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Found 33 results

  1. Hello everyone ! In order to model a ceiling mobile (such as the ones in a baby's bedroom), I dived in the depth of wire objects, and I feel like it is much less intuitive than the usual DOP workflow. What I want to do is to tie certain objects (in my case, that would be origami birds modelled with the help of the amazing entagma tutorial from last week) to wires, which are tied to a static wooden part. The part where I'm having issues is when it comes to tying together the solid objects (which come as a RBD packed object) to the wires. I've tried several methods, all of which have failed me for now. 1. I tried using the SBD pin constraint from the Wire shelf. It kind of works, but I still find it very hard to control, and it is impossible to simulate the physical behaviour of the whole system (I have to simulate the RBD packed objects separately, and tie the wires afterwards). 2. I tried the more classical RBD approach, using constraint networks. This is the approach I would prefer, since it allows me to simulate the full system. I have set up the constraints using a Connect Adjacent Pieces SOP, which I modified a bit to add the anchor_id attribute on the constraint points. All of my pieces, whether it be the RBD packed object or the wires, come as separate objects with their own unique names matching the name specified in the constraint points. However, when I play the simulation, the constraints do not tie the objects to the wires, and the wires go wild while the RBD packed objects fall due to gravity. 3. I've started looking at Vellum and other cloth simulations, but I'm very new to it and it doesn't seem to integrate very well to RBD workflow which I'm used to. I've attached a hda with my project file, where I've replaced the bird objects with polygon spheres for simplicity. (It still doesn't work when I play it on my computer) If anyone has the time to take a look at it and tell me what I'm doing wrong or put me on another track, I'd be super grateful ! All the best, Nolan Constraint_Wires.hdanc
  2. object vs data in DOP network

    are there any good resources to explain these two subject? object - data what are they exactly and what they do inside DOP network? any pages of documentation or any piece of information you give me is acceptable
  3. Advect particles with object

    Hi All! I am trying to simply advect particles using the geometry of an object moving past them - I'm just looking for a small bit of interaction between them. Could someone point me in the right direction. Searching it online, all I seem to find is "popAdvectByVolume". Thanks so much!!
  4. Hi, I try to export objects from houdini and paint them in substance painter. However, importing object to substance painter is working, but something not work as I expect. Curvature and particle rain don't work properly with object exported by houdini. Curvature mask seems nothing work, and particle rain should move down in world space, but it looks move to one direction of UV space. I tried exactly same way with an example object 'JadeToad.spp', then operation was working as I expect. Therefore, I guess my Houdini objects are something wrong with format or missing vertex info. I tried it with the both of original UV and auto UV, but did not work properly. I attached object files. Please let me know what's wrong with it. Or what requires to painting objects. Thanks! building1_destruction_asset_testB_v015.abc RnD_000_001_fx-rbdBld_v013.obj
  5. Hello, I am trying to do a boolean operation, I have a curve which uses a carve SOP to shrink or grow, I have used a polywire to give it some geometry and I am using this geometry for input2 in the boolean operation. But when I change the carve, the main object that is connected to boolean input 1, keeps disappearing and reappearing. Does anyone know why this happens? I am using a subtract operation in boolean. Thanks for you help,
  6. volume of an object affect on your effect

    hey guys , how can I calculate the volume of an object in VEX , I want to write something like this one below: the line of your script * volume of a specific object I used getbbox_size but the result is a scalar. I want everything in the object to have the effect. what should I do? best regards
  7. Hi guys, Could you any of you please help how to setup frustum culling or geo/obj culling based on bbox intersection with a given cube/box/sphere? Please let me know if you guys can help me out? Appreciate your time! Cheers!
  8. Hello I'm almost newby haha I have big problem that is this : I want know Object point value(px,py) on render view after rendering and that parameter for python script (Sorry I 'm not good English...ㅠ_ㅠ) MY goal is find the obj Maximum , Minimum point values(px.py) and than I draw box window with those points. how can i do?
  9. Hello guys, So ive been trying to test the difference between using a collision object or a collision source in pyro sims. I still cant grasp the difference between each other and when should I use one or the other. What do you think? pyro.mp4
  10. Good morning ODFROCE, I come from Blender so I am quite new in Houdini. There is this tool within Blender´s "tissue" addon called "Object: Area", which sort of calculates object weights depending on its volume. This comes very handy when dealing with particles, instances... I am sure Houdini has something similar but I havent been able to find it. I would appreciate if someone could show me the way. Thank you very much!!! zebra.
  11. Hey magicians, I'm trying to figure out the best approach to make something like this, idea is having some lines that came from back and try to catch the airplane flowing around it with a nice flowy motion: So far I tried having some pop emitter at the back, and using attractor / collider to get the particles flow in that direction, with no luck. I also did some manual curves to use with curveforce but i'm trying to make it more procedural, avoiding manual curves. I also played a bit with find shortest path, wich is the closest, but wanted to make something in pops to get more flowy movement. Here are some frames of what I get with shortest path: Any thoughts or ideas will be super helpful, feeling stuck here. Thanks!
  12. Hello, I'm having trouble with this simple project (I'm new to Houdini). If I click on the box object I can see it on the viewport, but if I click the scatter or the voronoi then the viewport goes empty. I have "Show all objects" checked but it doesnt change.
  13. I started using Houdini about 2 years ago, recently I have felt a desire to not only share but, hopefully to open up a discussion about the explorations undertaken in the work. The first post is therefore a look at how it began. The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. The video and images below are examples of the earliest explorations (and failures) of this theme, first applied to a modelled object, with the video then moving onto a landscape: https://vimeo.com/376861116
  14. Hi guys, I had a problem while compositing my project. For some reason, around my object, on PyroSim there is a transparent strip that does not look beautiful. If I render each object separately, then I have this empty space (screenshot1 and screenshot3), if smoke + object in one mantra render, then everything is fine (screenshot2). But I need to have them separately for compositing. Here are screenshots of my render settings (object - spacesip and PyroFx - smoke) I would be happy for any of your advice, I see that there are a lot of cool guys here who know the houdini like their 5 fingers Please forgive me for my english
  15. 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???
  16. Fill object with liquid all the way

    Hey pros, This sounds very basic but somehow i have lost too much time trying to achieve it. I have a character that is empty on the inside and i am trying to fill it up with fluid all the way. I have a sphere emitting particles and the liquid seems to be reacting correctly to the surface but as it pours it doesnt seem to go above a certain level. I have read about using divergence but everything i find online seems to use deprecated/now hiden nodes. I have tried enabling the “divergence” by attribute and add a pop wrangle with the divergence value but no success. I feel not so smart atm... could someone please post a hip for me? I cant seem to get it right.
  17. Hi, It seems that generally when animating objects in scene/object level, you are only able to animate variables globally. I have a scene with a spinning propeller, and this spinning propeller needs to rotate around its own axis, while being placed in a certain spot in the scene. How is this achieved? All transforms in the scene are global space, so if you need to rotate the object 30 degrees on the X axis, the Y axis will not follow the local transforms and the propeller will spin sideways in circles. Followup question: I briefly had a teacher from Lost Boys school of VFX and he showed me how to properly load animation data into a dopnet. Unfortunately I was just starting out with Houdini as he showed me, so I did not catch the method. I gathered that this should not be done in sop-level ('Use deforming geometry'), and rather with motion / 'RBD keyframe active' operators in the dopnet -- how do I load in my animation data, so the velocities are correct with proper interpolation? Thank you,
  18. Hi there! I have been given an animation to work on and I wanted to parent constrain a sphere between two objects so that it would stay in the middle of them during the animation. However, in order to parent constrain I apparently need to create a constraint network and I'm finding it really hard to find any resources for that. I just have no idea how constraints work so any help would be appreciated!
  19. Narrow Band on Objects (not on a FLIP Tank)

    Hey guys, is there a way to use NB on standard liquid object (like a sphere)? I need to melt something and the simulation is getting very expensive, it would be awesome to use narrow band on it but I could only use it on a FLIP Tank by now Thx, Alvaro
  20. inherit velocity RBD Packed Object

    Hello everyone... I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all. The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver. If I try a pop vop or a geo vop, there's some weird velocity behavior that happens. If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold. All I'm looking for is initial velocity once the pieces become active. I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working. Any thoughts? test_active_velocity.hipnc
  21. Forming object

    Does anyone has an idea of how to do something like this but at the inverse? https://www.youtube.com/watch?v=zrhXB653wKg Any idea would be awesome!
  22. Hey, In maya there is a parent contrain. It parents the rotation and transformation from one object to another. How do you do that in Houdini? I am confused, I see you can parent objects together and use the shelf tool blend. But they don't work, because the transformations are not at object level. Whats the point of having all these different constraints if your transformations are going to be made in sops and not object level? I am just trying to contrain a null to an alembic cache. Is it better to do animation a object level the geometry level? How can I get geometry level transformations into object level? Thanks
  23. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  24. Hi! I'm a student learning Houdini, and I love it! Now I'm stuck with a problem. I want to use only one flip object that emit every frame from an animated particles source. At the first frame there's a 'base layer' of water that get emitted. The problem is that when new particles are added, then don't interact with the 'base layer'. Any help on how can I make the new fluid interact with the old one would be appreciated! I've attach a demo file with the same setup I use. FlipObjectBug.hip
  25. Hi all, First of all let me introduce myself My name is Alex, and I'm a director and one of two vfx artists at, the small but awesome 5 man team at Helmet Films & Visual Effects You can check some of our work here: www.helmet.no We just switched from Softimage to Houdini (like a lot of people) and all ready we are loving it! I've been looking around this forum and you all seem tremendously helpful to eachother, so we're really excited to finally be joining you! Now, on to the issue! We're doing a project with some stone creatures, and I want to be able to control the creatures with simple rigs (i.e. just parenting the pieces to IK driven bones) and then do fracturing and simulation on some of the pieces. As long as I import a regular RBD object the RBD Keyframe Active works like expected, but as soon as I switch to the RBD Fractured Packed Object the world space positions are all messed up. This happens both when I check "Use OBJ Path" and link to another object, and also if I manually animate the position inside the RBD Keyfram Active node itself. It's kind of hard to understand why it's failing, so if anyone has any ideas I'd be very greatful! I've attached som screenshots and the HIP file. Cheers, Alex RiggedArm_RBD_v02.hip
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