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Houdini Indie and Apprentice » Trace node producing jagged edges and weird normals
- dhuiting
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Houdini Indie and Apprentice » Trace node producing jagged edges and weird normals
- dhuiting
- 11 posts
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Hi!I'm having some issues with polyextruding a trace node:
Problem #1
I have a 2D logo where I used a trace node and then polyextruded the letters to create a logo intro. I noticed the trace node created quite a lot of points, so I used the resample in the trace node to lower the points and smooth out the curves, but the edges are still jagged. Is there a way to have smooth curves so the letters look like they do in the logo?
Problem #2
The front of the polyextrude looks really weird. It looks like brushed metal in some places and isn't smooth. I tried a normal node and played around with a low cusp value (around 10) and it seems to fix it on the faces, but also kinda looks too angular and makes the light hit it differently, so I'm wondering if there is a better way to do all of this to get rid of the weird artifacts on the faces of the polyextrude?
Hipnc file attached, as well as screenshots of the issue, and also the logo png files to load into the trace node if needed.
thanks!
Problem #1
I have a 2D logo where I used a trace node and then polyextruded the letters to create a logo intro. I noticed the trace node created quite a lot of points, so I used the resample in the trace node to lower the points and smooth out the curves, but the edges are still jagged. Is there a way to have smooth curves so the letters look like they do in the logo?
Problem #2
The front of the polyextrude looks really weird. It looks like brushed metal in some places and isn't smooth. I tried a normal node and played around with a low cusp value (around 10) and it seems to fix it on the faces, but also kinda looks too angular and makes the light hit it differently, so I'm wondering if there is a better way to do all of this to get rid of the weird artifacts on the faces of the polyextrude?
Hipnc file attached, as well as screenshots of the issue, and also the logo png files to load into the trace node if needed.
thanks!
Houdini Indie and Apprentice » Toruses copied to points fall as one object in RBD sim
- dhuiting
- 11 posts
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Thanks so much to both of you for the two solutions!
I do like the bullet solver with the RBD configure node. It seems like there are lots of good presets like wood, glass, concrete, etc. I will use that from now on.
I was just using the shelf tools for RBD and just choosing "RBD hero object" for the rings, so maybe I did something wrong. I'm still a little confused on when to use RBD and when to use bullet. I tried to use the bullet and just add a pack node before I sent the geo to dops but it didn't work right. I'm still learning. I'll google some more tutorials about RBD stuff in Houdini 20 so I can memorize the workflow and not rely on the shelf.
I added a pop noise into a multisolver to add some variation in how they fall, and it looks great!
Obviously the scale is huge, so they are falling like very large rings. Does the bullet solver work well at smaller scale (so they can bounce around more violently like little plastic rings that don't weigh very much? I know things like FLIP fluids don't work as well at very small scale so I was wondering if the bullet solver is the same.)
thanks for the help!
I do like the bullet solver with the RBD configure node. It seems like there are lots of good presets like wood, glass, concrete, etc. I will use that from now on.
I was just using the shelf tools for RBD and just choosing "RBD hero object" for the rings, so maybe I did something wrong. I'm still a little confused on when to use RBD and when to use bullet. I tried to use the bullet and just add a pack node before I sent the geo to dops but it didn't work right. I'm still learning. I'll google some more tutorials about RBD stuff in Houdini 20 so I can memorize the workflow and not rely on the shelf.
I added a pop noise into a multisolver to add some variation in how they fall, and it looks great!
Obviously the scale is huge, so they are falling like very large rings. Does the bullet solver work well at smaller scale (so they can bounce around more violently like little plastic rings that don't weigh very much? I know things like FLIP fluids don't work as well at very small scale so I was wondering if the bullet solver is the same.)
thanks for the help!
Houdini Indie and Apprentice » Toruses copied to points fall as one object in RBD sim
- dhuiting
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I copied 5 toruses to points on a line, then I put that into an RBD sim where they fall onto a "paper towel holder"-looking object. (Like Ring Toss at the state fair.) The toruses should fall around the main pole and bounce around. But the 5 toruses fall as one object, they don't fall as 5 individual pieces.
How can I get objects copied to points to fall individually and interact with each other when they collide?
Screenshot and .hipnc file attached.
thanks,
-Dan
How can I get objects copied to points to fall individually and interact with each other when they collide?
Screenshot and .hipnc file attached.
thanks,
-Dan
Houdini Indie and Apprentice » Particle emitter stops working when in RBD Bullet Solver
- dhuiting
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Houdini Indie and Apprentice » Particle emitter stops working when in RBD Bullet Solver
- dhuiting
- 11 posts
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Hi Tomas!
Thanks so much! That is super helpful. It works now, yay!
I am wondering one other thing. I used a clip node at the end of the pipe to get rid of the rocks flying around after they leave the pipe, but at frame 233 there's a random rock that seems to come out of nowhere past where the clip point is. Is there a more elegant way to get rid of points after they exit the tube?
Screenshot and updated project attached.
thanks,
Dan
Thanks so much! That is super helpful. It works now, yay!
I am wondering one other thing. I used a clip node at the end of the pipe to get rid of the rocks flying around after they leave the pipe, but at frame 233 there's a random rock that seems to come out of nowhere past where the clip point is. Is there a more elegant way to get rid of points after they exit the tube?
Screenshot and updated project attached.
thanks,
Dan
Houdini Indie and Apprentice » Particle emitter stops working when in RBD Bullet Solver
- dhuiting
- 11 posts
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Hi!
I have a setup where I want to have a stream of rocks flowing through a pipe. I used $F in jitter seed parameter of a points from volume node so I get between 0 and 5 points on each frame. Then into popnet and copy to points to have rocks birthing randomly. That all works fine, but when I put into RBD bullet solver so the rocks can collide with the pipe, I don't see any rocks at all.
This setup worked great (including the RBD solver) when I had a set number of rocks birthed only on the 1st frame. They went through the pipe just fine.
What am I doing wrong here? Hipnc file attached.
thanks,
Dan
I have a setup where I want to have a stream of rocks flowing through a pipe. I used $F in jitter seed parameter of a points from volume node so I get between 0 and 5 points on each frame. Then into popnet and copy to points to have rocks birthing randomly. That all works fine, but when I put into RBD bullet solver so the rocks can collide with the pipe, I don't see any rocks at all.
This setup worked great (including the RBD solver) when I had a set number of rocks birthed only on the 1st frame. They went through the pipe just fine.
What am I doing wrong here? Hipnc file attached.
thanks,
Dan
Houdini Lounge » Mouse Button Remaping
- dhuiting
- 11 posts
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Hi! I've been desperately trying to figure this out to help my tennis elbow, but when I enter the code I get an error. Screenshots attached of the error and the code I have in notepad. What do I need to change?
thanks,
Dan
thanks,
Dan
Houdini Indie and Apprentice » RBD setup - Need blinking firefly material
- dhuiting
- 11 posts
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This worked, thanks so much! I tried both options and ended up using Eaniix's setup because I found it easier to art direct the fireflies using the falloff channel. But thank you both so much for taking the time to respond! I have attached a low quality render as an example of the updated setup and the updated project file.
Now I need to figure out how to make the reflections on the glass jar from the fireflies be less distracting, but keep the specular reflections from the rest of the environment on the glass material. Any ideas there?
Now I need to figure out how to make the reflections on the glass jar from the fireflies be less distracting, but keep the specular reflections from the rest of the environment on the glass material. Any ideas there?
Houdini Indie and Apprentice » How to make particles blink in and out at random?
- dhuiting
- 11 posts
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I'm trying to do this same thing, did this work? If so, can I see a screenshot of the nodes you used and some settings? I'm trying to do a similar thing but using Octane.
Houdini Indie and Apprentice » RBD setup - Need blinking firefly material
- dhuiting
- 11 posts
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Hi! I have an RBD setup where fireflies need to follow a curve and then all fly into a jar and stay in the jar. I have solved that part, but now I need an emission material (I am using Octane) that can blink on and off in an art-directable way on a per-sphere basis. (I don't want them to blink on and off in unison. It needs to look random.)
So I have 100 spheres following a curve using a curve force in an RBD bullet solver and then they land in a collider jar and fly around. This is already set up, I just need to figure out how to use some attribute to time shift my animated emission material so each connected piece goes off and on at separate times.
I've tried using a "for each connected piece" loop and that gets me a class attribute, but I'm stuck on how to use that within the Octane shader to offset the timing of each piece.
I've attached the file here so you can see what I have so far. Any help would be appreciated!
P.S. There is another post on the Indie forum about this same thing (albeit not in an RBD setup) (https://www.sidefx.com/forum/topic/80769/), but A. I can't figure out how exactly to set up the Cd attribute noise within the Octane shader, and B. I'd really like to figure out the time-shift-per-piece issue for this and future setups.
thanks,
Dan
So I have 100 spheres following a curve using a curve force in an RBD bullet solver and then they land in a collider jar and fly around. This is already set up, I just need to figure out how to use some attribute to time shift my animated emission material so each connected piece goes off and on at separate times.
I've tried using a "for each connected piece" loop and that gets me a class attribute, but I'm stuck on how to use that within the Octane shader to offset the timing of each piece.
I've attached the file here so you can see what I have so far. Any help would be appreciated!
P.S. There is another post on the Indie forum about this same thing (albeit not in an RBD setup) (https://www.sidefx.com/forum/topic/80769/), but A. I can't figure out how exactly to set up the Cd attribute noise within the Octane shader, and B. I'd really like to figure out the time-shift-per-piece issue for this and future setups.
thanks,
Dan
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