Hi there,
It's hard to say without looking at your file, but things I'd try include:
1) checking the resolution of your collision volumes, might be too coarse;
2) if the first one looks fine, check the collision separation in your flip object;
3) see if the gap still exists after meshing the fluid.
If all else fails, you can try some vop tricks to move points of the mesh that are closest to the collision surface onto those surfaces, as a last resort.
Cheers,
Rafael
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Technical Discussion » fluid sim question
- rafaels
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Technical Discussion » How to move X value of points within a line
- rafaels
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Technical Discussion » Vex: How to use Snell's Law for Refraction Vector?
- rafaels
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Technical Discussion » Particle interact force - controlled by attribute - bot work
- rafaels
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Enable "use VEXpressions" and feed your attribute this way.
Cheers
Cheers
Edited by rafaels - Jan. 29, 2024 16:00:33
Technical Discussion » Making temporary default value for a param in my HDA
- rafaels
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I tested this out in the python shell and it worked:
Basically you have to change the default of the parmTemplate that corresponds to your parameter, then replace it in the parmTemplateGroup, then replace your node's parmTemplateGroup with the modified one.
my_node = hou.node("path-to-your-node") my_parm_templ_grp = my_node.parmTemplateGroup() my_parm = my_node.parm("parm-name") my_parm_templ = my_parm.parmTemplate() my_parm_templ.setDefaultValue((12,)) # the new default has to be a tuple my_parm_tepl_grp.replace(my_parm.name(), my_parm_templ) my_node.setParmTemplateGroup(my_parm_templ_grp
Basically you have to change the default of the parmTemplate that corresponds to your parameter, then replace it in the parmTemplateGroup, then replace your node's parmTemplateGroup with the modified one.
Edited by rafaels - Jan. 30, 2024 01:07:05
Technical Discussion » incorrect motion blur on a moving train abc in redshift
- rafaels
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You could also do you velocity calculation on the original mesh and attribute transfer to the clean mesh, in the worst case scenario...
Technical Discussion » incorrect motion blur on a moving train abc in redshift
- rafaels
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Are you doing your velocity calculations before or after the clean up? If "after", try switching it to "before" clean up.
The clean up might be changing the topology of the mesh and causing the velocity spikes.
Cheers,
The clean up might be changing the topology of the mesh and causing the velocity spikes.
Cheers,
Work in Progress » My Very first Render
- rafaels
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Maybe add some imperfections to the glass thickness to get an interesting refraction. Select the inside faces of the glass and put a mountain SOP with very large noise scale and low octaves and height. You'll probably need a more interesting background for that to work as well.
Cheers,
Cheers,
Technical Discussion » How to change Textport's current node?
- rafaels
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Texport is like a command prompt and you can navigate through a Houdini scene as if you were in an OS's file system. opcd (or opcf) to change directory (node); opls to list the contents of the current directory, so on so forth.
https://www.sidefx.com/docs/houdini/commands/index.html [www.sidefx.com]
Cheers
https://www.sidefx.com/docs/houdini/commands/index.html [www.sidefx.com]
Cheers
Technical Discussion » Motion blur from VDB morph
- rafaels
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I see your point. I tried something quick and dirty and it'll depend a lot on how fast you'd be advecting your fields... but this worked for my hypothetical case:
Again, I don't think it'll work for all cases especially if your growth pattern is very abrupt.
- Mesh the current frame and the previous frame (with a timeshift);
- Subtract the current point position to the closest position on the mesh of the previous frame (e.g. using xyzdist in a vopnet);
- Then you can either clamp the velocity values based on the minimum threshold and smooth out all the velocity vectors to prevent any jumping around;
Again, I don't think it'll work for all cases especially if your growth pattern is very abrupt.
Technical Discussion » Motion blur from VDB morph
- rafaels
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mzigaib
or this:
https://www.youtube.com/watch?v=GnSdgyhlsWE [www.youtube.com]
In this one he is literally using the gradient of a density field to generate a velocity field for advection. It seems coherent to me that such velocity field would be appropriate for motion blur calculations.
Technical Discussion » Motion blur from VDB morph
- rafaels
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Can you use a gradient of the field to sample as velocity? Or basically whatever velocity field you're using to advect the volume...
Houdini Jobs » Houdini FX Artist
- rafaels
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It looks good to me already. Maybe you can fill in the gaps if you create the tentacles in passes so that each pass they avoid, as much as possible, crossing over the areas already occupied. lastly I would create UVS that propagate from the leading end to the origin of the curves to give the impression the tentacles are crawling over the surface, rather than growing.
Technical Discussion » How does intersect(_all) VEX function work?
- rafaels
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Hi, just stumbled upon this, as I’m doing some ray casting of my own… how is the acceleration structure cached? Suppose I’m running the vex code in a wrangle, would there be a pragmatic benefit in building an acceleration structure myself?
Cheers,
Rafael
Cheers,
Rafael
SideFX Labs Tech Art Challenge 2021 » WIP - HDR workbench [Houdini Utility]
- rafaels
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SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries
- rafaels
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Hello there, I'm not quite finished with this tool, but for the sake of submission here it goes!
HDR Workbench is meant to be an easy to use set of tools to create environment maps to light your scenes with. With the flexibility of procedural workflows, you can not only create your HDR environment maps, but animate them for even more creative effects.
Feature list:
You can download the assets and example file here:
https://www.sidefx.com/forum/attachment/60a3a56b039cb5ecdea810fdff9fee8b801352c6/ [www.sidefx.com]
https://www.sidefx.com/forum/attachment/9701bd931ab490946b184f20b2e28662d032849e/ [www.sidefx.com]
This is a link to Perfect 3D Imperfection's store, where I got the image in my demo:
https://www.artstation.com/perfect3dimperfections/store [www.artstation.com]
HDR Workbench is meant to be an easy to use set of tools to create environment maps to light your scenes with. With the flexibility of procedural workflows, you can not only create your HDR environment maps, but animate them for even more creative effects.
Feature list:
- Built-in procedural light plane objects with shape, color and intensity controls;
- Light planes can be texture mapped to match studio lighting equipment;
- Rasterizer coded in VEX (no need to bake with Mantra);
- Link output from rasterizer directly to environment light using op: syntax;
- Layer your HDRI on a background map using COPs, inside the rasterizer;
You can download the assets and example file here:
https://www.sidefx.com/forum/attachment/60a3a56b039cb5ecdea810fdff9fee8b801352c6/ [www.sidefx.com]
https://www.sidefx.com/forum/attachment/9701bd931ab490946b184f20b2e28662d032849e/ [www.sidefx.com]
This is a link to Perfect 3D Imperfection's store, where I got the image in my demo:
https://www.artstation.com/perfect3dimperfections/store [www.artstation.com]
Edited by rafaels - Oct. 1, 2021 10:56:53
SideFX Labs Tech Art Challenge 2021 » WIP - HDR workbench [Houdini Utility]
- rafaels
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SideFX Labs Tech Art Challenge 2021 » WIP - HDR workbench [Houdini Utility]
- rafaels
- 696 posts
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Long time no post!
I've been toying around with a tool similar to HDR Studio, but not quite a full-fledged studio... more like a workbench
Yet quite useful to create fast HDRs and lighting scenes easily.
I'm still working on:
I've been toying around with a tool similar to HDR Studio, but not quite a full-fledged studio... more like a workbench
Yet quite useful to create fast HDRs and lighting scenes easily.
I'm still working on:
- "Auto" mode so any changes to light cards can be immediately saved to environment map;
- Maybe an easier workflow for overlaying a background on the output of the workbench solver;
- And then there'll be documentation.
Edited by rafaels - Sept. 24, 2021 14:16:45
Houdini for Realtime » Error updating toolset
- rafaels
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Howdy,
I'm also getting errors, not on the installation, but on every launch afterwards. I've tried both the production build version of the tools and the latest one (1.82) and get similar errors. Houdini build is 17.0.407
Cheers
I'm also getting errors, not on the installation, but on every launch afterwards. I've tried both the production build version of the tools and the latest one (1.82) and get similar errors. Houdini build is 17.0.407
Cheers
= = = = Viewer states registration = = = =
Error: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/viewer_states/sidefx_bend.py
Traceback (most recent call last):
File "", line 1, in
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\stateutils.py", line 563, in register_pystate
hou.ui.registerViewerState( template )
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\hou.py", line 56942, in registerViewerState
return _hou.ui_registerViewerState(*args)
NameConflict: Name conflict was detected.
Error registering 'sidefx_bend': already registered.
Error: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/viewer_states/sidefx_lop_edit.py
Traceback (most recent call last):
File "", line 1, in
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\stateutils.py", line 563, in register_pystate
hou.ui.registerViewerState( template )
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\hou.py", line 56942, in registerViewerState
return _hou.ui_registerViewerState(*args)
NameConflict: Name conflict was detected.
Error registering 'sidefx_lop_edit': already registered.
Error: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/viewer_states/sidefx_stroke.py
Traceback (most recent call last):
File "", line 1, in
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\stateutils.py", line 563, in register_pystate
hou.ui.registerViewerState( template )
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.407/houdini/python2.7libs\hou.py", line 56942, in registerViewerState
return _hou.ui_registerViewerState(*args)
NameConflict: Name conflict was detected.
Error registering 'sidefx_stroke': already registered.
Edited by rafaels - Nov. 21, 2018 10:53:30
Houdini Indie and Apprentice » Rotation Formula
- rafaels
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one way:
Assuming rx is a float values…
@P.y = (@P.y * cos(rx)) + (@P.z * sin(rx)); @P.y = (@P.y * -sin(rx)) + (@P.z * cos(rx));
Assuming rx is a float values…
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