Hi,
I have mixed of Glue and Spring constraint in bullet sim.
and I want to control Glue strength dynamically instead of delete constraint primitives. because if I deleted the constraint primiteve, both Glue&Spring is going away.
I want to keep the Spring but not for the Glue..
any idea?
Found 19 posts.
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Houdini Lounge » change the constraint strength dynamically?
- ddingddong
- 19 posts
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Technical Discussion » Bullet Constraints speed in h13
- ddingddong
- 19 posts
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Hi,
I am following the control the constraints in houdini13 which is shown at masterclass.
for now I am running about 16K rbd packed object with 15K mixed of glue and spring constraints.
I am not sure but without the constraints it takes less a min/frame. it's awesome!
but with constraints, it takes more than 20min/frame.
I am following exactly same way to control the glue&spring.
http://www.sidefx.com/index.php?option=com_content&task=view&id=2622&Itemid=344 [sidefx.com]
I know it depends on the complexity of the shot but it's way slow than I expected.
I am sorry I can't upload the hip.
Thanks in advance,
I am following the control the constraints in houdini13 which is shown at masterclass.
for now I am running about 16K rbd packed object with 15K mixed of glue and spring constraints.
I am not sure but without the constraints it takes less a min/frame. it's awesome!
but with constraints, it takes more than 20min/frame.
I am following exactly same way to control the glue&spring.
http://www.sidefx.com/index.php?option=com_content&task=view&id=2622&Itemid=344 [sidefx.com]
I know it depends on the complexity of the shot but it's way slow than I expected.
I am sorry I can't upload the hip.
Thanks in advance,
Houdini Lounge » number of cpu thread on HQueue client
- ddingddong
- 19 posts
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Hello,
does anyone know how to control the number of thread on HQueueClient machine?
at the farm, another software taken the client machine. so I would like to share the farm like 50-50%
Thanks,
does anyone know how to control the number of thread on HQueueClient machine?
at the farm, another software taken the client machine. so I would like to share the farm like 50-50%
Thanks,
Technical Discussion » shadow matte for volume?
- ddingddong
- 19 posts
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Hi,
Let say I got some volume cloud from cvex shader. and is there any way to render the shadow (like shadow matte) which is casted from other geometry on my volume cloud?
any idea will be helpful.
Thanks,
HJ
Let say I got some volume cloud from cvex shader. and is there any way to render the shadow (like shadow matte) which is casted from other geometry on my volume cloud?
any idea will be helpful.
Thanks,
HJ
Houdini Lounge » H12 Shader Viewport Issue
- ddingddong
- 19 posts
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Houdini Lounge » H12 Shader Viewport Issue
- ddingddong
- 19 posts
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I am not sure if this is known issue in h12. When I building vop shader in h11, it has no problem.
But after moved on h12, the shader view doesn't look so nice but also much slower than h11.
in h12(build 12.0.581), it looks dotty even if i choose the high res display mode also I checked that “scene render” is set to “H11” in the preference.
Both are exactly same shader. Does anyone seen it before?
Cheers,
But after moved on h12, the shader view doesn't look so nice but also much slower than h11.
in h12(build 12.0.581), it looks dotty even if i choose the high res display mode also I checked that “scene render” is set to “H11” in the preference.
Both are exactly same shader. Does anyone seen it before?
Cheers,
Houdini Lounge » random number with instancepoint()
- ddingddong
- 19 posts
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Houdini Lounge » random number with instancepoint()
- ddingddong
- 19 posts
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Hi guys,
I got a random number list by using simple python script at obj level.
And I was trying to use instancepoint() as a seed number so it returns different list per instance point. But any reason it keep returns same seed.
Does anyone have got some idea for this?
And is there any python expression instead of instancepoint() ?
Cheers,
I got a random number list by using simple python script at obj level.
And I was trying to use instancepoint() as a seed number so it returns different list per instance point. But any reason it keep returns same seed.
Does anyone have got some idea for this?
And is there any python expression instead of instancepoint() ?
Cheers,
Technical Discussion » How to import field3d in houdini 11.1 ??
- ddingddong
- 19 posts
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Technical Discussion » How to import field3d in houdini 11.1 ??
- ddingddong
- 19 posts
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does anyone know how to import field3d in houdini 11.1 ??
As i know, from this version of houdini, field3d is officially support right?
Thanks in advance,
As i know, from this version of houdini, field3d is officially support right?
Thanks in advance,
Technical Discussion » deforming volume
- ddingddong
- 19 posts
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Hi,
I have cached volume and i am just wondering is there any way to manipulate volume cache like lattice or path deform …
Thanks in advance,
I have cached volume and i am just wondering is there any way to manipulate volume cache like lattice or path deform …
Thanks in advance,
Technical Discussion » oriented bounding box algorithm??
- ddingddong
- 19 posts
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Technical Discussion » oriented bounding box algorithm??
- ddingddong
- 19 posts
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Hi,
I am just wondering about the algorithm.
In houdini, you can see the check box about the oriented bounding box(oob) at both bound and box sop.
could anyone easily explain to me? how houdini get this?
I checked the document but it's just mentioned point based algorithm.
Thanks,
I am just wondering about the algorithm.
In houdini, you can see the check box about the oriented bounding box(oob) at both bound and box sop.
could anyone easily explain to me? how houdini get this?
I checked the document but it's just mentioned point based algorithm.
Thanks,
Technical Discussion » Using Depth image as mask?
- ddingddong
- 19 posts
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Technical Discussion » Using Depth image as mask?
- ddingddong
- 19 posts
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Hi there~
If I had rendered depth images, using this images as geometry mask?
For example…
In maya's PaintEffects, rendered depth sequences can be use as a geometry mask without actual objects.
Any Idea?
If I had rendered depth images, using this images as geometry mask?
For example…
In maya's PaintEffects, rendered depth sequences can be use as a geometry mask without actual objects.
Any Idea?
Houdini Lounge » How to adjust "Film Offset(maya)" value to houdini
- ddingddong
- 19 posts
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Houdini Lounge » How to adjust "Film Offset(maya)" value to houdini
- ddingddong
- 19 posts
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Hello
I've got the camera from maya but, maya's camera has film offset value.
I think this value is matched with houdini's “Screen Window X/Y” but houdini has different unit.
Is there any idea? :?
I've got the camera from maya but, maya's camera has film offset value.
I think this value is matched with houdini's “Screen Window X/Y” but houdini has different unit.
Is there any idea? :?
Houdini Lounge » How to import minus temperature data of fluid ??
- ddingddong
- 19 posts
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Like you said volumemin() also records the minimum value as 0.
I'm look forward to next investigation.
Thanks Stephen.
I'm look forward to next investigation.
Thanks Stephen.
Houdini Lounge » How to import minus temperature data of fluid ??
- ddingddong
- 19 posts
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Hi
From scratch, I put down smoke container and smoke from sphere object.
and if I change temperature scalar value to -1 then smoke is flow to downward.
Then, I wanted to import temperature data with dopimport sop but, nothings show up. so I change temperature scalar value to 1 (upward) then it's working.
Is there any way to import minus temperature data with dopimport ??
From scratch, I put down smoke container and smoke from sphere object.
and if I change temperature scalar value to -1 then smoke is flow to downward.
Then, I wanted to import temperature data with dopimport sop but, nothings show up. so I change temperature scalar value to 1 (upward) then it's working.
Is there any way to import minus temperature data with dopimport ??
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