Hey Ewan -
I also couldn't see it with arnold, but eventually found it here:
Try opening a new floating window and setting the pane tab type to 'log viewer' and then looking for an entry from your output rop.
You've probably already figured that out but still posting for completion
Cheers,
B
Found 12 posts.
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Houdini Indie and Apprentice » Console not displaying render progress information
- Bergerac
- 12 posts
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Technical Discussion » Houdini Hair transparency control
- Bergerac
- 12 posts
- Offline
So ive found out that mantra does what im asking for on the fly, no need for pre UV'ing - big shout to Matt Estela @ cgwiki who solves so many of my problems. If you aren't supporting his patreon, then go do it now!
Technical Discussion » Houdini Hair transparency control
- Bergerac
- 12 posts
- Offline
Here's a better example of what im after (in houdini this time)
Im using uv texture to generate rows and columns - which works for the U, but obviously the V is clamped to 0.5 all the way along (as its just a curve, so i understand i cant generate a range for this)
So is there a way for mantra to do this at rendertime? Ive currently got this set up just using the width attribute to control the thickness, and using a standard principled shader to plug the U into to get the colour gradient on the curve. Hip attached if anyone wants to have a look.
Cheers,
C
Im using uv texture to generate rows and columns - which works for the U, but obviously the V is clamped to 0.5 all the way along (as its just a curve, so i understand i cant generate a range for this)
So is there a way for mantra to do this at rendertime? Ive currently got this set up just using the width attribute to control the thickness, and using a standard principled shader to plug the U into to get the colour gradient on the curve. Hip attached if anyone wants to have a look.
Cheers,
C
Technical Discussion » Houdini Hair transparency control
- Bergerac
- 12 posts
- Offline
Hey,
im looking at transporting some of our current workflows from C4D to houdini. One of the effects we use quite often is using c4d's hair system to render splines. We can create volumetric looking lines using this with a lot of control, in particular mapping transparency in 3d space along the vertical to create a kind of ‘core’ effect with falloff (see attached)
Is this possible using the current suite of tools and the hair material? I have figured out how to map along u but not v so far, and also i realize the standard setup is just to generate a strand that always faces the camera, whereas we need a more volumetric effect.
Im just looking to get a handle on whether this effect can be achieved, and how deep to go down the rabbit hole.
Any info/pointers much appreciated!
Cheers,
C
im looking at transporting some of our current workflows from C4D to houdini. One of the effects we use quite often is using c4d's hair system to render splines. We can create volumetric looking lines using this with a lot of control, in particular mapping transparency in 3d space along the vertical to create a kind of ‘core’ effect with falloff (see attached)
Is this possible using the current suite of tools and the hair material? I have figured out how to map along u but not v so far, and also i realize the standard setup is just to generate a strand that always faces the camera, whereas we need a more volumetric effect.
Im just looking to get a handle on whether this effect can be achieved, and how deep to go down the rabbit hole.
Any info/pointers much appreciated!
Cheers,
C
Edited by Bergerac - May 8, 2019 06:41:01
Houdini Indie and Apprentice » Particle to Particle Collisions
- Bergerac
- 12 posts
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Houdini Indie and Apprentice » Particle to Particle Collisions
- Bergerac
- 12 posts
- Offline
Hey,
Im looking for the standard (fastest) way to simulate particle-to-particle collisions within a popnet.
Could somebody point me in the right direction for how to achieve this? If its possible to keep it within pops and not have to use rbd that would be great!
Thanks in advance!
Cheers,
C
Im looking for the standard (fastest) way to simulate particle-to-particle collisions within a popnet.
Could somebody point me in the right direction for how to achieve this? If its possible to keep it within pops and not have to use rbd that would be great!
Thanks in advance!
Cheers,
C
Houdini Indie and Apprentice » RBD Friction no effect
- Bergerac
- 12 posts
- Offline
Thanks for looking at that Enivob - much appreciated.
This example is part of a bigger sim that im trying to problem solve. I have some flip viscous fluid in my scene and i would like the pops/rbds to interact with it, by slightly depressing the fluid as the spheres make contact and getting stuck to it with high friction.
I couldnt get pops to interact with the flip sim - but rbd seemed to be giving me the correct results (aside from not being able to dial in the friction.)
Any tips on how to get pops and flip to work together nicely? Im searching for a good tutorial on what the best approach is to get different solvers to work together but haven't found any yet.. let me know if you know any!
Thanks for your help so far -
Cheers,
C
This example is part of a bigger sim that im trying to problem solve. I have some flip viscous fluid in my scene and i would like the pops/rbds to interact with it, by slightly depressing the fluid as the spheres make contact and getting stuck to it with high friction.
I couldnt get pops to interact with the flip sim - but rbd seemed to be giving me the correct results (aside from not being able to dial in the friction.)
Any tips on how to get pops and flip to work together nicely? Im searching for a good tutorial on what the best approach is to get different solvers to work together but haven't found any yet.. let me know if you know any!
Thanks for your help so far -
Cheers,
C
Houdini Indie and Apprentice » RBD Friction no effect
- Bergerac
- 12 posts
- Offline
Hey,
I'm having issues understanding why my friction settings in a packed rbd sim are having hardly any effect. I have a similar pop setup where the friction is doing exactly what i want it to do - but it doesnt translate over to rbd at all.
Im sure im missing something super simple - any help and suggestions much appreciated! (stripped down simple file included)
Cheers,
C
I'm having issues understanding why my friction settings in a packed rbd sim are having hardly any effect. I have a similar pop setup where the friction is doing exactly what i want it to do - but it doesnt translate over to rbd at all.
Im sure im missing something super simple - any help and suggestions much appreciated! (stripped down simple file included)
Cheers,
C
Houdini Indie and Apprentice » Setting normal length
- Bergerac
- 12 posts
- Offline
Amazing, thanks Konstantin!
If anybody is able to show me how to achieve this with a foreach loop as well that would be great (for future reference)
If anybody is able to show me how to achieve this with a foreach loop as well that would be great (for future reference)
Houdini Indie and Apprentice » Setting normal length
- Bergerac
- 12 posts
- Offline
Hey,
i have some normals of differing length that i would like to set to be either -1, 0 or 1. Could someone point me to the right function in a wrangle on how to do this?
I tried using a foreach to loop through each vector component, check if it was more or less than 0.0 and then use either the floor or ceil functions to get what i want - but i don't think using it correctly.
If someone could first show me how to use my code properly to loop through the vector array that would be great - then if anyone has a cleaner solution to show me (im sure there is plenty!) that would be amazing!
Any info / pointers much appreciated!
Thanks in advance,
C
i have some normals of differing length that i would like to set to be either -1, 0 or 1. Could someone point me to the right function in a wrangle on how to do this?
I tried using a foreach to loop through each vector component, check if it was more or less than 0.0 and then use either the floor or ceil functions to get what i want - but i don't think using it correctly.
If someone could first show me how to use my code properly to loop through the vector array that would be great - then if anyone has a cleaner solution to show me (im sure there is plenty!) that would be amazing!
Any info / pointers much appreciated!
Thanks in advance,
C
foreach(float num; @N) { if(num < 0.0) { printf("%d", num); num = floor(num); } }
Technical Discussion » Flipbook is much brighter
- Bergerac
- 12 posts
- Offline
Has this issue resurfaced?
im running 17.0.416 and am having the problem - setting the gamma to 1 solves it but i have to do this every time i view a new flipbook!
im running 17.0.416 and am having the problem - setting the gamma to 1 solves it but i have to do this every time i view a new flipbook!
Houdini Indie and Apprentice » Houdini 17: Visualize Voronoi Fracture
- Bergerac
- 12 posts
- Offline
Hey,
yeah i found this confusing at first too (the visualizer not being there)
I think the new workflow is to click on the new visualizer button next to the name prefix, however it just throws errors when i try to use this (i think its broken as it doesnt work anywhere)
I got the pieces to show up by hitting x to add a new visualize node, then setting it to:
- color
- random from attr
- primitive
- selecting ‘name’ from the attr dropdown
And by making sure viewport visualization is on
Hope that helps!
C
yeah i found this confusing at first too (the visualizer not being there)
I think the new workflow is to click on the new visualizer button next to the name prefix, however it just throws errors when i try to use this (i think its broken as it doesnt work anywhere)
I got the pieces to show up by hitting x to add a new visualize node, then setting it to:
- color
- random from attr
- primitive
- selecting ‘name’ from the attr dropdown
And by making sure viewport visualization is on
Hope that helps!
C
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