**UPDATE**
Spoke with a friend about this problem. I was originally exporting as .png or .tiff. I tried exporting it as .exr and opening in Nuke. Got the look I wanted so I exported that as an .exr which finally appeared as I had hoped when I opened it in AE.
I know it's a bit of a work-around and I'm not sure why it worked that way.. but it did. If anyone reading this has an explanation as to why this may be the case I would still be interested in hearing it!
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Houdini Indie and Apprentice » Simple Render Question
- iwilson2
- 31 posts
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Houdini Indie and Apprentice » Simple Render Question
- iwilson2
- 31 posts
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Hey everyone!
I just downloaded a candle otl from Orbolt but when I try to render it, the flame appears solid white. in the render view in Houdini it displays the ramp that's specified in the flame shader. So my dumb question is how can I get the exported render to look the same as what appears in the Render View tab?
I've tried tweaking the point locations on the ramp in the flame shader as well as adjusting the temperature of the flame itself and nothing has changed. I've included the project file I was using as well as the otl itself.
Thanks in advance!
I just downloaded a candle otl from Orbolt but when I try to render it, the flame appears solid white. in the render view in Houdini it displays the ramp that's specified in the flame shader. So my dumb question is how can I get the exported render to look the same as what appears in the Render View tab?
I've tried tweaking the point locations on the ramp in the flame shader as well as adjusting the temperature of the flame itself and nothing has changed. I've included the project file I was using as well as the otl itself.
Thanks in advance!
Houdini Indie and Apprentice » Smoke dissipation based on distance from a curve - SOLVED
- iwilson2
- 31 posts
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Houdini Indie and Apprentice » Smoke dissipation based on distance from a curve - SOLVED
- iwilson2
- 31 posts
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Thanks so much Nima! That definitely helped out. I'm still very new to coding in Houdini, but I understand a bit of Python. Would you mind explaining what you did with the wrangle nodes?
Houdini Indie and Apprentice » Smoke dissipation based on distance from a curve - SOLVED
- iwilson2
- 31 posts
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Hey everyone!
I'm working on a new project and as you can see by the .hip file, I'm trying to get the smoke to follow the spiral path. As the sim goes on, the smoke expands away from the curve and when I apply a gas_dissipate, the smoke disappears based on time/age. I'd like to have the gas dissipate based on the smoke's distance from the curve, that way the original sim can still climb up the spiral.
I'm working on a new project and as you can see by the .hip file, I'm trying to get the smoke to follow the spiral path. As the sim goes on, the smoke expands away from the curve and when I apply a gas_dissipate, the smoke disappears based on time/age. I'd like to have the gas dissipate based on the smoke's distance from the curve, that way the original sim can still climb up the spiral.
Edited by iwilson2 - June 25, 2016 19:01:43
Technical Discussion » POP Emission Attribute
- iwilson2
- 31 posts
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Hey guys! I found this thread after I ran into a similar problem as circusmonkey. I followed tamte's advice as best I could but the particle emission is still uniform across the geometry. I'd ideally want denser emission from the red spots while still having some slight emission from the non painted part of the geometry.
I've attached my hip file and an image of the general look I'm going for. Any feedback would be really helpful!
Bonus question- would it be hard to convert the POPs to smoke for a similar look?
I've attached my hip file and an image of the general look I'm going for. Any feedback would be really helpful!
Bonus question- would it be hard to convert the POPs to smoke for a similar look?
Houdini Learning Materials » Trouble with a smoke shader
- iwilson2
- 31 posts
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I'll give that a shot, but is there a reason why the Billowy Smoke shader defaults to showing fire and really blown out colors? How can I adjust that to look more like smoke? haha
Houdini Learning Materials » Trouble with a smoke shader
- iwilson2
- 31 posts
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Hey guys,
I'm working on a meteor impact and I'm having a little trouble with the smoke shaders. I'd like to produce an effect of fire near the source of the emitter and lots of thick smoke trailing. I've messed around with the billowy smoke shader but it seems like I can either get a fiery look or all smoke. How can I find a happy medium?
I've attached the project file with a sample of the billowy smoke shader attached so you can see what I'm going for.
I'm working on a meteor impact and I'm having a little trouble with the smoke shaders. I'd like to produce an effect of fire near the source of the emitter and lots of thick smoke trailing. I've messed around with the billowy smoke shader but it seems like I can either get a fiery look or all smoke. How can I find a happy medium?
I've attached the project file with a sample of the billowy smoke shader attached so you can see what I'm going for.
Houdini Learning Materials » Learn Houdini
- iwilson2
- 31 posts
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I've been struggling with the same issue and reading these responses definitely helps give me some direction. Thanks a lot guys!
Houdini Indie and Apprentice » Trouble with smoke render
- iwilson2
- 31 posts
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Houdini Indie and Apprentice » Trouble with smoke render
- iwilson2
- 31 posts
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Hey guys,
I'm working on a shot for a short film and I've run into a little issue. For some reason when I try to render out the scene, the rendered image is completely black. Everything is clearly set up in the scene view and runs fine but it doesn't render properly. I've tweaked a few things to try to fix this but it didn't work. I was hoping someone could take a look at the file and see if I overlooked something. I feel like it will be a quick fix.
I'm working on a shot for a short film and I've run into a little issue. For some reason when I try to render out the scene, the rendered image is completely black. Everything is clearly set up in the scene view and runs fine but it doesn't render properly. I've tweaked a few things to try to fix this but it didn't work. I was hoping someone could take a look at the file and see if I overlooked something. I feel like it will be a quick fix.
Houdini Indie and Apprentice » animate cloud rig?
- iwilson2
- 31 posts
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Hey guys!
I'm sure someone has already asked this already but I didn't see any topics on it in the forums. (Maybe I didn't look hard enough?) But is there a way to add some animation or force to a cloud rig? I'm not looking for a tornado or anything crazy, just a little slow, wispy movement?
Thanks!
I'm sure someone has already asked this already but I didn't see any topics on it in the forums. (Maybe I didn't look hard enough?) But is there a way to add some animation or force to a cloud rig? I'm not looking for a tornado or anything crazy, just a little slow, wispy movement?
Thanks!
Houdini Indie and Apprentice » FLIP Fluid question..
- iwilson2
- 31 posts
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By increasing the radius on the gas blur node in the AutoDopNetwork I was able to have the liquid retain its color. And the controls for editing fluid density and viscosity came out of the FLIP Configure Object node underneath the FLIP object node in the AutoDopNetwork. There were a couple other switches I forgot to check but those were irrelevant to the issues. Heres my final file.
Houdini Indie and Apprentice » FLIP Fluid question..
- iwilson2
- 31 posts
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So I'm working on a color mix project straight from the example files for Fluid solvers. I feel like I've edited all the nodes and parameters to match the example file but when I render a flipbook, the liquid loses its color and “explodes” (for lack of a better term). I've tried increasing the substeps, viscosity and density with no avail. I was hoping someone else can look over this and see if I'm missing a step. Thank you!!
Houdini Indie and Apprentice » Alembic question and really long sim time
- iwilson2
- 31 posts
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Hey all,
So I'm working on a project for my thesis where I have geometry imported from maya (Alembic) acting as a container for fluid in Houdini. I've converted the alembic to .bgeo files and am using that as an RBD object. My original issue is that when I run a flipbook, the alembic file only creates geometry on each frame without interframe animation, which results in the liquid staying in one place while the alembic geometry moves around. I've increased the substeps on the dopnetwork node but I get the same results. Any advice on how to solve this?
Also, whenever I try to do a flipbook, it takes hours to render a frame. It could be that I'm using my schools computer network which is bogged down with theses files at the moment, but just in case it isn't, is there any way I can speed up the sim time?
Thanks in advance for the help!
So I'm working on a project for my thesis where I have geometry imported from maya (Alembic) acting as a container for fluid in Houdini. I've converted the alembic to .bgeo files and am using that as an RBD object. My original issue is that when I run a flipbook, the alembic file only creates geometry on each frame without interframe animation, which results in the liquid staying in one place while the alembic geometry moves around. I've increased the substeps on the dopnetwork node but I get the same results. Any advice on how to solve this?
Also, whenever I try to do a flipbook, it takes hours to render a frame. It could be that I'm using my schools computer network which is bogged down with theses files at the moment, but just in case it isn't, is there any way I can speed up the sim time?
Thanks in advance for the help!
Houdini Indie and Apprentice » Houdini --> Maya?
- iwilson2
- 31 posts
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Hey all!
I have some geometry in houdini that I need to convert to maya geometry. The catch is, my houdini geometry has a liquid shader and pop net inside of it.
The geometry is supposed to simulate bubbling liquids and I need to import it into maya with the effects because the container geometry is in maya, as is the rest of the scene file I'm working on (a science lab). How would I go about converting the file into a format that maya would recognize?
Thanks!
I have some geometry in houdini that I need to convert to maya geometry. The catch is, my houdini geometry has a liquid shader and pop net inside of it.
The geometry is supposed to simulate bubbling liquids and I need to import it into maya with the effects because the container geometry is in maya, as is the rest of the scene file I'm working on (a science lab). How would I go about converting the file into a format that maya would recognize?
Thanks!
Houdini Indie and Apprentice » Animation troubleshooting with Alembic imports
- iwilson2
- 31 posts
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Update:
I solved the issue of missing animation after importing Alembic. All I had to do was go to the bottom level of the alembic import and render out the alembic node there as a .bgeo file. In the rop geometry node I checked “Initialize simulation OPs” to render the animation as well.
New issue:
For some reason Houdini crashes every time I try to save. After a lot of troubleshooting, I've found out that this happens whenever I import an Alembic file. Has anyone else had this issue?
I solved the issue of missing animation after importing Alembic. All I had to do was go to the bottom level of the alembic import and render out the alembic node there as a .bgeo file. In the rop geometry node I checked “Initialize simulation OPs” to render the animation as well.
New issue:
For some reason Houdini crashes every time I try to save. After a lot of troubleshooting, I've found out that this happens whenever I import an Alembic file. Has anyone else had this issue?
Houdini Indie and Apprentice » 2D instancing on particles
- iwilson2
- 31 posts
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Hey everyone,
I need to instance a few random image sequences or .mov files onto particles but I've never done it before. I'm looking to use sprites for this so that the image is always facing the camera.
I'll keep browsing through the houdini help files for any tips but any advice on here would be much appreciated as well. Thank you!
-Ian
I need to instance a few random image sequences or .mov files onto particles but I've never done it before. I'm looking to use sprites for this so that the image is always facing the camera.
I'll keep browsing through the houdini help files for any tips but any advice on here would be much appreciated as well. Thank you!
-Ian
Houdini Indie and Apprentice » Animation troubleshooting with Alembic imports
- iwilson2
- 31 posts
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Sorry for the late reply. Could you clarify your request? I could cache it out as .bgeo. Is that what you are asking for?
Houdini Indie and Apprentice » Animation troubleshooting with Alembic imports
- iwilson2
- 31 posts
- Offline
Hey all,
So I'm importing objects from maya to houdini by converting them to Alembic objects. The objects have already been animated in maya and the animation carries over into Houdini when I import it. However, whenever I convert a piece of geometry into a RBD object or FLIP fluid, the animation is lost.
Will I have to re-create the animation in houdini or is there a way to re-establish the animation after the object has been converted into an RBD or fluid?
Thanks!
So I'm importing objects from maya to houdini by converting them to Alembic objects. The objects have already been animated in maya and the animation carries over into Houdini when I import it. However, whenever I convert a piece of geometry into a RBD object or FLIP fluid, the animation is lost.
Will I have to re-create the animation in houdini or is there a way to re-establish the animation after the object has been converted into an RBD or fluid?
Thanks!
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