Found 53 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » its posible to "Center Pivot to Vertex" insted Bou
- Sebastien Levieux
- 53 posts
- Offline
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
viklc
By default, the collision field resolution is the same as the particle separation specified in the flip object. If you are fine with the particle resolution but not with the collision, you can turn on collision separation and set a higher value.
The collision type is highly dependent on the use case. But as the name suggests, static collision for colliders that have no movement or deformation. If your sim is driven by a collision, then volume collisions are probably the better choice as they directly affect the velocity field. If you use volume collisions, make sure that the collision detection is set to "Move outside collision". Otherwise, the particles could pass through the collision volume.
Thank you so much for all your explanations, that's make everything clearer!! I wish I can solve and make it great!
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
viklcIt works very well, thank you, I have to learn to do this by myself, thank you so much!
Here is an updated version of the simplify hip. Take a look at the dops, there are some notes and all the important nodes are highlighted in red. In this setup I used a volume source to import the volume from sops and put the data in the stick field created with the scalarfield op.Image Not FoundImage Not Found
Otherwise, Do you think volume collider works fine? I have no resolution during the sim even with hight value? I was hesitating to use static object instead!
Edited by Sebastien Levieux - March 16, 2024 15:11:51
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
viklcThank you for helping, do you have some printscreen explaining this?
Activating the stick field in the solver only means that the data should be obtained from the field with the specified name, stick by default. The gas match field therefore does not pretend to transfer attribute data, only takes the resolution and size of the specified reference field.Image Not Found
You have first initialize a field, using the scalar field sop for example - which can take the volume data from the sops. There are several ways to get data from the SOPs, by binding data with the gas field wrangle, the volume source or again the SOP scalar/vector field. You can then look in your spreadsheet to see if the field is successfully listed there.Image Not Found
You can also create a new field directly in the DOPs with the scalar/vector field ops and write the attribute data with the gas wrangle.
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
viklc
Hi, tried a similar setup, seem to be when ever a new reference field is attached to Gas Math Field, it overwrites the existing values - which shouldn't as the description says only the size and resolution. I can't see the whole setup, but if you intend to control the stick field with a mask, you can import that with the sop scalar field.
Take a look at the hip file.
It works but I don't understand why it was not working with my setup...
Look the file reference I had...Image Not Found
Edited by Sebastien Levieux - March 16, 2024 11:50:38
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
viklc
Hi, tried a similar setup, seem to be when ever a new reference field is attached to Gas Math Field, it overwrites the existing values - which shouldn't as the description says only the size and resolution. I can't see the whole setup, but if you intend to control the stick field with a mask, you can import that with the sop scalar field.
Take a look at the hip file.
https://drive.google.com/file/d/1ltcYVTAYvsw3I271Zsnx1SvOuL8vI2Ke/view?usp=sharing [drive.google.com]]
Thank you, I will try, here is a simplify file ( too big to to join here)
Edited by Sebastien Levieux - March 16, 2024 11:50:20
Houdini Indie and Apprentice » gas match field issue
- Sebastien Levieux
- 53 posts
- Offline
Hello, why I can't see the scalar field visualization in the viewport?
Do you have any idea why?
Do you have any idea why?
Edited by Sebastien Levieux - March 16, 2024 08:34:15
Solaris and Karma » export/import curves with USD
- Sebastien Levieux
- 53 posts
- Offline
srlookashi, Did you find a solution?
Hi,
I'm trying to export a simulated hair from Houdini to render it in Maya.
My first approach was using alembic to save all the animated hairs as curves from Houdini and import them in Maya using alembic > import alembic.
Performance aside ( is bad mainly in animation ), that's not a good system for rendering because I don't have control over the thickness or shd attributes like root to tip UVs and scalp UVs.
So my next idea was to use USD as a bridge, instead of alembic.
So to check if USD was ready I downloaded "Esper Room" free USD composition from multiverse and check carpet.usd asset and it renders fine for what I need. (I haven't try animated curves nor render with motion blur )
multiverse website: https://j-cube.jp/solutions/multiverse/assets/ [j-cube.jp]
multiverse download link: https://www.dropbox.com/s/ypxf42w0w0etufb/esper_room_v3.zip?dl=1 [www.dropbox.com]
Now my real question is how do I build a USD in Houdini that works the same way?
And how do I set it up for animation? will I be able to render motion Blur(not a priority)?
My guess was to build staticHair.usd and then make a layer with the animation animHair.usd in Houdini, Then I would import animHair.usd to Maya assign material and render.
Can someone help me to build a USD with animated curves?
Anyway,
I'm starting with USD and it's a little bit confusing for me.
if you can help or guide me in any way I will really appreciate it.
Thank you very, very much!
Technical Discussion » HOUDINI and MAYA grooming
- Sebastien Levieux
- 53 posts
- Offline
Hello everyone,
Is there any workflow available for grooming that bridges Maya and Houdini? Can we perform grooming in Houdini and then render the results in Maya? Is this feasible? If so, do you have any links or advice explaining this workflow?
Thank you!
Is there any workflow available for grooming that bridges Maya and Houdini? Can we perform grooming in Houdini and then render the results in Maya? Is this feasible? If so, do you have any links or advice explaining this workflow?
Thank you!
Technical Discussion » Export Houdini Groom ( curves/guides ) to Maya
- Sebastien Levieux
- 53 posts
- Offline
MidasssilverShould I create the basic curves or full grooming in Houdini before exporting it in Maya Xgen for render?
With our workflow, we initially export the curves out of maya with the proper names for each section of the hair(descriptions). Then we bring them into Houdini, attach them, sim them, then export the curves out as an abc. Then, back in maya, we use those curves to instance hair onto each one using xgen.
Technical Discussion » Crowd prep issue
- Sebastien Levieux
- 53 posts
- Offline
cwhite
This was a bug that was fixed already for H20 - I've backported this for tomorrow's build (19.5.774)
Thank you, I will updated Houdini
Technical Discussion » Crowd prep issue
- Sebastien Levieux
- 53 posts
- Offline
Hello, I have an issue when I created the Foot Plant CHOP Network and the Agent Prep.
Here a simplify houdini file with the assets: Your text to link here... [drive.google.com]
Thank you for your help.
Here a simplify houdini file with the assets: Your text to link here... [drive.google.com]
Thank you for your help.
Technical Discussion » [KineFX] How to Timeshift a Motion Clip?
- Sebastien Levieux
- 53 posts
- Offline
edward
Seems to work for me? Sample scene attached. This was saved in 19.5.745
Thank for sharing, I will check it out!
Technical Discussion » [KineFX] How to Timeshift a Motion Clip?
- Sebastien Levieux
- 53 posts
- Offline
Technical Discussion » UV overlap
- Sebastien Levieux
- 53 posts
- Offline
Hi,
I tried to solve that for few days, I tried differents technique, autoUV, UVflatten, UVunwrap but there is always an issue, how can I solve that? THIS IS UDIM uv from inside fracture...always have overlaps (everywhere on the uv)!!!
I tried to solve that for few days, I tried differents technique, autoUV, UVflatten, UVunwrap but there is always an issue, how can I solve that? THIS IS UDIM uv from inside fracture...always have overlaps (everywhere on the uv)!!!
Technical Discussion » Earing (pendant) simulation
- Sebastien Levieux
- 53 posts
- Offline
Technical Discussion » Earing (pendant) simulation
- Sebastien Levieux
- 53 posts
- Offline
Hello, which solution is more appropriate for simulating a pendant attached to the ears with Houdini?
Technical Discussion » Export houdini alembic from houdini to maya
- Sebastien Levieux
- 53 posts
- Offline
freshbakedThank you for your feedback, but this is not the normal, I already tried to reverve the normals...
For the mesh that isn't working in Maya, have you tried reversing it? Maybe it's displaying black because you're looking at the backside of the mesh. You can also turn on "double sided lighting" in the Maya viewport settings. Also try unlocking the normals. Have you tried rendering it to check if it's just a viewport issue?
Technical Discussion » Export houdini alembic from houdini to maya
- Sebastien Levieux
- 53 posts
- Offline
freshbakedthank you for your help, here is a .abc file working properly in houdini but not in maya.
Hard to say without looking at the .hip/.ma files but alembic doesn't really store material / texture info. If your export settings from Houdini are the same for the static vs deforming meshes then the issue probably lies within Maya somewhere. Check your material is assigned properly or if any attributes are missing / getting in the way. Or just post your files so others can look. I don't keep Maya on my system anymore but maybe someone else can help.
https://drive.google.com/file/d/1fdigGEGgUb0LAPK5-LkQWHN3v7EtvSak/view?usp=sharing [drive.google.com]
Technical Discussion » Export houdini alembic from houdini to maya
- Sebastien Levieux
- 53 posts
- Offline
Hello, I faced a problem wich I am unable to solve.. I find no help on internet.
I have one issue exporting 2 different alembic file with the same option, 1 is frame 444 and the other one is the range animation, in maya the one with the sim are not showing material..
I used the same export parameters in houdini
I have no attribute in the right one..
The uv are imported in the alembic file, but the texture are not showing
I have one issue exporting 2 different alembic file with the same option, 1 is frame 444 and the other one is the range animation, in maya the one with the sim are not showing material..
I used the same export parameters in houdini
I have no attribute in the right one..
The uv are imported in the alembic file, but the texture are not showing
Edited by Sebastien Levieux - July 29, 2023 12:10:31
-
- Quick Links