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Technical Discussion » Boundry Conditions in FEM
- _Christopher_
- 767 posts
- Offline
Until recently I found out that fluids have the option of boundary conditions; although it may not be as common to use as vellum but I would like to see this for FEM as just a small addition.
Technical Discussion » Creating a Webapp from an HDA
- nathanrichards81
- 1 posts
- Offline
Hello Houdini Community!
I am currently building an HDA for a shoe configurator using Houdini, this includes simple operations such as changing size, changing the shoe type, and adding basic procedural textures to different parts of the shoe.
My ultimate goal is to create a webapp from this HDA so that a user can configure their own shoe in realtime and save it.
From what I have seen this is not yet possible but I was wondering if anyone might know if there is a solution?
Many thanks!
I am currently building an HDA for a shoe configurator using Houdini, this includes simple operations such as changing size, changing the shoe type, and adding basic procedural textures to different parts of the shoe.
My ultimate goal is to create a webapp from this HDA so that a user can configure their own shoe in realtime and save it.
From what I have seen this is not yet possible but I was wondering if anyone might know if there is a solution?
Many thanks!
Technical Discussion » Solaris Polygon Wire Frame Color Bug
- Yannik
- 10 posts
- Online
Hello, I'm having some issues with my polygon wire frame color inside of sop create nodes in Solaris.
As soon as the sop create node is entered, the wire frame color switches from the default gray to a white shade, which seemingly can't be accessed or changed anywhere.
The normal wire color can be changed as expected through the Viewport Color Editor as "WireOverColor" however as soon as I enter the SOP Create node in solaris/stage this change is removed and it's forced to white.
This is extremely annoying as I can't see properly with this white lines overshadowing everything.
Does anyone know how this can be changed or fixed?
As soon as the sop create node is entered, the wire frame color switches from the default gray to a white shade, which seemingly can't be accessed or changed anywhere.
The normal wire color can be changed as expected through the Viewport Color Editor as "WireOverColor" however as soon as I enter the SOP Create node in solaris/stage this change is removed and it's forced to white.
This is extremely annoying as I can't see properly with this white lines overshadowing everything.
Does anyone know how this can be changed or fixed?
Solaris and Karma » How to output the volumeRGB pass in Karma ?
- li898406
- 1 posts
- Offline
Houdini Indie and Apprentice » Adding Particle ID to a vellum fluid
- bguchte
- 7 posts
- Offline
Hi, I was wondering if there is any possible way to add a particle ID to a vellum fluid?
The vellum solver doesn't give the option, and I tried to do it manually but I couldn't figger out how.
Any body that can help me solve this issue?
The vellum solver doesn't give the option, and I tried to do it manually but I couldn't figger out how.
Any body that can help me solve this issue?
Technical Discussion » Render Geometry Settings of Layout Node for separate renders
- VTVADSMU
- 3 posts
- Offline
Hi all,
Lately I had a project, where I wanted to render out the elements (obj/char, envr etc.) in separate layers, but with all AOVs merged together. I do that normally with a Render Geometry Settings Node in Solaris and under Shading with primary rays phantom (-primary).
Now that worked with everything except the Layout Node Assets/Scatters (plants scattered all over).
Does someone know more about a workaround? Is it not taking it because of the points/scatter?
Cheers,
Lately I had a project, where I wanted to render out the elements (obj/char, envr etc.) in separate layers, but with all AOVs merged together. I do that normally with a Render Geometry Settings Node in Solaris and under Shading with primary rays phantom (-primary).
Now that worked with everything except the Layout Node Assets/Scatters (plants scattered all over).
Does someone know more about a workaround? Is it not taking it because of the points/scatter?
Cheers,
Houdini Engine for Unreal » Option to not export the main mesh
- manugulus
- 1 posts
- Offline
In HoudiniInputTranslator.cpp, FUnrealMeshTranslator::HapiCreateInputNodeForStaticMesh is used with ExportMainMesh always set to true. I was wondering why it's not an option like the ExportColliders. I have some very detailed meshes that are really heavy to export to houdini and all I care about would be their collisions (colliders), but it does not seems I can only export the colliders. I tried to manually set the exportMainMesh to false in HoudiniInputTranslator.cpp line 3137, and I get the desired result, but I was wondering if there is a proper way to do so.
Solaris and Karma » Karma Render queue
- Shy1
- 1 posts
- Offline
hello I'm new to houdini and searches on this topic have so far not been fruitful for me but hopefully I'm missing something obvious. apologies in advance for the noobness.
I'd like to set up several shots with karma/solaris in stage and queue them up to render in succession overnight. is there a straightforward way to do this within karma render settings I'm not seeing? or any other way to do it that I'm missing?
any guidance/suggestions much appreciated
I'd like to set up several shots with karma/solaris in stage and queue them up to render in succession overnight. is there a straightforward way to do this within karma render settings I'm not seeing? or any other way to do it that I'm missing?
any guidance/suggestions much appreciated
Houdini Jobs » Houdini Generalist with a great eye for design
- Glenn Wilson
- 12 posts
- Offline
We are looking for a generalist with a great eye for design to join our team. You primary responsibilities would be creating short form product based content and stills using houdini and redshift for a luxury skincare brand, however, future work on other projects is possible.
- You would be comfortable working with both 3D assets and 2D design elements to create visually stunning images and short-form videos
- Able to take a brief through to completion
Please reach out to producer@suberashi.com
- You would be comfortable working with both 3D assets and 2D design elements to create visually stunning images and short-form videos
- Able to take a brief through to completion
Please reach out to producer@suberashi.com
Technical Discussion » How to build nodes from a Geometry Graph?
- mapoga
- 8 posts
- Offline
Is there a convenient way of building the nodes represented by a Geometry Graph?
Currently if i want to edit a graph, i have to start from the nodes that were used to generate the graph in the first place.
It would be nice if we could convert both ways. aka: nodes <-> graph
It might already be possible, but i have not found information related to this yet.
Thank you!
Currently if i want to edit a graph, i have to start from the nodes that were used to generate the graph in the first place.
It would be nice if we could convert both ways. aka: nodes <-> graph
It might already be possible, but i have not found information related to this yet.
Thank you!
Technical Discussion » Rendering Multiple Pyro Simulations in Redshift
- lark2204
- 3 posts
- Offline
Hi all,
I have an issue with rendering multiple pyro simulations at once in redshift. The first simulation renders fine, until the next one begins (20 frames later) at which point the first vanishes. I can see both in the viewport, its only in the redshift renderview this happens. If I disable the second pyro sim, the first one renders fine all the way through.
At the moment I have four simulations all beginning one after the other, with the cached sims merged in a single geo node, and all using the same material. I have tried putting each sim in individual geo nodes, and also tried creating separate but identical materials for each sim, but no success.
I'm sure this is the result of an optimisation tickbox somewhere in the redshift ROP, but as of yet I haven't found it.
Any help appreciated.
Thanks
I have an issue with rendering multiple pyro simulations at once in redshift. The first simulation renders fine, until the next one begins (20 frames later) at which point the first vanishes. I can see both in the viewport, its only in the redshift renderview this happens. If I disable the second pyro sim, the first one renders fine all the way through.
At the moment I have four simulations all beginning one after the other, with the cached sims merged in a single geo node, and all using the same material. I have tried putting each sim in individual geo nodes, and also tried creating separate but identical materials for each sim, but no success.
I'm sure this is the result of an optimisation tickbox somewhere in the redshift ROP, but as of yet I haven't found it.
Any help appreciated.
Thanks
Technical Discussion » Muscle Solver Issue - Solving Pecs and Delts (Emil pf, UE)
- shazeab1231
- 3 posts
- Offline
Hi everyone,
I'm been working on learning the Muscle Solver using the Emil project file provided form Unreal Engine. However, I'm encountering some difficulties with simulating the pectorals (pecs) and deltoids (delts). And solver settings are also posing a challenge.
Pectorals:
I'm experiencing persistent bouncing on the lateral side of the pectoralis muscles (connecting to the humerus bone). Regardless of compression settings (0.0001, 1, 100, 1000), the bouncing persists, especially noticeable during the tissue solve.
The pecs also compress inwards instead of maintaining their outward shape alongside the delts.
Deltoids:
The deltoid clavicular muscle seems to lack stiffness. I've experimented with shape stiffness and mass density values, even increasing density in the delts compared to the pecs to achieve a stronger pull from the delts.
During tight poses, the deltoid clavicular collides excessively with the clavicle bone, even with high compression stiffness values (0.0001 - 10^8). Interestingly, if I manage to resolve the collision issue, the deltoid clavicular then bends inwards unnaturally towards the pectoralis clavicular, which is going back stiffness problem? I'm struggling to understand this behavior.
Muscle Solver Settings:
Vellum Timescale: 500
Gravity: 0
Velocity Damping: 1
I've only been able to get the delts and pecs to work correctly using Emil's pre-saved file cache. When you resave the cache, the results are different (likely due to different settings??). One difference I noticed is the pecs muscle to bone mask setting. In Emil's saved cache, this mask is absent, but when you resave the cache, the mask is added. This addition (and potentially other setting changes and Houdini version changes) seems to prevent the muscles from solving correctly?
Additionally, within the muscle to bone constraints, the damping ratios for the pecs and delts is set to 0.1 instead of the 0.01, this slows the attachments down (my guess is it so relax the pull form the muscle to bone stiffness which I was encountering running the solver in "normal" settings with "normal" settings on the delts and pecs.
I've tried using more "normal" settings for the delts and pecs, such as:
Muscle to Muscle (both delt and pecs): 55
Muscle to Bone (pecs): 0.01
Muscle to Bone (Medial Delt): 5
Muscle to Bone (Anterior Delt - Problem Muscle): 0.01
Muscle to Muscle (Anterior Delt - Problem Muscle): 55
However, with these "normal" solver settings and no velocity damping, the pull from the bone is too strong on the anterior delt. To counteract this, I've resorted to using a higher bone stiffness on the medial delt and lower on anterior delt, along with muscle glue and muscle to muscle attachments (set to 1 and 55) to pull the anterior delt and pecs into position.
Does anyone have any tips on achieving a more realistic and stable simulation for the pecs and delts?
And below I have attached a hip file with the setup copied from the emil solver and the emil cache that works, but in this hip file the save cache also doenst work, it only works in the original hip file with the original cache that comes with the download, not resaved in the hip.
download the zip for the animated bones and original Emil's muscle cache.
Mediafire link to the zip file. [www.mediafire.com]
I'm been working on learning the Muscle Solver using the Emil project file provided form Unreal Engine. However, I'm encountering some difficulties with simulating the pectorals (pecs) and deltoids (delts). And solver settings are also posing a challenge.
Pectorals:
I'm experiencing persistent bouncing on the lateral side of the pectoralis muscles (connecting to the humerus bone). Regardless of compression settings (0.0001, 1, 100, 1000), the bouncing persists, especially noticeable during the tissue solve.
The pecs also compress inwards instead of maintaining their outward shape alongside the delts.
Deltoids:
The deltoid clavicular muscle seems to lack stiffness. I've experimented with shape stiffness and mass density values, even increasing density in the delts compared to the pecs to achieve a stronger pull from the delts.
During tight poses, the deltoid clavicular collides excessively with the clavicle bone, even with high compression stiffness values (0.0001 - 10^8). Interestingly, if I manage to resolve the collision issue, the deltoid clavicular then bends inwards unnaturally towards the pectoralis clavicular, which is going back stiffness problem? I'm struggling to understand this behavior.
Muscle Solver Settings:
Vellum Timescale: 500
Gravity: 0
Velocity Damping: 1
I've only been able to get the delts and pecs to work correctly using Emil's pre-saved file cache. When you resave the cache, the results are different (likely due to different settings??). One difference I noticed is the pecs muscle to bone mask setting. In Emil's saved cache, this mask is absent, but when you resave the cache, the mask is added. This addition (and potentially other setting changes and Houdini version changes) seems to prevent the muscles from solving correctly?
Additionally, within the muscle to bone constraints, the damping ratios for the pecs and delts is set to 0.1 instead of the 0.01, this slows the attachments down (my guess is it so relax the pull form the muscle to bone stiffness which I was encountering running the solver in "normal" settings with "normal" settings on the delts and pecs.
I've tried using more "normal" settings for the delts and pecs, such as:
Muscle to Muscle (both delt and pecs): 55
Muscle to Bone (pecs): 0.01
Muscle to Bone (Medial Delt): 5
Muscle to Bone (Anterior Delt - Problem Muscle): 0.01
Muscle to Muscle (Anterior Delt - Problem Muscle): 55
However, with these "normal" solver settings and no velocity damping, the pull from the bone is too strong on the anterior delt. To counteract this, I've resorted to using a higher bone stiffness on the medial delt and lower on anterior delt, along with muscle glue and muscle to muscle attachments (set to 1 and 55) to pull the anterior delt and pecs into position.
Does anyone have any tips on achieving a more realistic and stable simulation for the pecs and delts?
And below I have attached a hip file with the setup copied from the emil solver and the emil cache that works, but in this hip file the save cache also doenst work, it only works in the original hip file with the original cache that comes with the download, not resaved in the hip.
download the zip for the animated bones and original Emil's muscle cache.
Mediafire link to the zip file. [www.mediafire.com]
Edited by shazeab1231 - yesterday 06:39:49
3rd Party » Renderman 26 in Solaris Volume Light
- lloydwood
- 105 posts
- Offline
This is just a quick question: Does Renderman 26 (RIS) in Solaris support volume light (the light from the emission of the volume casting onto the scene around it)? I know it doesn't support mesh lights but I thought volume light might work. Doesn't seem to be though.
Solaris and Karma » Texture Baking with Karma for light dependent channels
- V4PostPro
- 5 posts
- Online
Hi everyone!
I have been testing a texture baking workflow to be able to use procedural textures, that were created in houdini, in unreal 5 and have been having some problems.
With the help of cgwiki and other forum posts I have managed to bake texture maps of objects but apart from the N and albedo channel they are always influenced by the light setup in the scene. How would one go about baking a texture map for SSS, Transmission, Reflection ect. where light plays an essential role?
Is it possible to export them as an AOV so I have all relevant channels contained in one file?
I really hope someone can help me with this.
Cheers!
I have been testing a texture baking workflow to be able to use procedural textures, that were created in houdini, in unreal 5 and have been having some problems.
With the help of cgwiki and other forum posts I have managed to bake texture maps of objects but apart from the N and albedo channel they are always influenced by the light setup in the scene. How would one go about baking a texture map for SSS, Transmission, Reflection ect. where light plays an essential role?
Is it possible to export them as an AOV so I have all relevant channels contained in one file?
I really hope someone can help me with this.
Cheers!
Houdini Engine for Unreal » How do I use python to bake the HDA into different levels?
- yukiiww
- 1 posts
- Offline
I'm having some issues using Hengine. I looked at the documentation for the processorHDA, and I want to generate a new level or load the next level (use new_level or load_level) to execute a new HDA baking operation when the HDA baking for the current level is complete (by executing the on_complete() delegate). However, when I actually write this code, UE will report an error: Pure virtual function being called during application runtime (GISRunning == 1).
Do you know how I can solve this problem, or is there another way to achieve this effect?
This passage is translated, please excuse us!
Do you know how I can solve this problem, or is there another way to achieve this effect?
This passage is translated, please excuse us!
Technical Discussion » Setting Switch LOP input Match Pattern parm
- robomatics
- 1 posts
- Offline
Hi all
does anyone know by any chance how the Switch LOP Match Pattern parm can be set via Python?
Thanks!
R
does anyone know by any chance how the Switch LOP Match Pattern parm can be set via Python?
Thanks!
R
3rd Party » Issues Rendering Pyro with Redshift
- NathanC2022
- 1 posts
- Offline
Hi all,
I'm attempting to render multiple pyro simulations in the redshift engine - I can get a single simulation to render properly, but as soon as the next simlulation begins (20 frames later) the previous simulation becomes invisible, like its been replaced by the new one. I can see both in the viewport, its only in the redshift renderview this occurs.
The pyro simulations are saved and then merged (all within a single geo node). I have tried splitting them into separate geo nodes, and also applying separate (but identical) materials to no success.
I'm assuming theres an optimisation tickbox somewhere in the redshift ROP that means only one pyro sim can be rendered at a time, but i've had no luck finding it if it exists.
Any help appreciated
thanks
I'm attempting to render multiple pyro simulations in the redshift engine - I can get a single simulation to render properly, but as soon as the next simlulation begins (20 frames later) the previous simulation becomes invisible, like its been replaced by the new one. I can see both in the viewport, its only in the redshift renderview this occurs.
The pyro simulations are saved and then merged (all within a single geo node). I have tried splitting them into separate geo nodes, and also applying separate (but identical) materials to no success.
I'm assuming theres an optimisation tickbox somewhere in the redshift ROP that means only one pyro sim can be rendered at a time, but i've had no luck finding it if it exists.
Any help appreciated
thanks
Houdini Jobs » Turtle Rock Studios Senior Technical Artist (Procedural)
- brian.mumm
- 1 posts
- Offline
https://turtlerockstudios.com/careers/4415957005
At Turtle Rock, we make the games we want to play. We're dedicated to providing a collaborative environment where our team members feel empowered with the creative freedom to contribute and grow. While we are based in Orange County, CA, we support flexible work arrangements ranging from in-studio, hybrid, to fully remote throughout North America. Join our award-winning game development team and help create our next AAA title.
Turtle Rock Studios is looking for a Senior Technical Artist (Procedural) to join the team! Working with artists, engineers, and designers, you will focus on developing, improving, and maintaining asset pipelines in engine, optimizing current systems, tools, and practices. Join our exceptional development team to help us create industry-leading art and gameplay experiences! This position will report to the Lead Technical Artist.
Responsibilities
Empowering art teams with flexible procedural tools and innovative workflows
Investigate and assist with performance and memory optimizations
Support the Art team by maintaining art pipelines
Make recommendations on how to improve asset quality and art productivity
Coordinate with all departments to achieve project goals
Work with Programming and Production departments to develop risk/reward on game features
Communicate changes and creation of new tools to the team; document relevant information and steps
Play the game; understand the current state of development
Requirements
5+ years experience as a Technical Artist in game development with one or more shipped titles on multiple platforms
Enthusiastic gamer with a passion for making great games
Expert with procedural pipelines and how to design and optimize them
Proficiency with Unreal Blueprints
Team player and strong communication skills
Experience addressing game performance and optimization
Expert with scripting and programming languages, ex. Python, HLSL, or VEX
Expert in AAA Game Engines (such as Unreal Engine)
Experience with Houdini
Preferences
Experience with Unreal's PCG
Experience with Realtime Shaders and VFX/Simulation
Abilities in several areas such as characters, environments, animation, VFX, or lighting
At Turtle Rock, we make the games we want to play. We're dedicated to providing a collaborative environment where our team members feel empowered with the creative freedom to contribute and grow. While we are based in Orange County, CA, we support flexible work arrangements ranging from in-studio, hybrid, to fully remote throughout North America. Join our award-winning game development team and help create our next AAA title.
Turtle Rock Studios is looking for a Senior Technical Artist (Procedural) to join the team! Working with artists, engineers, and designers, you will focus on developing, improving, and maintaining asset pipelines in engine, optimizing current systems, tools, and practices. Join our exceptional development team to help us create industry-leading art and gameplay experiences! This position will report to the Lead Technical Artist.
Responsibilities
Empowering art teams with flexible procedural tools and innovative workflows
Investigate and assist with performance and memory optimizations
Support the Art team by maintaining art pipelines
Make recommendations on how to improve asset quality and art productivity
Coordinate with all departments to achieve project goals
Work with Programming and Production departments to develop risk/reward on game features
Communicate changes and creation of new tools to the team; document relevant information and steps
Play the game; understand the current state of development
Requirements
5+ years experience as a Technical Artist in game development with one or more shipped titles on multiple platforms
Enthusiastic gamer with a passion for making great games
Expert with procedural pipelines and how to design and optimize them
Proficiency with Unreal Blueprints
Team player and strong communication skills
Experience addressing game performance and optimization
Expert with scripting and programming languages, ex. Python, HLSL, or VEX
Expert in AAA Game Engines (such as Unreal Engine)
Experience with Houdini
Preferences
Experience with Unreal's PCG
Experience with Realtime Shaders and VFX/Simulation
Abilities in several areas such as characters, environments, animation, VFX, or lighting
Rigging » files for FMX 2024 APEX Rigging and Skinning with ML Defor
- legw
- 6 posts
- Offline
Hopping the KineFX APEX Rigging and Skinning with ML Deformer promised files revals soon.
great varity of FMX2024 videos.
Thanks
They are upp now in content library. thanks.
great varity of FMX2024 videos.
Thanks
They are upp now in content library. thanks.
Edited by legw - today 15:18:56
Technical Discussion » Update existing node menu items with Python 'OnCreaded'
- AnimGraphLab
- 52 posts
- Offline
Goal: add an item to the Karma LOP -> Image Output -> Filters -> Tonemap menu item and save the updated parameter interface with Python.
Issue: menu item is updated with a new item but parameter interface (
It doesn't show in UI but via
Context:
Code I use to add an additional menu item to already existing ones:
I belive something is with
I've tried to create the exact same menu via StringParmTemplate [www.sidefx.com] because
What am I doing wrong?
Thank you.
Issue: menu item is updated with a new item but parameter interface (
parmTemplateGroup()
) doesn't save it. It doesn't show in UI but via
print()
it shows.Context:
- Karma LOP.
- Created script name:
karmarenderproperties_OnCreated.py
- Created script location:
C:\Program Files\Side Effects Software\Houdini 20.0.653\houdini\scripts\lop
Code I use to add an additional menu item to already existing ones:
# get Karma LOP node node = kwargs['node'] # get all parameters from Karma LOP parm_group = node.parmTemplateGroup() # get 'tonemap' parameter tone_map_param = node.parm('tonemap') # get parameters from 'tonemap' tone_map_template = tone_map_param.parmTemplate() # Update the menu item template with the new item template tone_map_template.setMenuItems(tone_map_template.menuItems() + ('AnimGraphLab',)) tone_map_template.setMenuLabels(tone_map_template.menuLabels() + ('AnimGraphLab',)) print(parm_group.find('tonemap').menuLabels()) # ('No Tonemapping', 'Reinhard', 'Ward', 'Unreal', 'Aces', 'Hable', 'Hable2') # Replace the existing menu template with the updated one parm_group.replace('tonemap', tone_map_template) print(parm_group.find('tonemap').menuLabels()) # ('No Tonemapping', 'Reinhard', 'Ward', 'Unreal', 'Aces', 'Hable', 'Hable2', 'AnimGraphLab') # save Karma LOP parameters layout with new updates node.setParmTemplateGroup(parm_group)
I belive something is with
node.setParmTemplateGroup(parm_group)
since parm_group.replace()
adds a new item.I've tried to create the exact same menu via StringParmTemplate [www.sidefx.com] because
node.parm('tonemap')
type is a String [www.sidefx.com], and it was updated (image below):# get Karma LOP node node = kwargs['node'] # get all parameters from Karma LOP parm_group = node.parmTemplateGroup() menu_template = hou.StringParmTemplate(name='tone_map', label='Tonemap', num_components=1, menu_items=('off', 'ward', 'unreal', 'aces', 'eminem'), menu_labels=('no tonemap', 'ward', 'unreal', 'aces', 'Eminem'), ) # insert menu items as a very first paramter param_to_insert_before = parm_group.find("quicksetup") parm_group.insertBefore(param_to_insert_before, menu_template) desired_label = "AnimGraphLab" existing_labels = menu_template.menuLabels() if desired_label not in existing_labels: new_menu_items = menu_template.menuItems() + (desired_label,) new_menu_labels = existing_labels + (desired_label,) # Update the menu template menu_template.setMenuItems(new_menu_items) menu_template.setMenuLabels(new_menu_labels) # Update the parameter template group with the modified menu parm_group.replace('tone_map', menu_template) # save Karma LOP parameters layout with new updates node.setParmTemplateGroup(parm_group)
What am I doing wrong?
Thank you.
Edited by AnimGraphLab - May 6, 2024 04:09:42
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