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Found 94 results

  1. 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!
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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.
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. 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
  18. 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
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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!
  24. 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!
  25. 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