I have a question about workflow and lighting. I have a Maya scene where most of the work is being done. I used houdini to create Geo/Simulation. My question is - How do I match the lighting in the Houdini scene? I have found that importing simulations from H to Maya don't always translate well. (Maybe I am not doing it right) Otherwise I would just import .abc and light it Maya and render, but this isn't the case. What would be the workflow for matching the Houdini sim with the lighting in Maya? Everything will be composited in NUKE. I'm thinking there is a way to export lights from Maya to Houdini? I just don't know, nor do I have anyone around here to ask.
Thanks for the help team!
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Houdini Indie and Apprentice » Question about lighting from Houdini to Maya workflow
- DasBK
- 17 posts
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Technical Discussion » Lighting Houdini and Maya workflow question
- DasBK
- 17 posts
- Offline
I have a question about workflow and lighting. I have a Maya scene where most of the work is being done. I used houdini to create Geo/Simulation. My question is - How do I match the lighting in the Houdini scene? I have found that importing simulations from H to Maya don't always translate well. (Maybe I am not doing it right) Otherwise I would just import .abc and light it Maya and render, but this isn't the case. What would be the workflow for matching the Houdini sim with the lighting in Maya? Everything will be composited in NUKE. I'm thinking there is a way to export lights from Maya to Houdini? I just don't know, nor do I have anyone around here to ask.
Thanks for the help team!
Thanks for the help team!
Houdini Indie and Apprentice » Using collision in PYRO - Question about deforming Geo
- DasBK
- 17 posts
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So when I uncheck - Use Deforming Geometry - in the static solver everything works well. I had the voxel size set very low res but it would still crash the sim. So instead of the pyro interacting with the newly formed holes in the roof, I just have a static object that it collides with and I am moving on. In the future, I would like to understand why/how using deforming geometry crashes the system and how to better use the effect.
Moving on..
Moving on..
Houdini Indie and Apprentice » VEX to make velocity die at specific frame
- DasBK
- 17 posts
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I am somewhat new at using VEX , I want to make the velocity die at a specific frame. If you have a moment to explain, I have run across many ideas where I would like to call an attribute from the geometry spreadsheet but reference an ID, ptnum, etc. How do I do that in the future?
Like this point numbers velocity/speed/etc.
But back to the main question, I want to kill off the velocity at a specific frame.
Thanks for the help!
Like this point numbers velocity/speed/etc.
But back to the main question, I want to kill off the velocity at a specific frame.
Thanks for the help!
Houdini Indie and Apprentice » Using collision in PYRO - Question about deforming Geo
- DasBK
- 17 posts
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I have a container that explodes from an RBD sim - Inside that container is Pyro sim - I have the pyro interacting with container using collision sourcing. In the static object node, if I click Use Deforming Geometry the sim crashes my computer. Unchecked, the sim works and collides with non-deforming geo but the RBD sim isnt activated the and pyro wont come out of the holes…as expected.
I've file cached everything, and settings are low res..(.1 Vox size)
Computer is new HP Z8 with 128GB Ram. Once the RBD sim initiates, the sim maxes out my RAM and seizes or crashes. Any help would be appreciated. I have include my script so you can see my settings. Been hacking at this for 2 weeks problem solving..smh.
Thank you!
I've file cached everything, and settings are low res..(.1 Vox size)
Computer is new HP Z8 with 128GB Ram. Once the RBD sim initiates, the sim maxes out my RAM and seizes or crashes. Any help would be appreciated. I have include my script so you can see my settings. Been hacking at this for 2 weeks problem solving..smh.
Thank you!
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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Looked at both files, the second on has issues with geo, and the first one works but every thing explodes once there is contact. The idea that I am going for is when the hammer pushes through the wall, only the contacts break where the hammer pushes through. Crumbles..like a cookie.
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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I noticed that the geo surface disrupts at the first RBDMatFracture, which a Normals node before the merge worked for that, but then everything breaks at the 2nd RBDMatFrac node. …still working on a solution.
BUT..
Why would the RBDMatFracture not be able to contain both pieces together? I am still a bit new at understanding this, so forgive me for any small questions? I imagine that if I had a more complex scene, lets say a wall that will take many bullet hits…would I need to then create booleans then use a RBDMatFracture for each piece of that wall? \
Thanks.
BUT..
Why would the RBDMatFracture not be able to contain both pieces together? I am still a bit new at understanding this, so forgive me for any small questions? I imagine that if I had a more complex scene, lets say a wall that will take many bullet hits…would I need to then create booleans then use a RBDMatFracture for each piece of that wall? \
Thanks.
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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So here is what I have so far. Trying to concentrate the area of breakage by the hammer. Used a boolean to create the group = breakMe and used the RBDConfigure to create 2 groups, BreakMe and DoNotBreakMe. Nothing breaks, haha. In addition, I have a hammer that came in an alembic file that I wanted to use as the collision, but since I couldnt get that to work I made a proxy geo to animate and use, but again….meh. Here is the file for your viewing pleasure. Hope to get some help soon, this is killing me.
Thanks y'all.
Thanks y'all.
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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Ah, so I went into the RBDsolver and connected the 4th input to the OUTPUT node. That was it. OOF..funny how much time simple solutions can steal from my life. I need a mentor..lol.
Thanks chief.
Thanks chief.
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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Hmm…I still can't get this thing to interact. Thanks for the demo. It seems pretty straight forward, but after copying the approach there still isn't a break.
Houdini Indie and Apprentice » Collisions with new RBDBulletSolver??
- DasBK
- 17 posts
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Hi guys
Houdini 18… I have a wall and a hammer. I created the fracture points using the RBDMaterialFracture node - Rbdconfigure - RBDBulletSolver. My problem is, the hammer is animated to crash through the wall, but I cant figure out how to get the hammer to collide with the wall to create the break. It is separate SOP import and animated. I plugged it into the 4th input of the solver where it calls for collision geometry.
Im a bit new to the RBD system. I know that if I simply dropped an object from the sky it would fracture, but I am now trying to figure out how to create a fracture via collision from another animated object.
Thanks.
Houdini 18… I have a wall and a hammer. I created the fracture points using the RBDMaterialFracture node - Rbdconfigure - RBDBulletSolver. My problem is, the hammer is animated to crash through the wall, but I cant figure out how to get the hammer to collide with the wall to create the break. It is separate SOP import and animated. I plugged it into the 4th input of the solver where it calls for collision geometry.
Im a bit new to the RBD system. I know that if I simply dropped an object from the sky it would fracture, but I am now trying to figure out how to create a fracture via collision from another animated object.
Thanks.
Houdini Indie and Apprentice » Export to Linear? - What is the correct workflow?
- DasBK
- 17 posts
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Im wondering how I get the FX to be in the same color range as my plate - correct workflow. The plate comes into (Nuke) I apply LUT, then export with LUT to reverse the colorspace back to linear. In between those LUTS, i work in some sort of graded area. When I work in Houdini, and I need an image to project (in my case I have a Cabin that I am going to destroy), SO - do I export the linear image onto the cabin in Houdini or a LUT image?
Houdini Indie and Apprentice » Export to Linear? - What is the correct workflow?
- DasBK
- 17 posts
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Hi!
My question is about rendering fx to linear / the workflow for linear.
I have a shot in Nuke that is in log/raw. I captured a still and used it as a projection onto cabin geometry built using photogrammetry. There I created an RBD sim and Pyro where the whole thing blows up! Time to render. BUT, now that the FX are all in 2.2 gamma (right?) and the cabin is still that linear image. Can I export the FX to a linear format or do I grade my image down in NUKE and re-project the image onto the cabin and then export?
Thanks,
Das
My question is about rendering fx to linear / the workflow for linear.
I have a shot in Nuke that is in log/raw. I captured a still and used it as a projection onto cabin geometry built using photogrammetry. There I created an RBD sim and Pyro where the whole thing blows up! Time to render. BUT, now that the FX are all in 2.2 gamma (right?) and the cabin is still that linear image. Can I export the FX to a linear format or do I grade my image down in NUKE and re-project the image onto the cabin and then export?
Thanks,
Das
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- DasBK
- 17 posts
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i@activeGroup = 0;
if(@P != @initpos)
{
@activeGroup = 1;
}
else
{
@activeGroup = 0;
}
I have an RBD sim where I want to isolate only the pieces that are moving and put them in a group so I can create a volume that emits from those pieces only. In this code, I am asking that when the initial position is different from the position, then group into “activeGroup”. Am I approaching this the right way. I just want to group the pieces that have velocity and move after broken constraints.
Thanks
if(@P != @initpos)
{
@activeGroup = 1;
}
else
{
@activeGroup = 0;
}
I have an RBD sim where I want to isolate only the pieces that are moving and put them in a group so I can create a volume that emits from those pieces only. In this code, I am asking that when the initial position is different from the position, then group into “activeGroup”. Am I approaching this the right way. I just want to group the pieces that have velocity and move after broken constraints.
Thanks
Houdini Indie and Apprentice » Pyro inside static RBD container wont fire off - HELP?
- DasBK
- 17 posts
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Hey guys, I've been working on the biggest sim I've ever tackled so far. I have also included the script and assets for you to take a look at what I am describing.
I am trying to create an explosion that happens inside of a cabin which breaks apart in another RBD sim. The RBD's are working fine, and the pyro sim works fine too…however, when I try to use the cabin as a static object in DOPs and invert the sign (as per tutorial I found for pyro inside containers) the pyro doesn't fire off. It's suppressed and doesn't blow out anymore. I really want this fire to blow through this thing the right way and I'm totally stuck. I'd appreciate any advice.
Thanks a bunch.
-Das
I am trying to create an explosion that happens inside of a cabin which breaks apart in another RBD sim. The RBD's are working fine, and the pyro sim works fine too…however, when I try to use the cabin as a static object in DOPs and invert the sign (as per tutorial I found for pyro inside containers) the pyro doesn't fire off. It's suppressed and doesn't blow out anymore. I really want this fire to blow through this thing the right way and I'm totally stuck. I'd appreciate any advice.
Thanks a bunch.
-Das
Edited by DasBK - Jan. 10, 2020 18:43:53
Houdini Lounge » Pyro container with RBD destruction - Help
- DasBK
- 17 posts
- Offline
Hi. This is my first post here. I'm generally okay finding solutions on my own, but I am stuck on this one.
I am working on a pyro and RBD sim where the explosion happens inside of a cabin that then blows out pieces. The pyro and RBD sims work fine by themselves, but when I make the cabin a static object, the pyro sim fails. I found a few tips online where I create the cabin using vdbfrompolygons and bring that into a static object in DOPs, then check invert sign. When I do that, it suppresses the explosion and it never fires off.
Anyhow, I am trying to get this to work and would appreciate some help. Also open to any other overall notes or tips once you explore the script. My experience in Houdini is about a year.
Thank you.
I am working on a pyro and RBD sim where the explosion happens inside of a cabin that then blows out pieces. The pyro and RBD sims work fine by themselves, but when I make the cabin a static object, the pyro sim fails. I found a few tips online where I create the cabin using vdbfrompolygons and bring that into a static object in DOPs, then check invert sign. When I do that, it suppresses the explosion and it never fires off.
Anyhow, I am trying to get this to work and would appreciate some help. Also open to any other overall notes or tips once you explore the script. My experience in Houdini is about a year.
Thank you.
Edited by DasBK - Jan. 9, 2020 12:01:29
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