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Found 20 results

  1. Hello there, As you can see in the image below, I tried to merge all poly-line primitives into a single one using the "fuse SOP", but it doesn't work..! (Later I would like to use it in a Vellum simulation). How can I fix it? Thanks for helping. Merge Primitives.hip
  2. Hi, I have a basic question about connection in popnet. There are 2 ways to connect nodes, parallel or serial connections, and I wonder how exactly these methods are different each other and how we decide to choose them. Obviously when we use multi pop_source nodes, we have to use a merge node. On the other hands, do we have any other specific situations we have to or should not use merge nodes?? popvop and sopsolver nodes also have multi input options as well, which I guess the same deal. If someone demonstrate how we decide to choose parallel or serial connections, it would be great. My guess is that if we use only ONE pop_source node, parallel or serial does not matter. However, if we use multi pop_source nodes, it should be important. The force/velocity operation nodes would not matter how they are connected as screen capture's sim results. Do they make sense?
  3. Hi there, I want share for free my HDA for combine and export the cache of fluid from cluster system and convert it in VDB. Download here It's a open HDA so you can edit it if you want, please let me know if you do/did it and let me know if you use it in production. It's free, but a little donation is grateful Have a nice day Matteo video demo https://youtu.be/dLj2CaWam7Q
  4. Howdy! I have a detailed building facade that when I bring the obj into Houdini 18 it is all individual objects, how do i merge it into 1 object so that when i fracture it with Voronoi it doesn't all separate into hundreds of individual pieces but only into the amount of fractures that I define? (Exploded view image attached) Thanks
  5. Hi, I am new to Houdini and cannot solve this problem: I created two open circle objects (circle > sweep > merge). The dimensions are identical. I want to combine them and then bevel the edges. It looks fine before I apply the polybevel (Image: Polybevel_01.1 and 01.2), but with the polybevel applied, the result looks broken (Polybevel_2.1 and 02.2). It makes no difference if I merge the objects, or if I use a boolean node. Can anyone help me with this? Thanks
  6. Hello, noobie question. I have a model of a petal, I wanted to add some points and hairs, animated and did a vellum sim but the points/hairs snap out of the petals and fly off, I tried to use fuse but doesn't work. any ideashow to merge the objects so the points stick to the surface in the sim? maybe a rest position and then deform points? I don't know what would work. If any of you have any idea I would appreciate the help, thanks petalo.hip
  7. Hi guys I'm currently working on a Particle collision situation with pre-sim RBD (converted to VDB SDF already). The SDF is a combination of multiple SDF moving within a timeframe, is there any way (or workaround) to flatten multiple vdb sdf into single VDB so POP static object can read properly (default volume collision did not support multiple SDF I think)? Anyway to flatten it? Thanks! Here's the VDB file. filecache2.v1.0040.bgeo.sc filecache2.v1.0040.bgeo.sc
  8. Why in the Composite view, the merge node is not showing the result of all the shapes combined ? Also how can you repeat a merged shape along either the X or Y with an offset ?
  9. Beginner question, but I'm a bit confused as to how the merge node is supposed to work. I'm trying to export my scene as GLTF. My scene contains one geometry node with 2 primitive nodes inside (box and sphere) connected to a merge node. When I try to export, only the sphere shows up in the GLTF file. I've read merge node documentation but I still can't discern the behavior of "merge". The docs say Bypassing this node causes it to only export the first input. It will not compute the merged objects. which describes what I'm seeing, but I don't have the bypass flag activated. Also, why does the merge node seem to have a "favorite" or "primary" input?
  10. Hi every one (sorry for my english) I have a little probleme with houdini, I have to simulate 59 candle. I did just one simulation with a pyro solver, and after i did a copy node. So now I have 59 grid with 59 density, 59 temperature etc etc. But the renderer need only one Grid. So my question : How to combine all grid in one ? and keeping the temperature, density, vel etc etc Thanks
  11. Hi everyone! I am looking for a way for multiple people to work on the same .hip file. Since .hip files can be exported as text, I assumed it would be possible to simply use git for versioning (and merging the edits made by multiple people). However, it does not seem to be that straightforward. To test this approach, I created a very simple network (first attachment). Now I made two edits (second and third attachment), each adding a transform node to the network. I assumed these changes could be merged, creating a new network containing both transform nodes. However, attempting to merge the .hip files using git resulted in several conflicts. Some of these could be solved trivially, (like changes to the viewport or the last edit timestamp) but there are several conflicts (last attachment) for which I could not find a way of resolving which produces my expected result. Does anybody have experience with this approach? How do you handle multiple people working on the same .hip file? Any help would be appreciated!
  12. Hello, I would like to know if there is a way to merge my home sop presets with my work sop presets in a simple way. The only solution i came up with for now: Create a file with duplicate of the node with selected presets, opening the file at work and save every node as a preset. It is very inconvenient considering i have tons of presets. Saving to gallery is also very inconvenient at that point. Is it possible to just open the ".idx" file and just copy paste to add presets? Also do you favour save to gallery or save presets per node?
  13. Hi odforce people! Playing with the "solver" SOP, I was able to build some sort of dissolve effect (.hip file attached): geometry is converted to VDB each frame, I'm displacing the surface and boolean-intersecting the volume: This works great but now I'd like to output not only the shrinking volume but also the "delta" volume (the boolean difference between the resulting surface and the previous frame's surface) because I want to emit particles from it. Using a second "vdbcombine" node, I'm able to compute it but if I "merge" the volumes, they'll both be fed back into the solver loop and this creates infinite numbers of primitives after just a few frames. How can I prevent this from happening? Also, how can I split the results outside the "solver"? I tried adding group nodes and modifying the "name" attribute but can't get it running. Maybe solving the first issue will solve the second one. Any help would be greatly appreciated! Thanks, Hebi
  14. I'm trying to figure out a way to take 2 objects in a merge and then randomly output 1 or the other to a CopySop. Simply, I have the copy connected to particles and I just want the shapes to randomly go to a random particle. Right now(for obvious reasons) it's just taking the 2 merged objects and assigning both of them to each point. I attached my file and left a blue sticky under the green nodes where the issue is taking place. I do have questions regarding this problem. - I know I can merge multiple objects and then in the DOP node that has those particles, just use packed geometry to achieve this. - Is it even possibly to do what I'm trying to acheive in the way I'm trying to in my example file? - Which method is best? - if one is better than the other? Many thanks in advance! I'm always unsure if I'm being super confusing, so I apologize if I am. dop_crack_part.hipnc
  15. hey, the question is what the topic says. this bugs me since I have started using Houdini. so far nobody was able to show me that it is possible or tell me that it is not, for sure. So is it possible to object merge instance object? I know some workarounds but I'm curious if I can do this. thanks for the help! D.
  16. Hello, I am working on a school project and I am using Arnold in Houdini for rendering. I would like to try deep workflow. But I have a problem with deep sample count in rendered EXRs. I am using custom ID AOVs and when trying to isolate certain objects in Nuke there are artefacts on edges (which is funny because it shouldn't happen with deep data). I think there is a problem with deep samples merging (compression) which is controlled by tolerance parameters. But modyfiing these parameters doesn't take any effect on exported EXR. When samples merging is disabled EXRs in Nuke work like expected but it drastically increases EXRs size (2gb per frame). Any ideas how to find a balance between EXR size and sample count on edges? I don't know whether it is a bug or I am missing something. I have tested it with htoa 1.3.1 and 1.4.0. I am really stuck here. merge disabled: merge enabled:
  17. I'm trying to set multiple transform nodes as the inputs to a merge node, but when I do this with code it just connects one of the transform nodes and then replaces each transform node as that one input. I am assuming this is because I am using: mergeNode.setFirstInput(xform) How would I connect each transform node as a separate input to a single merge node?
  18. Hey odforce, This may be a newbie question so I apologize in advance but I've been trying to work out this problem for a while now and cant seem to get it... I'm rendering out some pencils sitting in a pencil case with crayons. I've wrote out a one frame of them sitting in the pencil holder taken from a more complicated scene where they are acutally shot out of the case/shattered. So I rendered a one frame of them sitting on the table before the explosion. When I exported them to the new scene where it is the establishing shot I'm starting to get noticeable render issues with the geometry. At this time I won't be uploading the hipfile, but if you believe it will help I will gladly reorganize/attach it. When merged with pencilcase/pencils/crayons it displays in the merge "a mismatch of attributes has been detected..." so on, I have tried using the Vertex/Point node to fix this but am still getting black geometry. Reversing also seems to not help. Thank you! It should also be noted I rendered a bgeo file of the Pencils/Crayons/ shattered by the vornoi... but all the materials have been copied/pasted into the file so it shouldn't be the issue - right? Sorry odforce, thank you!
  19. Hi, Does anybody know how to submit a "A Simple Parent-Child Example" : http://www.sidefx.co...ationships.html Or how to submit a dependency chain out of Houdini. Like, Simulation --> Meshing --> Rendering. It's simple in Houdini on one machine but how to take it over to Hqueue? Cheers, nap
  20. Hi guys, I have multiple polygons modelled, uv-ed and material-ed. But when I merge them (All under the same obj level), some uv and materials does not pass through. I've checked help about merge asking me to "set explicitly" but I'm really lost what it means as everything has been set. Any help or advice will be appreciated. Thanks!
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