Hi all, i am a newbie in Houdini and I wish to get some hint in creating a fire explosion with fume raising to form a big mushroom smoke.
How can I do that?
Must I create fire and smoke separately with blast in flame and smoke from source sop?
Please guide…
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Technical Discussion » hint in mushroom explosion
- diskhub
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Technical Discussion » Simulation to match my Frame 1 animation?
- diskhub
- 32 posts
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Hi all,
I have a tracked camera in my scene and it starts from frame 1.
However, if i want my simulation to start running half way through and use a portion of my simulation (at probably frame 50) to match my frame 1 camera, how do i do that?
I have a tracked camera in my scene and it starts from frame 1.
However, if i want my simulation to start running half way through and use a portion of my simulation (at probably frame 50) to match my frame 1 camera, how do i do that?
Technical Discussion » cop does not have fade node?
- diskhub
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Hi, a silly question…
i am trying to fade / delete a portion of image with a “black and white” pass. What node should I use?
i am trying to fade / delete a portion of image with a “black and white” pass. What node should I use?
Technical Discussion » How can i bake out the geometry from my simulation?
- diskhub
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I have a water simulaton with the container in my dopnet node.
How can i bake out the container geometry from the dopnet node?
Do i use an dopimport in the sop?
How can i bake out the container geometry from the dopnet node?
Do i use an dopimport in the sop?
Technical Discussion » Fluid Particle Noise Dithering
- diskhub
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I tried the filtering and it seems to smoothening the entire particle fluid. This is not what i want.
I hope to stop the particle points from moving when they are supposed to be stagnant. Any suggestion?
I hope to stop the particle points from moving when they are supposed to be stagnant. Any suggestion?
Technical Discussion » Fluid Particle Noise Dithering
- diskhub
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Hi guys, recently i did a fluid particle and i realised that there are lots of noises on the fluidparticles when i recently it in sequences…
The noises are very obvious. How come can i reduce it?
I know i have to do something to the fluid-particle attributes but i am not sure.
Please advise
The noises are very obvious. How come can i reduce it?
I know i have to do something to the fluid-particle attributes but i am not sure.
Please advise
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
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yea, i know abt the shaders… just curious on how to port the renderman shader to vex shader… so wanted to ask more from jason.
anyway, nice to know there's a singaporean working in this industry with houdini!
anyway, nice to know there's a singaporean working in this industry with houdini!
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
- 32 posts
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nice one!
Sad to say, i am not a shader guy, but i dun mind listen to ur advice
if u can guide me or where to find link on how to write a VEX shader?
Meanwhile, i will try other shader. Is there a lambert alternative in VEX shader library?
Sad to say, i am not a shader guy, but i dun mind listen to ur advice
if u can guide me or where to find link on how to write a VEX shader?
Meanwhile, i will try other shader. Is there a lambert alternative in VEX shader library?
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
- 32 posts
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hi, i tried jason's method and the facet sop works perfectly on geometry…
but for dynamic object such as particle fluid, it didn't work.
I am looking at the alternative shader. But i do not know how to use the header file that he was referring to.
If you know, please advise…
but for dynamic object such as particle fluid, it didn't work.
I am looking at the alternative shader. But i do not know how to use the header file that he was referring to.
If you know, please advise…
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
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I tried Facet but it doesn't seem to work for ambient occlusion on the particle fluid. please advise… anyone?
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
- 32 posts
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omg… indeed a houdini expert….
need advce and how to make the header file works in houdini.
please guide, i m interesting into renderman shader too…
need advce and how to make the header file works in houdini.
please guide, i m interesting into renderman shader too…
Technical Discussion » Trying to write a pre-render script... Fail?
- diskhub
- 32 posts
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graham
Glad I could help. I also submitted a bug about the lack of error output when running the scripts from Mantra nodes.
yup, that one is very serious… if i knew my script had a problem, it won't be as so complicated… it seriously need an output window to print out error and result just like a shell.
cheers
Technical Discussion » Ambient Occlusion- bad defects!
- diskhub
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I find u ambient occlusion having bad artifact…
No matter which scenes i render, i m bound to have the bad defects…
anyone please guide…
I attached Clay and placed a environment light in the scene with area shape set to “Environment”.
Please advice
No matter which scenes i render, i m bound to have the bad defects…
anyone please guide…
I attached Clay and placed a environment light in the scene with area shape set to “Environment”.
Please advice
Technical Discussion » Trying to write a pre-render script... Fail?
- diskhub
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Technical Discussion » Trying to write a pre-render script... Fail?
- diskhub
- 32 posts
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rdg
insert some print statements and watch the shell for output.
Maybe the paths you generate aren't valid?
Hard to debug from just looking at a script
Though it's not a prove I used successfully pre/post-render scripts to toggle switches and states as a substitute for takes.
And I had bad experience storing scripts in the session module. Especially path related scripts tend to be removed completely from the hip file on loading, once the paths change. I'd go for the ‘HDA route, though it’s more rocky.
Hi Graham,
your method sounds logical and i did the following step; but still it didn't work.
1. I placed the following script in a directory where houdini python sys.path is pointed.
mk_folder.py
import hou
import os
def cc_mkDir(ropnode):
curNodeLs = ropnode.__str__() #hou.pwd().__str__()
curNode = curNodeLs.split(“/”)
a = hou.node(curNodeLs)
aLs = a.evalParm(“picture”).split(“/”)
checkPath = “”
for i in range(aLs.__len__()-1):
checkPath += (aLs+“/”)
if not os.path.isdir(checkPath):
os.mkdir(checkPath)
f = open('Dabc.txt, ‘w’)
f.write(curNodeLs)
f.close()
def cc_def():
print “hihi World”
2. I tried using the python shell in houdini to run cc_def() and it works.
3. I tried the last procedure from graham's advice but it does not work
Advise further? Sorry for the trouble…
i really need to know how to run a pre-render script to understand how python can be run in houdini
Desperate…
Technical Discussion » Trying to write a pre-render script... Fail?
- diskhub
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i am still not convinced why my pre-render script doesn't work. Can anyone prove to me that pre-render script has certain use?
I understand about the hou.session but i cannot see how i can make it automatic search for an existing directory when i press the “Render” button on the mantra node…
need more help seriously… thanks
I understand about the hou.session but i cannot see how i can make it automatic search for an existing directory when i press the “Render” button on the mantra node…
need more help seriously… thanks
Technical Discussion » Trying to write a pre-render script... Fail?
- diskhub
- 32 posts
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Hihi,
so where can I attach the shell script?
I tried my python script in python shell within houdini and it works fine… just that it didn't create my folder at all when i click render…
Can anyone show me what kind of pre-render python script can one attach?
so where can I attach the shell script?
I tried my python script in python shell within houdini and it works fine… just that it didn't create my folder at all when i click render…
Can anyone show me what kind of pre-render python script can one attach?
Technical Discussion » Shadow Pass strange...
- diskhub
- 32 posts
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Hi all,
i attached a VEX shadow to all my object and it seems to give me objects rendered (like in lambert) with shadow but there isn't any shadow in alpha.
Please guide on how to render shadow pass? it's seemed like a bug in VEX shadow shader
i attached a VEX shadow to all my object and it seems to give me objects rendered (like in lambert) with shadow but there isn't any shadow in alpha.
Please guide on how to render shadow pass? it's seemed like a bug in VEX shadow shader
Technical Discussion » stupid qn: how do i group afew nodes together?
- diskhub
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Technical Discussion » stupid qn: how do i group afew nodes together?
- diskhub
- 32 posts
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i think i m referring to the network box… the one which can be maximisied and changed color.
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