Hi,
Somewhat new to Houdini - I used it in college but for grooming (over 5 years ago). I'm going through the PDG foundations tutorial here https://www.sidefx.com/tutorials/foundations-build-a-city-with-pdg/ [www.sidefx.com]
I'm struggling with the step where I merge the buildings - if I get through the tutorial without any mistakes it will work one time, but if I either have to go back because I made a mistake, or I go back because I want to change something in the create buildings node - which I imagine should be fine? - I get a weird result if I try to cook and merge again. Attached screenshots show one of the times I got it working, and the same file with one of the results I get when it doesn't work (the broken results vary). Friday the file merged correctly, and this morning I reopened the file and got a broken merge result again - and after attempting to merge I cannot see anything in my viewport from my other nodes, either when I go into the "create buildings" node or the street grid network. The node networks are there but regardless of what node is selected and is tagged to be viewed nothing is showing in the viewport. I have screenshots attached and my houdini apprentice file and if anyone would help I'd appreciate it.
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Houdini Indie and Apprentice » Houdini PDG Foundations Inconsistent Results
- CRhackenbruch
- 9 posts
- Online
Technical Discussion » Guide deform curves different than Guide Groom curves at same pose
- CRhackenbruch
- 9 posts
- Online
Thank you so much! I was working around it for posed renders for this week by just relinking the posed obj in and it's been a mess. This makes my life so much easier and we're so happy to be able to sim our animations. Thanks again!
Technical Discussion » Guide deform curves different than Guide Groom curves at same pose
- CRhackenbruch
- 9 posts
- Online
Hello! Sorry for the late reply, I was out of town for GDC and just returned the other day. Here's the .hip file, I have tried a few other things (I subdivide the geo from the obj and alembic within houdini, I tried subdividing outside of houdini and reselecting my groups, but that didn't seem to fix it). I only have a pose change here in the alembic but we have animations to cache and then simulate, I was using the pose change to test. I didn't put the textures in because it made the file too large to attach. Thank you so much!
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Technical Discussion » Guide deform curves different than Guide Groom curves at same pose
- CRhackenbruch
- 9 posts
- Online
Hello, my character's groom changes in the guide deform node even at the exact same pose (I have the first frame the same pose, to check that it was changing it). Pictures of the curves and renders are attached, is it supposed to do this? If it isn't, how do I prevent it, and if it is, how do I edit my groom after the guide deform so it renders properly? Any help would be greatly appreciated, I can't seem to dig anything up by searching online.
First picture are the guide groom curves and the guide deform curves with enable deformation turned off (but I need them on, for the character to move).
Second is the guide groom curves (Red) with the guide deform curves (green/yellow) with enable deformation turned on, at the exact same pose.
Third image is a render of the hairgen following the guide groom curves, fourth is a render of the hairgen following the guide deform curves.
First picture are the guide groom curves and the guide deform curves with enable deformation turned off (but I need them on, for the character to move).
Second is the guide groom curves (Red) with the guide deform curves (green/yellow) with enable deformation turned on, at the exact same pose.
Third image is a render of the hairgen following the guide groom curves, fourth is a render of the hairgen following the guide deform curves.
Edited by CRhackenbruch - March 19, 2018 14:07:31
Technical Discussion » Pre-cooking nodes for Fur/Groom
- CRhackenbruch
- 9 posts
- Online
Technical Discussion » Pre-cooking nodes for Fur/Groom
- CRhackenbruch
- 9 posts
- Online
Technical Discussion » Pre-cooking nodes for Fur/Groom
- CRhackenbruch
- 9 posts
- Online
Hello, I'm a student and fairly new to Houdini. I started trying to learn it last year. I'm trying to use it for dynamic/simulated fur, and I have a groom I'm happy with, but I feel like before simulating the fur there has to be a way to have my groom cook before simming, instead of recooking the whole node network each time. I have tried going through and locking my nodes, but for some reason my animated alembic file disconnects from the guide curves when I do that. I also don't seem to be able to disconnect the hair gen node and reconnect it and get the same result, which is odd to me? I noticed this because I disconnected it from my guide groom to try to connect it to the guide deform, but after having trouble with the sim, I tried to reconnect it to the guide groom, and it wasn't at all similar. I went back to an older filer iteration so it's fine, but shouldn't something node based like that be able to do that without trouble?
I'm sure there's some basic thing I'm missing or not familiar with, but it can be hard to know what information to search for when you have no idea at all. I have watched some of the fur videos (like the 16 hair and fur masterclass, and parts of the 16.5 hair and fur masterclass, other smaller videos). I tend to learn better from documentation and trying things out myself, but Houdini's help file is a little bare, so here I am.
When I try to sim my fur it takes forever, and I think because it's cooking through all the math of my merged grooms and such every time. Is there a way to bake the final groom result or something before simming so it has less to figure out? Or does fur take forever to sim no matter what?
I'm sure there's some basic thing I'm missing or not familiar with, but it can be hard to know what information to search for when you have no idea at all. I have watched some of the fur videos (like the 16 hair and fur masterclass, and parts of the 16.5 hair and fur masterclass, other smaller videos). I tend to learn better from documentation and trying things out myself, but Houdini's help file is a little bare, so here I am.
When I try to sim my fur it takes forever, and I think because it's cooking through all the math of my merged grooms and such every time. Is there a way to bake the final groom result or something before simming so it has less to figure out? Or does fur take forever to sim no matter what?
Houdini Indie and Apprentice » Cant get Hair Brushes to work
- CRhackenbruch
- 9 posts
- Online
So if you have geometry you cannot close(because the mesh will be a guide groom for an animation), are you out of luck to groom the fur with brushes? These issues are the issues I've been having
Technical Discussion » Keeping fur out of the inside of the mesh
- CRhackenbruch
- 9 posts
- Online
Hello,
I'm fairly new to houdini but I've been trying to figure out what I can just with tutorials and googling my issues. I can't seem to figure this out though. When I use the surface brush to try to groom my fur, it will push the fur to the inside of the mesh. Screencaps below, I would really appreciate if someone could give me a hand. It seems like there should be an option to disable that from happening. First picture is the guides before brushing, the second is after a stroke or two, and the third is the fur on the inside of the mesh. It isn't everywhere, just where it got “pushed” in. I'm using the surface brush, and I applied the fur to the entire object, not specific faces.
I'm fairly new to houdini but I've been trying to figure out what I can just with tutorials and googling my issues. I can't seem to figure this out though. When I use the surface brush to try to groom my fur, it will push the fur to the inside of the mesh. Screencaps below, I would really appreciate if someone could give me a hand. It seems like there should be an option to disable that from happening. First picture is the guides before brushing, the second is after a stroke or two, and the third is the fur on the inside of the mesh. It isn't everywhere, just where it got “pushed” in. I'm using the surface brush, and I applied the fur to the entire object, not specific faces.
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