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Found 4 results

  1. DEBRIS SOURCE NODE NOT WORKING

    Hello everyone, I recently tested out a simulation I wanted to create on smaller objects and everything seemed to work fine. It's basically a ship on water that gets struck by a missile. The part of the ship where it will get struck is already fractured (rbd). It works fine. So I would like to simulate debris coming from the points of impact and use those same source points for my massive smoke. The only problem is, there is nothing in the debris source. I have brought the packed geometry out of DOP's, unpacked, stuck a trail node and everything appears to be working until the debris source node. This is very confusing because it worked in my simple SIM setup previously but for the life of me, I can't figure out why there are no debris source points. I would appreciate some help on this, and I've attached my scene file to this. Thank you. shipanddestruction.hipnc
  2. inpointgroup and npointsgroup aren't working for me (Indie 18.0.416). I have a grid with an attribute from map image. I manually select different areas of the grid and add those selections to various named groups. I then add a scatter node to generate scatter points over the grid. The scatter points appear to inherit the group memberships from the underlying areas of the grid - prior to the scatter node, the info popup shows the various group names as prim groups and in/after the scatter node the group names appear as point groups. I then run some code in a detail attribute wrangle to loop through a particular group's scatter points (those of a cypress tree in the image, group 'Cypress') to identify points lying along the boundary of that group (ie. the boundary of the cypress tree). I then add those boundary points to a group named 'Cypress_edge', using setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); I can see in the geometry spreadsheet that this has worked - there are now points having membership in both the original group 'Cypress' (88,850 points) and the 'Cypress_edge' group (8,120 points). However, when I then check-test the boundary points for membership of the 'Cypress_edge' group using inpointgroup(0, edgegroupname, pointNum) they don't show membership (inpointgroup returns zero for every point). Also, if I ask how many points are in the 'Cypress_edge' group, using npointsgroup(0, edgegroupname) the answer is zero, even though there are 8,120 points in the geometry spreadsheet's 'Cypress_edge' column that have a value of 1. inpointgroup and npointsgroup work for the point groups that existed prior to the VEX wrangle but not for the 'Cypress_edge' group that was created inside the wrangle. I'd appreciate any advice about what I might be doing wrong! [SOLVED] I've finally realized that inpointgroup and npointsgroup are looking backwards at the preceding node (ie. through input 0), and there are no edge points yet in that previous node. So, while setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); creates the group 'Cypress_edge' (on its first call) and sets its member points' include values to 1, I also need to set @group_Cypress_edge = true; to tell the local wrangle that the point is a member, and I also need to use if(@group_Cypress_edge) to test for membership locally. I'm not sure how to get the number of points in Cypress_edge using this method though, other than looping through all the points and doing a count. I also have some further questions about this method but I'll leave those for a separate post.
  3. 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
  4. Houdini asset not updating

    Hello all, I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window. First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405. Any help would be appreciated. Thanks!
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