it a go since I wanted to have some functions being used by other functions. I'm having issues calling functions inside functions. The code below for example will trigger errors. float foo(float a, b) { a = clamp(a, 0, 1) ; return a + b ; } float bar(float a, b) { return foo(a+.1, b+.1) ; } And it can be "solved" in multiple ways: If for example I comment out the clamp part it passes: If instead I remove the +.1 from foo it works as well. I have other examples where such simple corrections and the multiple corrections don't work or are not straightforward so what I'm after is understanding what's the main cause of this. Either I'm missing some method here ( I did try C++ style declaration / definition) or maybe there's some issue with calling a functions from a function. Cheers PRB_RFE_VEXFunctionCallBug.hiplc
  22. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  23. Hi! Houdini beginner here, I am trying to make a basic rain sim of rain interacting with an object and splashing on the ground making puddles. I am having a problem with the particles splashing on the ground, they are acknowledging that the ground is there but 50% of the particles splash against it but the rest go through it and splash just under it, i have tried using different things for the ground like a groundplane and geo but i keep getting the same problem. Any suggestions or help would be amazing! I Have attached the scene file if anyone would be amazing enough to have a quick look? Thank you in advance! Rain_001.hipnc
  24. I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini. Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files This is the tutorial i tried to follow, since it covers the Adobe softwares: I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset. Any ideas? Cheers, Callan de Keijzer Desktop.zip
  25. Sand Simulation

    Hi! I'm a student at NAD in Montreal and I'm trying to learn Houdini. I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground) So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver). Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim This is my second attempt and it still explode (at fist I used 10 substeps) Does somebody have any ideas on what could be the issue? Thanks MountainGrowth_47.hipnc