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Found 41 results

  1. Hi there, Lets say we have a bunch of packed primitives scattered in an area on the left side and a on the right side a geometry, like frustum. I want to detect all the packed primitives that even a small portion of their bounding box is intersecting with the geometry. I have one method of doing this but its not ideal, I was wondering if anyone knows an efficient and preferably with vex way to do this. Cheers, C
  2. Boolean for instanced packed fragments for RBD

    Hey guys, I'm having an issue that has had me scratching my head for the past few days now. I'm creating a building for an RBD sim with instanced packed fragments. In order to save memory, I'm creating 3 fractured walls to iterate throughout the building. I'm then carving out the windows using a for each block, iterating through each fragment (nearest to windows) and a boolean to subtract the window hole geo, then repacking to the fragment into its piece. This way, the extra inside faces are attached to each respective fragment, and it becomes a new piece. Alternatively if I just booled the entire wall, I would have issues repacking with the new faces. The problem is that at the end of the for each block, it returns the subtraction geometry merged with the subtracted geo. It doesn't do this with lower density fractures- weird!! I've iterated through each pass to see where the extra geo is coming from, and can't find it for the life of me. Please take a look at the file attached, and let me know if anyone has any ideas! btw- apologies for the file- didn't have time to clean it up Thanks! Hunter buildingFracture_v12_debug_wall.hiplc
  3. Geometry particles PopSpin

    Hi all! I hope this isn't a dumb question, but I'm stuck getting my particle shapes to spin. I might be approaching this wrong... I've fractured and packed an object. I bring the pieces into the POP network, instancing each piece with source emission type set to All Geometry - each particle is a piece from the fractured geo. Now I just want these pieces to spin. I do get the w attribute set, but, the pieces themselves are just translating with the particles, not rotating. A simple scene with the setup is attached. Can anyone point me in the right direction here, and perhaps explain why this approach doesn't seem to be working? Thanks! popSpin.hip
  4. Evening all, I've got some imported geo which are basically buildings but they are just one big 1 million poly mess of prims - ideally they would be separate packed prims. Anyone know of a way to make each 'island' of prims into a single packed prim? Cheers
  5. My question is about packed disk sequence files. The docs state: Packed disk primitives automatically cycle when the rendered frame is outside the animation’s frame range. You can change this by setting the primitive string attribute "wrap" on the packed disk sequence to one of "clamp", "cycle", "mirror" or "strict". I assumed the meant you could add a sting attrib named wrap with the value of mirror to the primitives of cached geo and this would cause the file node to play back the PDS files back in a ping pong cycle. however this didn't work. what am i missing?
  6. RBD Fractured Obj with FLIP?

    Hello! I'm doing R&D for a project that will involve and egg breaking, releasing the yolk/white. Right now I'm just trying to get the principles down. I am currently just testing fluid inside an egg (making sure it stays inside when it's supposed to and falls with the egg in gravity) and am having issues with the fluid disappearing or leaking from the egg. I am used to using rbd packed objects for destruction so I started out my workflow with the egg as an rbd packed object, but saw some examples on here that suggested using an rbd fractured object so I have tried that as well. When I use the egg as a packed object, the fluid seems to just slowly disappear over time, and when I use a rbd fractured object the fluid sticks to the eggshell on the second frame and then flies out. I know the eggshell is thin geo for being a collision object (it is accurate to a chicken egg), but even when I thickened the geo I still had fluid disappearing. Any advice regarding using fluid inside rbd objects would be appreciated! egg.zip
  7. Hey magicians, I'm trying to render millions of particles, I'm using a method I saw in Peter Quint videos using the wedge rop, my issue is when I load lots of instances, pc gets super slow. PQ recommends to use packed disc primitive to avoid this, but when I use, I can't read attributes other than P on the instance redshift, so I can't apply things like motion blur. Any recommendations to solve this? Thanks!
  8. 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
  9. Pyro + RBD Packed, How collision works?

    Hey guys, pls help me understand what's going on here: Check it out, on the RBD Packed node I can only use Bullet collisions (there's no other option in there) and it looks like the Pyro solver is using something else, like a volume collision. In this gif the RBD uses Sphere as collision representation and it's working perfectly fine, colliding with the original box shape: the proof: and the options avaliable: bullet.pyro.v1a.hiplc
  10. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  11. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  12. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
  13. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy it several times on a circle. So far so good. Giving the object a material with some color has the desired effect, having some spheres showing the color more and others not... Now turning on SSS gives me the effect only on one random picked object, the others render black. So how would I get the SSS on all the others? In the mantra node I have "Save all materials and shaders" tuned on. In the shader I use "Use packed color" Do I have to use some "Render State" magic and if yes, how? Thanks in advance! Dominik packed_rand_sss.hiplc
  14. Hi folks, hope my problem is not to silly... I've attached a test scene below. -- I have an object with an attribute "randCol" altering Cd. I pack the object and then copy several times on a circle.
  15. Hi all Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed. I hope it is some what clear. packFullTransform.hip
  16. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  17. Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro
  18. Hi everyone, I made this setup to mix constraints between conetwist and glue, depending on angle value, i set the constraint_name in a sop solver plugged in the constraint network node, it works quite well but the resulting object is floating in the space... is anobody here can check my file and tell me what's going on!!!? apparently its not a subsanple or CFM, ERP issue ( i checked all this parameters and, nothing...) thx by advance, Best regards H TEST_PACKED_CONST_METAL_V002.hip
  19. Hello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj
  20. Hi everyone! can't figure out why my cone twist constraint collpase at frame 2..., apparently this constraint dosen't care about restlength like other constraints... i tried all constraints, everything is just fine exept with this one, and cone-twist is exactly what i need.... I join a simple file based on a SideFX sample scene turned into what i need... thanks by advance Cheers! Twist-Const-Restlength.hip
  21. I have a question that has been bugging me for some time and I couldn't find much information about it. Which is the best and most efficient way to render many polygons? Using delayed load procedurals or using packed disk primitives? Or, am I confused and are they both doing the same thing and there's no difference between the 2 workflows? As far as I know, they both create instance geometry. The documentation doesn't help much either, half of the things I read talk bout optimizing a render using delayed load procedurals, and the other half about using packed primitives. I'm wondering if packed primitives is the new workflow and using delayed load procedurals was the old way of doing it as is now obsolete? Here are the 2 workflows I'm talking about: Packed Disk Primitives Here I pack all my geometry and write it out to disk. I then load it back and change the load setting to "Packed Disk Primitives". Then I generate my IFDs and they are now referencing the geometry from disk instead of having to write them out (And the IFDs are a few KB or MB big). I then render using those IFDs. Here is what the documentation says about it: "Packed Primitives express a procedure to generate geometry at render time." "Because Packed Disk Primitives by their nature are geometry streamed from a file, similar to Alembic primitives, we don’t have to use a special procedural to get smaller IFDs." Delayed Load Procedurals Here I write out my geometry (not packed) as bgeo and then make a Delayed Load Procedural shader and select the bgeo files I just wrote to disk. I then go to the Rendering -> Geometry tab of my object and load my Procedural Shader. I then create my IFDs and then render them out. In the documentation about the delayed load procedurals, it talks about optimizing geometry this way. So I know there are these 2 ways, but are they both equally the same, or is one of them better than the other? Which workflow do you use? Also, when using the packed disk primitives, if the geometry you want to render is unique and it can't be instanced (or there's just no point in doing it), do you still pack it (so its only 1 packed prim) and save it out? Or do you use the delayed load procedurals? Do you use any other workflow? Any advice on this would be greatly appreciated! Thanks
  22. Hi everyone, What is the difference between the "pack" and the "repack" sop ? and why should I use a "repack" instead of a "pack" sop and vice versa? Cheers Ber
  23. This roadblock stemmed from this thread that was started here. I thought, wow, this is awesome, you can do so much - such as fracturing. However, when I tried to just do a very quick "let's see if this works" setup in my DOP network by adding a Voronoi Fracture node; it ignored it. <~This was using a Packed Rigid Body Object (I've attached my scene file without the voronoi node). However, when I switched the Packed Rigid Body out with a Standard Rigid Body object, it fractured. I've been trying different methods to the best of my new abilities to get this to fracture, but I can't find an answer or figure it out. I took Matt Estela's setup from his site posting here and tore it down to it's barest of bones. In short, I'm trying to get the spheres to fracture on impact using the packed rigid bodies that are emitted from the POP Source. Blah, this forum is the best. Thanks for any help you can give. fracture_test.hipnc
  24. RBD stylish collapse

    Hi guys I'm trying to simulate two tall buildings destruction like the attached image. So I fractured my entire blue building and the wing of the red building and I made a lot of constraints with different strength and break forces. The plan is to make it stylish that the blue building collapse as height of the green rectangle and the wings of the two buildings fracture apart and few pieces in entire buildings. But in all different situation that I tried, the blue building starts to rotate counterclockwise after colliding with the red wing. So do you guys know how should I approach this problem? Thank you in advance
  25. Hi, I'm trying to do a simple A to B transformation like this from Rohan Dalvi .But I wanted to do more so I want the object to mach perfectly. I separated it in chucks using voronoy and packed it using assemble sop. I did the animation I want but I when I copy back to chunks I don't get the rotation of the points. When I do it with copy sop it works fine. I will send you this file with a demonstration. MORPH_POINT_POS.hiplc
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