To prevent them from wobbling make sure the scattered geos do not go inside the ground geo. So maybe after the attribute interpolate node you can put down a Peak SOP and slightly make them move outside. Also you can try to give them a simple collision shape like a box instead of a convex hull.
Maybe try first with some boxes. See if they also wobble, so try to find out if the issue is with the rbd sim/scattered points or the instanced geos.
Another dirty and fast idea would be to activate the scattered rbd geos whenever they need to start moving. It might not work for your case since I don't know your scene but just an idea.
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Houdini Indie and Apprentice » scatter geo on fractured object
- Berk_Erdag
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Technical Discussion » Karma - Point Color (Cd) not rendering with XPU?
- Berk_Erdag
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I do not know how you approached coloring these but Adam Swaab explains how to make color work with MaterialX materials here: https://www.youtube.com/watch?v=IyWseMa1yZk&t=5188s [www.youtube.com]
Start watching at 1:29:50
Start watching at 1:29:50
Houdini Lounge » XPU tests (with sample scene)
- Berk_Erdag
- 86 posts
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The Rhino Scene:
Karma CPU was taking too long for me to wait for it. It said the ETA was 2 hours after waiting for 10 minutes.
Karma XPU: 06 minutes 45 seconds
Pyro Scene:
Karma CPU again couldn't wait for it to finish, was stating that it will take 35 minutes.
Karma XPU: 39 seconds
i7 9700F 3.0GHz
32GB RAM
RTX 2060
Karma CPU was taking too long for me to wait for it. It said the ETA was 2 hours after waiting for 10 minutes.
Karma XPU: 06 minutes 45 seconds
Pyro Scene:
Karma CPU again couldn't wait for it to finish, was stating that it will take 35 minutes.
Karma XPU: 39 seconds
i7 9700F 3.0GHz
32GB RAM
RTX 2060
Houdini Lounge » XPU tests (with sample scene)
- Berk_Erdag
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FaitelBerk_Erdag
Did anybody do a pyro test with XPU?
In the Houdini 19 HIVE presentation Adam Swaab shows how to render pyro with XPU which is by using the new pyropreview material but I can't make it work.
Any ideas?
You need to convert all Houdini volumes (Density and Scatter at least) to VDBs with Convert VDB node.
Yep that did the trick. Why didn't I think of it before.
Thank you very much!
Houdini Lounge » XPU tests (with sample scene)
- Berk_Erdag
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Did anybody do a pyro test with XPU?
In the Houdini 19 HIVE presentation Adam Swaab shows how to render pyro with XPU which is by using the new pyropreview material but I can't make it work.
Any ideas?
In the Houdini 19 HIVE presentation Adam Swaab shows how to render pyro with XPU which is by using the new pyropreview material but I can't make it work.
Any ideas?
Houdini Lounge » XPU tests (with sample scene)
- Berk_Erdag
- 86 posts
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Thanks for the comparisons. Will give it a try.
I wonder how Karma CPU vs Mantra performs. Might try to test and write my result here.
I wonder how Karma CPU vs Mantra performs. Might try to test and write my result here.
Work in Progress » Braids digital assets
- Berk_Erdag
- 86 posts
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Houdini Indie and Apprentice » Houdini export to Blender
- Berk_Erdag
- 86 posts
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Make sure you always unpack before exporting with Alembic. Get rid of attributes you do not need with an attribute delete SOP. And just like Enivob mentioned use name attribute and inside the ROP Alembic Output enable "Build Hierarchy from Attribute" and write name to the Path Attribute. If you do not use a path attribute Blender will import the whole alembic as one object and it will create materials based on the groups you have.
Also maybe Entagma's tutorial can give you some ideas: https://entagma.com/exporting-alembics-for-blender-a-few-hacks/ [entagma.com]
Also maybe Entagma's tutorial can give you some ideas: https://entagma.com/exporting-alembics-for-blender-a-few-hacks/ [entagma.com]
Technical Discussion » Vellum Grain (snow) and Rasterizing Points
- Berk_Erdag
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I am trying to make a snow simulation with vellum grain and using volumerasterizepoints SOP to give the points the snow look.
However when the points fall down and roll around they start to require a lot smaller voxel sizes which becomes impossible after a while. The beginning voxel size is fine but when the points scatter around they become just big blurry voxels.
So my question is how should I rasterize points of a vellum sim that cover a large area?
See the example hip in the attachments.
However when the points fall down and roll around they start to require a lot smaller voxel sizes which becomes impossible after a while. The beginning voxel size is fine but when the points scatter around they become just big blurry voxels.
So my question is how should I rasterize points of a vellum sim that cover a large area?
See the example hip in the attachments.
Technical Discussion » Alembic eaxport
- Berk_Erdag
- 86 posts
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I've never exported anything to UE before but changing the pivot position should do it.
You can put a transform SOP before exporting and click Move Centroid to Origin. Or translate the pivot point inside the transform SOP.
You can put a transform SOP before exporting and click Move Centroid to Origin. Or translate the pivot point inside the transform SOP.
Technical Discussion » RBD Glued Object + Flip Fluid - loss of particles
- Berk_Erdag
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I understand. I hope I could help more.
Hopefully someone with a better idea will answer.
Hopefully someone with a better idea will answer.
Technical Discussion » RBD Glued Object + Flip Fluid - loss of particles
- Berk_Erdag
- 86 posts
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This is always a challenge for me too. Bullet and FLIP act weird in most cases. And in other cases unpacked won't do.
There might be better ideas but if I were you I would do the RBD sim first then make the FLIP particles collide with it.
There might be better ideas but if I were you I would do the RBD sim first then make the FLIP particles collide with it.
Houdini Lounge » Any rumours of Houdini 19?
- Berk_Erdag
- 86 posts
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All I want is for Karma to be fully ready!
I wish full feature list link worked. Can't wait!
I wish full feature list link worked. Can't wait!
Technical Discussion » RBD simulation
- Berk_Erdag
- 86 posts
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Yes. It is rotating all the packed pieces.
I am not really sure what you are trying to achieve but maybe you can transform (rotate) the object before the Dop Net. When the rotation is finished, the simulation can start, so set the start frame to when you want your RBD to work.
Or maybe you can use guided simulations and put the whole object into a guide and rotate it there.
I am not really sure what you are trying to achieve but maybe you can transform (rotate) the object before the Dop Net. When the rotation is finished, the simulation can start, so set the start frame to when you want your RBD to work.
Or maybe you can use guided simulations and put the whole object into a guide and rotate it there.
Houdini Indie and Apprentice » Need Suggestions for learning Fluid Simulation in Houdini
- Berk_Erdag
- 86 posts
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There are some great tutorials on Youtube: https://www.youtube.com/results?search_query=houdini+fluid+sim+tutorial [www.youtube.com]
Try some SideFX Masterclasses: https://www.sidefx.com/tutorials/flip-fluids-1/ [www.sidefx.com]
Watch all of Applied Houdini tutorials. First lesson of each category is free: https://www.appliedhoudini.com/blog/2019/4/7/liquids-i-fundamentals [www.appliedhoudini.com]
Try some SideFX Masterclasses: https://www.sidefx.com/tutorials/flip-fluids-1/ [www.sidefx.com]
Watch all of Applied Houdini tutorials. First lesson of each category is free: https://www.appliedhoudini.com/blog/2019/4/7/liquids-i-fundamentals [www.appliedhoudini.com]
Technical Discussion » Random vellum points "pinned" on remeshed grid without pinni
- Berk_Erdag
- 86 posts
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Technical Discussion » Random vellum points "pinned" on remeshed grid without pinni
- Berk_Erdag
- 86 posts
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Houdini Lounge » Vornoi surface deformation hiding
- Berk_Erdag
- 86 posts
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Yes, try to clean before fracturing. I am more confident about using fuse instead of clean, did you try that? If the mesh is made of different parts that intersect each other, using a Boolean Union (plug the output of the mesh to both inputs of the boolean and before fracturing) might help you.
Those kind of weird looking, double face kind of issues often means that there is a problem with the mesh.
Again, if possible attach the model so that I can look at it, there must be something we both are missing.
Those kind of weird looking, double face kind of issues often means that there is a problem with the mesh.
Again, if possible attach the model so that I can look at it, there must be something we both are missing.
Edited by Berk_Erdag - Aug. 29, 2021 04:10:49
Work in Progress » Direct Modeling in Houdini - Journal
- Berk_Erdag
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Houdini Lounge » Vornoi surface deformation hiding
- Berk_Erdag
- 86 posts
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Your geo looks ok but maybe there are hidden problems like some points not being connected to each other. So firstly try to put a fuse SOP before fracturing.
If that doesn't work, make sure your normals are working correctly, put a normal SOP after the fuse, maybe after that place a clean SOP to fix further issues.
If these do not work, maybe you can share the geometry or the hip file so I can take a look.
If that doesn't work, make sure your normals are working correctly, put a normal SOP after the fuse, maybe after that place a clean SOP to fix further issues.
If these do not work, maybe you can share the geometry or the hip file so I can take a look.
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