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Found 151 results

  1. Hi everyone, Anyone knows how I could get the world position of the tip of a bend deformer handle? (see image)
  2. Tools for layout

    Custom importer for Quixel Megascans Bridge inside Houdini Sop. These videos shows an example of working with 3D Scans and Surfaces https://github.com/andrey214/aa_tools https://vimeo.com/638435887 https://vimeo.com/638435845
  3. Hey everyone! This is my first post here! I have a scene where I'm caching a vellum grains simulation to a disk cache. I'm having trouble understanding why it takes so long. When I cache the simulation to ram in the viewport each frame takes about 15 seconds, however when I drop a File Cache SOP and save it to my hard drive each frame seems to take about 3 minutes. Could someone explain why this may be? I have tried saving to another drive and it didn't help.
  4. Hey, bit of a specific use case here, but has anyone successfully used the .asCode() Python function with the SOP solver? I can't seem to get it to save and recreate the nodes inside of the sop level solver node. I spent some time researching it but haven't found anyone even mentioning this problem. Everything else seems to work fine with the function even the DOP level SOP solver. It's just the SOP level solver that has this issue. I'm kind of at my wit's end trying to figure this out. I might be missing something super simple or obvious here, but I'm hoping someone else has encountered this and figured out what is happening. I suppose it could also be a bug, I haven't taken the time to dig through all the change logs on the SideFX website. I'm currently encountering this in Houdini 18.0.348 (which has known issues with the .asCode() function) as well 18.0.597 (where those issues have supposedly been resolved). If anyone has any insight I'd really appreciate a nudge in the right direction. Cheers, Brandon
  5. Hey Houdini Users ! I am currently making a wetmap for my shot and I am having issue with the stepping when using the solver SOP. I tried increasing the substeps and also putting a Timeblend+Timeshift to interpolate between frames but neither of them seems to be working. If anyone know how to clear out this stepping and have a smooth trail for the wetmap please enlighten me Attached are the files, one is gif and other is mov. Wetmap_v001.mov
  6. Hi. Im trying to make a growth setup. The simulation is too fast for me. I try to increase the FPS but didnt work. I also try the Retime sop but didnt work too. How can i make slower version a Solver Sop simulation? Thanks. 002.hip
  7. Hi all. This should be easy, but it's killing me... I have a control object living outside a DOP network, a simple particle system. I've plugged it into the second input. Inside the DOP I access this control position without issue, in a VOP. However I then want to follow up by killing particles in a POP wrangle, based on distance to the control object... Easy right? Here's my vex: f@dist = distance(@P, v@opinput0_P); if ( @dist <= ch("threshold")) { removepoint(0,@ptnum);} ... simple. But it kills particles around the origin, not the control object, as if v@opinput0_P = {0,0,0} I've tried multiple variants on opinput, explicit path and the point function etc but it always gives me a "kill" radius around the origin, not the control object. Anyone see what I'm missing? Thanks in advance!
  8. Can't delete output of cop2net in sop

    Is output of cop2net in SOPs different than a regular mesh? Nothing seems to work (deleting by @ptnum, @Cd attributes). I hoped that Houdini could provide some image processing combined with subsequent geometry processing.
  9. Hello, I would like to get rid of these edges and keep the bigger rectangle. How can I do this? Thank you
  10. Distributed SOP cooks?

    I'd watched the video showcasing distributed particle sims, but only recently it occurred to me that this technique only applies to DOPs? Am I correct in saying that there is no general solution to distribute SOP cooks? For example, slicing and aggregating (map-reducing) VDB clouds or any VEX snippets on large meshes?
  11. Hello there, Before in Houdini GamDev has a sop called group by attribute. So if I use name node to group primitives, pack them then just use the group by attribute node Houdini will recreate all the group based on the name attribute I had In Houdini 18.5 it has a node called group from attribute boundary which does similar thing but I can't figure how to set it up so it can auto create group based on name not manually set up each name like in the photo I hope I explained it well. Thank you for reading this
  12. Voronoi interior detail

    Hello Everyone! I would like to add an interior detail for fractured pieces but I cannot seem to find the option in the voronoi fracture sop even though Houdini knowledge base says exactly this: "you can enable the Add Interior Detail checkbox on the Interior Detail tab of the Voronoi Fracture SOP node. This gives you access to parameters to bricker the flat planes and add some noise." (Link: https://www.sidefx.com/docs/houdini/dyno/voronoifracture.html) I also tried using RBD material fracture as an alternative as I can link it to an RBD interior detail but it messes up my geometry and distorts the etched logo so voronoi fracture sop is the cleanest reuslt I was looking for. thank you very much in advance! voronoi.hip logo-galler.ai
  13. Hi, Is this the way to add a SOP Solver in the new RBD Bullet Solver SOP? I noticed that we have access to a lot of nodes inside it. It says "wire pop forces into here" but not sure how to hook up a SOP Solver. I'd like to set up some custom activation inside this RBD Bullet Solver SOP.
  14. Hey guys, This should be fairly simple. I have a ball bouncing on a plane, I am finding the contact points but rather than displaying then one at a time as the ball bounces, I need them all together on a frame hold I am transferring the Cd attribute from the ball to the plane to get the contact points. Then we are removing all ground geometry except the contact points if (@Cd.g >= 0) removepoint(0,@ptnum); the contact points appear frame by frame as the ball is bouncing. Any idea how to get them all to display at once? So I guess I need to store the contact point somehow?
  15. Hi I'm trying to implement meshlabserver script in Houdini to process multiple pointcloud sequences with poisson reconstruction. I got it working with this code, that read a ply file (created upstream with a filecache sop) and output a new ply file temp_out_$F.ply after applying a meshlab script. Obviously the python sop passes to the next node the geo that receives form its input, which is the unprocessed -filecached- one. How can I clear the geometry and load the geo from the processed ply file (temp_out_$F.ply) inside the python sop? thanks for any kind of help! node = hou.pwd() geo = node.geometry() import os os.system('C:/Programmi/VCG/MeshLab/meshlabserver -i C:/temp_in.ply -o C:/temp_out_$F.ply -m vc -s C:/poisson_sa_da_base.mlx -l C:/log.txt' )
  16. Hi everyone, Today I have a bit of a challenge that I think can be solved with some clever vex. One of my favorite modeling nodes for Houdini is 'circle from edges,' because you can pretty much select any curved geometry and get a perfect circle. As you may know from C4D creating circles on curved geometry is quite painful. Here is what the basic node does: Now what if instead we wanted a rectangle with rounded edges: Such as this one which I've modeled many times before, and it always requires taking two circles, expanding edges etc. It would be fantastic if the circle from edges could also support this shape and work just as well on curved geometry such as a sphere. I'm not sure where to start with this one, since I've only been working with vex for some short weeks now. However, any hints/tips or ideas are welcomed. Even a way to expose the code used in circle from edges would give me some ideas. My goal is to use VEX to build a bunch of tools that help model industrial models very quickly in Houdini - usually these sorts of details are very common in industrial modeling. Thank you.
  17. Bulginga spere with Vops

    Hi have been trying to flat bottom or top a sphere with min max bounds in vops with a ramp and a fit. Its not working as want it to. I'm not being able to interpret to Houdini how to interpolate between top bulge and a bottom bulge. I aim to execute this in a procedural way. I need help!
  18. Hi, As known Houdini makes hard tasks easy and easy tasks hard. So at first sight really simple task, but I cannot find a way to overcome it. The bridge that connects hole in ngon looks like it is somehow outer edge of a polygon. Maybe there is a way to some how fuse it or ignore such an inner edge during for example resampling? Fuse bridge that connects hole in ngon.hipnc
  19. Hi guys, I have a rigid body sim with constraint network, I want to access the previous frame and current frame data of the constraints (impact, forces etc) inside a sop solver in DOPs. Currently when I call the attribute in a wrangle from the relationship geometry node I don't know if it's current frame data or previous frame. How to get both the current and previous frame data in a wrangle in sop solver in dops?
  20. Hello! I'm following this tutorial: and have been getting similar results up until around 22:10, when my simulation behaves entirely differently. My worm just goes flying. I've messed around with the values in the set_force attribute wrangle inside the sop solver, but can't seem to get anything like what he is. Obviously it's working to some extent, because a force is being created. I'm pretty sure I did everything the same as him... can anybody help me out? Here's my file:Larva2.hipnc
  21. Hey magicians, I'm building a procedural house wich I want some UVs, walls are based on copy to point cubes, I'm having issues to have all the cubes in 1 UV, will post some refs to explain: I tried playing with fuse to merge the boxes, using the autouv on the box before copying, after copying, also tried to make a vdb convert, UVs and transfer back with no luck Any thoughts on how I can get a general UV layout from these boxes? Thanks!
  22. Hi, I'm trying to add noise to this curve falloff animation. Currently it's just going straight to the bottom. I want to add a little bit of noise to it. I have used resample node to generate curveu attribute. Can anyone please help me? I've attached the scene file. curveu_noise.hip
  23. vex return list of prims numbers inside radius

    Hi, I raytrace millions of points on a geometry with vex, I using the fonction intersect() for that and this return me the prim number of the hit surface, but I looking to find a way to find all primitives inside a radius for each point raytraced. their is way to find points inside radius with pcfind() and xyzdist() but I want to limit my search to prim for many reasons. Someone had solved this problem or have an idea ?
  24. An expanded Merge SOP operation. Goes well with H18 "Copy to Points" to boot, but there's a lot of other small things that enables.
  25. Hi everybody! I'm new to Houdini and I'm using my time during the lock down to go deeper into it. I have been trying some different vellum sims and I was feeling ready to try a new one. I just wanted to make a new r&d project where a sphere passes through a torus or a hole. I found this example online. At second 15 you see what I mean. https://www.stashmedia.tv/digital-design-days-trailer-ditroit-directors-cut/ Is it possible in achieving this shot in a single simulation or in your opinion it was made with FEM in two different settings and then edit like a single shot? Please let me know I'm dying trying how to do it
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