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Houdini Lounge » Houdini 16 - Flip Fluid Upresing ?
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That sounds really neat, and something I could definitely use with what I'm working on now. Looking forward to those hips I can dive into tomorrow at work!
Houdini Lounge » Houdini 16 - Flip Fluid Upresing ?
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vanyfilatovHow do you approach it though? With the particles especially, do you source them from the same source as the “lowres” sim?
Gas Guiding Volume works nice
Houdini Lounge » Houdini 16 - Flip Fluid Upresing ?
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Any news on this? I suppose it's similar to the Guided Ocean Layer (using the Gas Guiding Volume DOP), but I'm not sure how to set it up with flipsim -> flipsim.
Houdini Lounge » H12.5 viewport displays geometry that it's NOT SUPPOSED TO!
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I'm hoping it'll be better in H16, but I'm not too optimistic since it's been around for at least a few versions now. Although it's very frustrating I've gotten used to closing my scene view and opening a new one. I would think a button that re-initializes the viewport, without having to do it manually, would be a good solution until/if the bug is fixed.
The most frustrating part is sometimes when you don't realize it's bugged, you pull your hair and have no idea what's going on - and then “..oh right, the bug”. I can just imagine how it is for new people, which Houdini seems to market themselves to more and more. It must be even more confusing for them.
The most frustrating part is sometimes when you don't realize it's bugged, you pull your hair and have no idea what's going on - and then “..oh right, the bug”. I can just imagine how it is for new people, which Houdini seems to market themselves to more and more. It must be even more confusing for them.
Houdini Lounge » Houdini as a Rendering Software for Studios
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Houdini Lounge » which career should i choose? IMPORTANT
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Houdini Lounge » Submit Bug Not Working.
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Technical Discussion » Delete by id %
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You could do something like rand(@id) > 0.5. Maybe not the most controllable, but should get you roughly a correct percentage.
Technical Discussion » Q h14>rest position VOP
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Have you sent in a bug report/RFE to Sidefx? If it is indeed a mistake they'll probably be able to fix it quite quickly.
Technical Discussion » Q h14>rest position VOP
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It's available in the old hidden VOPSOP, as well as in the shading context (SHOPs). Not sure if it's not in Attrib VOP on purpose or mistake. However it's just an asset, the internal nodes are still available - so you could create your own…
Technical Discussion » Clearing the geometry cache?
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Technical Discussion » Unifying Houdini under one context
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I'd rather SESI spent time improving Houdini overall and adding new features. This seems just like a quality-of-life thing, probably nice to have but I'd much rather have shiny new toys to play with.
Technical Discussion » How to get flip fluids colliding?
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You only have 1 emitter. The second one is just a box at this point. Do what you did for the first one for the second one as well and it should be fine.
Technical Discussion » Infinity Rotation & Movement in Bullet
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Okay I checked your hip, the collision meshes are indeed bad. See image. To fix it reduce the Collision Padding until it looks good.
However reducing the padding from the default of 0.02 can introduce jitter, so it may be better to scale everything up for the sim (the geo and any forces like gravity) - that will allow you to keep the padding at default. After the sim you can simply scale the geo back down. So for example:
Scale up geo x10 -> simulate (remember to scale gravity as well) -> scale down geo x10.
Hope it helps.
However reducing the padding from the default of 0.02 can introduce jitter, so it may be better to scale everything up for the sim (the geo and any forces like gravity) - that will allow you to keep the padding at default. After the sim you can simply scale the geo back down. So for example:
Scale up geo x10 -> simulate (remember to scale gravity as well) -> scale down geo x10.
Hope it helps.
Technical Discussion » Infinity Rotation & Movement in Bullet
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Without looking at your file, take a look at your collision meshes. They are probably way off and in a round shape, which makes your pieces behave wierd. Always check your collision mesh before sim to make sure they are ok.
Technical Discussion » Noisy point renders in Mantra
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circusmonkeyYes, the pixel sample jitter is on (set to 1) by default “under the hood”. Which usually is bad. Whenever you get jittery highlights this is the problem. I've done some extensive testing on this, and to get rid of jittering/creeping highlights you either need to crank pixel samples really high, which may or may not solve it while taking considerably longer - or turn off this jitter. Although the testing I did was related to highlights on objects, not particles - so there might be a better workflow regarding to that.
Isn't jitter on by default under the hood ? . I noted that the transparent stochastic sampling is on by default, one effects the other doesn't it ? .
rob
I don't know what you mean by this affecting stochastic sampling, that is only used for volumes/transparent objects?
Technical Discussion » Noisy point renders in Mantra
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Are you sure? Try this hip. Render the first frame, snapshot it and then render the second frame. Compare those. The difference is really tiny atleast on my end. I just added the Jitter parameter and bumped pixel samples to 5x5.
Technical Discussion » Noisy point renders in Mantra
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I don't know why SESI hided this parameter in H14, but add Jitter (vm_jitter) to your Mantra ROP. Edit Rendering parameters -> Mantra -> Sampling. Then set this parameter to 0 (zero).
By default Mantra will jitter the pixel samples to combat “stair-stepping”, resulting in jittery noise. This jitter will take quite a lot of pixel samples to get rid off - if ever. This jitter is usually VERY noticable in highlights and such.
Setting this parameter to 0 will take each pixel sample at the same location every time, resulting in practically no jitter at all. However it might introduce some stairstepping (probably a non-issue regarding particles), so if you get that just turn up your pixel samples a bit to resolve it. With the settings for production quality it usually won't show up.
Why this isn't default I don't know, since it produces a lot better renders overall. I hope it helped
By default Mantra will jitter the pixel samples to combat “stair-stepping”, resulting in jittery noise. This jitter will take quite a lot of pixel samples to get rid off - if ever. This jitter is usually VERY noticable in highlights and such.
Setting this parameter to 0 will take each pixel sample at the same location every time, resulting in practically no jitter at all. However it might introduce some stairstepping (probably a non-issue regarding particles), so if you get that just turn up your pixel samples a bit to resolve it. With the settings for production quality it usually won't show up.
Why this isn't default I don't know, since it produces a lot better renders overall. I hope it helped
Technical Discussion » FLIP fluid color baking as texture maps
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Joker386It's the other way around, it only works with Vertex UVs and Mantra Micropoly
You should use UV Render Object parameter in the Mantra node –> Rendering –> Render .
Just type of the UV should be Point , not Vertex !
Houdini Lounge » Shaky path animation
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