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Found 8 results

  1. Please, how is the best way to achieve the same result as in the file with a RBD SIM without particles? oddf.hipnc
  2. Hey OdForce! Lately I've been doing weekly quick-tips that I'd like to share with you all. Be sure to follow me on youtube & vimeo for new videos. Also, keep an eye out for my new course - Houdini For the Artist - Modeling I which I'll be finishing up shortly. Cheers,
  3. 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
  4. Houdini Pyro Collision

    Hi there everyone. This must be a common question but I just cannot seem to get the Pyro Collisions to work correctly there is defiantly something I am missing and I would greatly appreciate some assistance. So this is the issue I am having. Below you can see the Multi Field going through the Collision Field where there are no holes. This is the Multi Field. Here is the Collision Field on its own so you can see its a solid Piece. This is the Temperature Field. This is another angle of the actual Geo at the same frame as the images Above. So I just wanted to mention what I have observed and what I have tried. first my observations, the Multi filed is only partly interacting with the collision field, in that some of the smoke travels along the ceiling of the roof before finding an exit and pushing outwards. Secondly have I have tried, Is using the Houdini shelf Deforming collision object but it only dose 2 frames then hits my 32gb memory cap and my system crashes and restarts. This is if the mode in the Static Object is set to Volume Sample. If I try Ray Intersection it dose not work, there are holes in the collision Field. so the method I am Trying to get right (Based on the Images above) is the secondary Volume Source set to collision. Here are my VDBs and I am merging in the Cached RBD Data. And this is my Volume Source for that VDB Surface If you need anything Please Let me know ! Have a Great day, Jody.
  5. Greetings! I'm working on a shot where I'm using a sphere to push a cloth through a hole in another object. Up to a point, the sphere acting as a collision object works great. However, the cloth slips off the sphere halfway through the sim. I was hoping I could animate an "Attach to Geometry" Vellum constraint to ensure the cloth sticks to the sphere after a certain period of time. I can't seem to figure out how to animate any constraint properties though. I'm doing it at the sop level using Houdini Apprentice 17.0.352, if that makes a difference. I tried making a simple scene with a grid and sphere through vellum constraints. The idea was to let the grid fall to the ground and animate the stiffness value on an "Attach to Geometry" to pick it back off the ground, but it doesn't work. I also tried the "Attach Frame" setting on the "Attach to Geometry" constraint, but that doesn't seem to do the trick either. Are Vellum properties set at the beginning of the sim and unable to be changed? Or is there some secret sauce I need to add? Do I need to do this in a DOP network or change values upstream in a wrangle? I can't seem to find anything but beginner Vellum materials online at the moment. Thanks! haveahapyday_vellum_animatedPropertiesTest.hipnc haveahapyday_vellum_clothHole.hipnc EDIT: Solved! Check Noobini's responses in this thread.
  6. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  7. Hello I looked at F1 and still could not figure out how to make this connection between objects. RBD Material Fracture has its own constraint system and in this way is not done, but to connect different fractures, such as the image example, you need to use Connect Adjacent Pieces, but I could not get Constraint Network to identify this constraint between the objects. I used the old method to paste as pieces and can not make the two examples dialog
  8. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
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