Jump to content

Search the Community

Showing results for tags 'problem'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 50 results

  1. Organic Mass problem

    Hello houdini masters! I have a problem, with this simulation. It makes me those problems, which You can see down in those pictures. Can anybody explain me how to fix them? SHORT EXPLANATION OF THE SCENE: I created 5 human heads, closed inside the box (the box has wireframed edges). Those heads are Organic mass and the box is coliding static object. Heads are squeezed inside of that box. ISSUE: It shows me the tetrahydrons on the surface of heads, which is bad, i need smooth surface on those heads, and I also need material, which should look like rubber (i set up rubber material, but i tried make it a little bit softer) and also a want to make it softer in parts like nose and ears... And also i don't want let the surface come througth them selves (i turned on self collision, so I dont know where is the problem, and why material is sometimes doesn't coliding)? I hope I explained the issues, which i need to fix. Thaks for any advices! I really appreciate them THE .hip FILE WITH SCENE IS IN forum.rar TOGETHER WITH MESH HEAD MODEL forum.rar
  2. How Does Vellum Physical Parameters Works ?

    Hi everyone, I'm trying to simulate paper using vellum and I can't get the friction and drag right. I kind of got the result I wanted, though I still don't understand those values. By "those values", I mean static and dynamic friction and normal and tangent drag. I'm a really visual person and there's no example or graph that show's how this works on the Houdini documentation, so I thought that maybe one of you would be able to explain it to me ? Thank you.
  3. Greetings all, I'm working on a shot where I have a spinning falling cloth. In order to control it I have the center of the Vellum cloth attach to an animated object. It was working fine for a while, but somewhere when I iterated my .hip file up, the constraints started to be generated off center. I tried to match the settings from the previous correct one and even copied the properly functioning nodes over, but it was still misbehaving. I attached a photo of what it should look like vs what's going wrong. Even stranger is that in the attached .hips, there's a rogue switch node that if I delete it, the constraints won't form at all. It happens in both the correct and wrong versions. The switch node isn't even connected to anything in the stream of data as far as I can discern. The .hips are reduced from the larger shot I'm working on and the switch is a leftover from removing the collision geo after a certain point. For the moment I'm going to back step to the working .hip, but I was wondering if I'm missing a setting or this is just a bug. I have a hunch this might be an issue with using Vellum in a SOP context, but I'm not certain. Using Houdini Apprentice 17.0.352 on Windows 10. Thanks! haveahapyday_vellumConstraintIssue-correct.hipnc haveahapyday_vellumConstraintIssue-wrong.hipnc
  4. Export Quicktime Error

    Hey guys, I'm having a hard time exporting mov files on H17. I can only export avi files and the files are pretty huge. This is the error. Does anyone knows what it could be? Thx Alvaro
  5. When I do some simulations like pics at bottom, Scene view become crazy like those .. I imported alembic files and set their position. but If I do simulations with dopnet, They are gone to randomly strange position like secone pic, and going to be black like first pic. When I delete scene view and make it new, It looks like when I set up. But I have to see that simulations preview and these problems make me crazy :S Help me with this plz !! Sorry for my poor English and thanks for read Have a good day
  6. Hello, i am currently working on my final student projet where i make a plane crash with Houdini. I base the workflow of this project around the RIGIDS III tutorial by Steven Knipping. Everything is working fine until i bring in a simple glue constraint, and when the simulation gets activated at a said frame the simulation simply does not happen. It works when i disconnect/disable the constraint. I already tried to unpack the alembics upon importation with the alembic node but that didnt change anything. What is weird is that everything was working fine when i used the model given with the course. I haven't really found anything that helped me online, so hopefully one of you can help me with this issue, i would appreciate it A LOT. I will attach the files down below. Thank you ! plane_sim.rar
  7. Hello People, I have been trying to produce a Boolean value i.e. 0 or 1,So that i can use it as condition for my (IF Block) in pointvop. But whenever i am dividing Ptnum by 2 using the node modulo is always leave a value of 0. Help!!
  8. - Hello everyone im trying to render pyro sim in maya and the problem is fire doesn't appear, instead it show blocky voxel like in the render my setup was : created pyro sim from shelf (Exploison) exporting the sim after converting it to vdb, load in maya via arnold volume (grid density) added aiStandard to the volume, than aiStandardVolume to shading group (in this stat only smoke is visible) So when i try to make emission type "channel" and the channel heat i get this blocky voxel issue Thank you
  9. Hi all. I'm making a lightning FX generated by a sphere. My problem is that i would move a sphere but, if i try, the generated lightnings do not follow the sphere. They are created in the sphere current position, but after they don't move following the sphere. I suppose it is the fault of the solver node that control lightning life, but i don't know how to do. I'm following This tutorial (http://lesterbanks.com/2016/12/build-custom-lightning-solver-houdini/) to learn, but he does not want to move the object, so for him is not a problem.
  10. Hello guys, when i upresing pyro sim, CPU not calculating sim. it's spending 9 hours only 7 frames. i'm using Explicit Caches. Cached frame file size is 3GB. i don't know what should i do. Help me guys. Sorry my bad english....
  11. Hi Everyone, I am still new to houdini and I frequently run into the following problem. WhenI use VDB volume for collisions in houdini Particle or Flip sim, particles collide with the bound of VDB volume instead of actual VDB shape. It kind of creates a boundary around VDB and uses that boundary for collision. Its visible in the viewport in orange color (yellow color in the provided SS as d object was selected when took SS). I often get this issue and I dont know what I am doing wrong and how to solve it. Even If I use shelf tool the problem still persists. If anyone of you have ran into this problem then please let me know how u solved it. thank you for your time. Cheers!!!
  12. Hi So I want to make the smoke fill the spiral tube and I'm pretty close to result I've been aiming for but i've run into a problem I can't seem to resolve. At one point in the simulation smoke stops responding to forces and just follows the tube (attachment). My process of making this set up: 1. convert tube to volume 2. attract billowy smoke emitted from sphere to the volume tube (attract fluid) 3. add a curve force (curve was used to make the tube so it is in the middle of the tube) I've tried changing every paramiter I could think of but nothing helped. Anyone has any ideas? Smoke preview youtube Smoke_problem.mp4
  13. Hey guys, Suddenly my houdini stopped working, when I launch, nothing happens, only hkey.exe terminal with no text. I can see "houdini.exe" in the task manager but the program doesnt start, I'm on windows 10. Anyone had this issue? I already reinstalled houdini and my card drivers. Thanks
  14. Hello, I have encountered strange difference in render outputs from different computers and I have hard time figuring out what might cause this to happen. I have created scene on my laptop and then tried to render it on workstation. Both computers have the same Houdini version installed (16.0.736) but they produce different results when rendering. I am attaching both renders - first one rendered on laptop and second on workstation. On second picture, there is strange noise and highlight around area in the middle (exactly where the point light is located inside cloud). I was rendering the same scene and I expected the result to be the same as on my laptop. The main difference is that my laptop is running on Linux while workstation is running on Windows. Also there are different CPUs in these two computers (laptop - xeon; workstation - i7), but I guess that should not make any difference. Please, does anyone know what might cause this difference in renders? Thank you very much. Best regards Trandzik cloud_test_01.mantra1.0001.exr cloud_test_01.mantra2.0001.exr cloud_test_01.hiplc
  15. Flip Fluid Collision Problems

    Hello! I am having a problem with collision for my flip fluid sim, frame 2 for some reason a chunk of particles falls through the bottom of my "cup" I've checked my collisions on my "cup" and I've also tried adding a sub d node in my tree. both didn't have any result. Also, as the sim continues my particles pretty much all disappear. I'm pretty new to water sims so I'm not really sure the problem. Thanks!
  16. Hi again everyone, I'm working through a Pluralsight tutorial (Introduction to Houdini Pyro) for developing a firebreath sim. It was made in Houdini 15 and I only have access to Houdini 16. I've been running into some issues related to the different versions. One of my main problems at the moment is my pyro sim isn't colliding with the dragon geometry that I need to be using in my current project; there are some minor differences in settings as I need a much smaller flame with a different look, but otherwise I'm following the tutorial's steps closely. The POP network that the fluidsource is plugged into doesn't register that the dragon's head is a collision object. The tutorial doesn't do anything specific to make the two interact and their example works fine but mine doesn't collide at all. Has anyone done this tutorial series before and had success with this previously? Or are there any Houdini wizards out there who could take a look at my .hip file and suggest where I'm going astray? I've included some screen shots from the tutorial (Snake) and then from my file (Dragon), to give you an idea of what I'm working with. There's also the tutorial's .hip file, my current .hip file, and a link to the dragon geo alembic file included below. Any help or suggestions is greatly appreciated! https://drive.google.com/open?id=0B4nUEqhUvCtpeVFBS0xTYVhRY0U (Dragon Alembic) Thanks again ODFORCE, Chris (AUS) Mother_Dragon001.hipnc Snake_Tutorial.hipnc
  17. Hello everyone,I encounter a problem, I load an object in my scene. I noticed that my shift in the viewer did focus my object, so I searched on the sidefx helpers (I link the url) "http://www.sidefx.com/docs/houdini/basics/view [www.sidefx.com] “The solution I could find was the ”space + G".He walked once.Arrived at a certain level of my work, I had to use the procedure previously done.I come to my big problem.My object disappeared, leaving room for red stripes on my node geometry. I can not find where the error came from … it is not for want of having tried yet. Do you have solutions? I link you my project and the picture of the problem.Thank you in advance Pyro Smoke_v03.hip
  18. Hello, does anybody know how to render flat shaded scene from OpenGL ROP? I need to do some viewport renders and I would like to have the exact look as in the viewport when set to flat shading. OpenGL ROP renders out stuff in smooth shading, even if it is set to flat. Is it a bug, or I am doing something wrong. Thanks, Juraj
  19. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  20. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  21. Polygon Jitter Orient Problem

    Hello everybody... I am working on a project and stuck on one point. Need a help so bad! lol In the hip file what i tried to do: Created a almost torus shape and and needed little bevel on the edges bla bla bla... In pointvop1 i am giving jitter animation to primitives and taking the animation from the sphere1's transforms. Through the animation, prmitives jittering/animating from object and they coming back to 0 poisition when sphere get far from the object. After that, in attribwrangle3 i am deleting primitives and using only points of primitive's center points. Ok here what i try to do! In attribvop6 i triend to use few attributes and the thing i need is. When points are far from the object i need to give them noise or turbulans or something that gives them motion and when pyramid shaped get close to zero position and create and object i need them not moving and just sit the 0 poition. In sum what i tried is they should rotate while they are going to 0 poisition and when they get close they should stop and just sit and stay. If you turn normal1's display flag you can see that they are not in real order. there are gaps and normals are not correct... I really stick in this part and cant move more. If any help would be amazing life saver lol Thank you for help! Lens_polygon_test.hip
  22. Hi! I have a strange issue. When I write many files at the same time, some of them breaks. It can be 200-300 files simultaneously size of about 10 Mb, or 70-80 files of 100 Mb - I have the same result: files exists, but 5-10% raise read error in Houdini. They have a normal size or less than normal on the storage. I tried this on the old storage and on the newest storage (with perfect access time, speed, caching etc) - the same result. Houdini 16 behaves just like Houdini 15.5. When I starting write this files, we have write errors on the storage from other software like Nuke or just write files from the OS. Another picture is not observed: when we write hundreds exrs from nuke - there is no file breaks on the storage. This occurs for many months, and I think the reason is in the method of writing files from Houdini. Is there a technology to change the method of writing geometry from Houdini (flags, variables)?
  23. Hi everyone, I've search here for an answer, but with no luck, so here is my problem. (And thanks for anyone reading and yet more for anyone that could help me!) In the attached video, you can see that some packs of grains choosed to not behave as the others... Some pack are going up ignoring gravity, and some others, worst, seems to be thinking "oh, let's stop going that way and let's go straight in another random direction"... Of course i'm just discovering grains, but after one week trying all kind of setups/parameters values, i'm really lost! This test was done by the shelf, with "wet sand", and i've only changed a few parameters: - min/max substeps in pop solver to 20 (and just 1 for the main popnetwork substeps). - constraint iterations to 60 in the pop grains (my grains are stacked in about 50 layers). - scale kinematic set to 1 - clumping weight: 2 - clumping stifness: 20 - use openCL: on - my monster and ground are bullet colliders set to concave and no bounce. The rest are default. Does anyone by any chance have any kind of idea? Thanks a lot for your time, and really, sorry if that was asked before, but i really didn't find it... grains.mov
  24. Hey people, I heard this forum has a lot of really talented and technical oriented people who can help me out of my problem. At work I have to do some research and create a little scene where a car SLOWLY falls down a cliff. Imagine someone would push a car down a hill without a driver and it falls down to hell. So as a Houdini-Newbie I imported an OBJ of a car and declared it as an RBD-Object. My simple-geometry-plane is a static object. Through the gravity tag my car "rolls" down that hill and jumps over the cliff. But there is one problem. The center of mass should be more in the front of the car. Is there any easy way to move the CoM-point to the position where the engine sits? I tried different things like pushing the pivot aso. but nothing worked. It seems like Houdini tries to calculate the center of mass in the Object-Level with a bounding box and ignoring my custom moved pivot. Is there an easy way to define an exact point, where my center of mass is? Or is there any way to show it at least? My goal is, like you will see in the screenshot, that my car falls down a little bit faster in the front. Like it would behave in real world. Now it is pushing itself over the cliff until it gets over the center point of the OBJ. Thanks, Bastian
  25. Hi all! First post, sorry is not to contribute much but to ask for help, hopefully someone else with the same problem can read about this and find the solution here. I have a problem loading geometry in Houdini 16 running on W7x64, no matter what kind of file the behavior is always the same, to hang for a few seconds, then display the Cooking message for a (longer than it feels right) moment and then returning an error in the node. The dreaded message in the ! Error field of the node is: Unable to read file "C:/Users/userName/Documents/fileName.obj". This happens either via FILE > IMPORT > GEOMETRY and also popping the TAB menu, typing GEOMETRY and creating a new node, double clicking on it and trying to browse to the file via the floating file chooser input. I have already tried with many different files and file types, creating a simple cube OBJ and trying to import it, to make sure the file name does not have any spaces or numbers, I have even dropped the file in the $HOME folder (/Documents in my case) to ensure was not a path issue. I also have tried to check my houdini.env file to see if something weird was overwriting the program defaults (all is commented out, no actual environment variables there), even to add a PATH | path-to-the-houdini-bin-folder; to the system variables to no avail. The default.bgeo that Houdini uses as placeholder is loading without any issue, so not sure if this involve a path problem, my guess is more a geometry interpreter related issue of sorts. Additionally, Houdini gets all weird after the geometry is unsuccessfully loaded with constant freezes and even if I can get to select the node and eliminate it, the behavior of pressing space/alt to cam-navigate the 3D viewport results in a constant spinning around (!?). I have added an image displaying the error if its of any help, would be great to know how to get a workaround to this issue if someone can give a hand, thanks in advance! Eth.
×