Friend found solution:
make blend and timeshift after transform, not before.
Works well. I feel stupid a little.
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Houdini Learning Materials » Timeblend and Transform Pieces
- Dawid Antczak2
- 24 posts
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Houdini Learning Materials » Timeblend and Transform Pieces
- Dawid Antczak2
- 24 posts
- Offline
Hallo!
I've got big problem with jumping position and orientation.
here it is (GREY: retimed animation, RED: transformed pieces):
https://youtu.be/lq_MwVrwUNU [youtu.be]
Transform Pieces get's the job done when there is no retime, but when time blend comes in - it's just lost and does not take into account new values.
Don't know how to force it to compute retimed animation into new frames.
Like (making it up): @blendtime = @actualFrame;
I'm not sure how to acces $F in vex. And bring it back.
Or any other solution.
here is sample file:
http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=26076 [forums.odforce.net]
I've got big problem with jumping position and orientation.
here it is (GREY: retimed animation, RED: transformed pieces):
https://youtu.be/lq_MwVrwUNU [youtu.be]
Transform Pieces get's the job done when there is no retime, but when time blend comes in - it's just lost and does not take into account new values.
Don't know how to force it to compute retimed animation into new frames.
Like (making it up): @blendtime = @actualFrame;
I'm not sure how to acces $F in vex. And bring it back.
Or any other solution.
here is sample file:
http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=26076 [forums.odforce.net]
Houdini Indie and Apprentice » ForEach and Rop Output Driver Problem
- Dawid Antczak2
- 24 posts
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Well… in conclusion: nevermind. I had to use foreach on points in previous system… had some problem with calculating length of all points, not individual ones. Was surprised then, but it only worked with foreach.
Now I've checked pointvop and it's doing it's thing without foreach loop.
Aha… this is where my stupidity shines: add attrib in attribvop gives me probably average of all points, bind export gets me per point values. I don't understand why for now, but will get there someday. Probably it just creates attrib with some default value, not per-point attrib.
Case closed. Slap in the ass earned.
Now I've checked pointvop and it's doing it's thing without foreach loop.
Aha… this is where my stupidity shines: add attrib in attribvop gives me probably average of all points, bind export gets me per point values. I don't understand why for now, but will get there someday. Probably it just creates attrib with some default value, not per-point attrib.
Case closed. Slap in the ass earned.
Houdini Indie and Apprentice » ForEach and Rop Output Driver Problem
- Dawid Antczak2
- 24 posts
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Thing is, that you can bypass fluid source, and export just the points - effect is the same.
And yes, you can (this it tutorial-follow-up, just he does not deletes points like I have to).
I also delete all attributes, just in case that fluid source is making some error with custom attribs.
if (@xxxxxxxx > .23) {
i@tooslow = 1;
s@_debug = “too_slow”;
}
else {
s@_debug = “pass”;
}
if ( @tooslow == 1) {
s@_debug = “remove”;
}
removepoint (0, @ptnum) ;
This prevents you to see “remove” points. Because they are gone
And yes, you can (this it tutorial-follow-up, just he does not deletes points like I have to).
I also delete all attributes, just in case that fluid source is making some error with custom attribs.
if (@xxxxxxxx > .23) {
i@tooslow = 1;
s@_debug = “too_slow”;
}
else {
s@_debug = “pass”;
}
if ( @tooslow == 1) {
s@_debug = “remove”;
}
removepoint (0, @ptnum) ;
This prevents you to see “remove” points. Because they are gone
Houdini Indie and Apprentice » ForEach and Rop Output Driver Problem
- Dawid Antczak2
- 24 posts
- Offline
I've got a problem, that I do not understand.
I've got points. I calculate v_length of those points with forEach. Then I do magic trick to delete them based on some values.
And now funny part: if I write them with Rop Output Driver, it writes out… points before magic trick. It also does NOT write attrib @v_length (despite it does write other @xxxxx test value).
I'm little confused why and where am I doing mistake.
Tried earlier versions of Houdini, most current one: same behavior.
Minor things:
1. No I cannot delete point on pop level. Pop in file is just to create points.
2. fluidsource is there because that is a cause and purpose of whole thing. I cannot write out volume from it with foreach operation.
Any tips and help most appreciated.
I've got points. I calculate v_length of those points with forEach. Then I do magic trick to delete them based on some values.
And now funny part: if I write them with Rop Output Driver, it writes out… points before magic trick. It also does NOT write attrib @v_length (despite it does write other @xxxxx test value).
I'm little confused why and where am I doing mistake.
Tried earlier versions of Houdini, most current one: same behavior.
Minor things:
1. No I cannot delete point on pop level. Pop in file is just to create points.
2. fluidsource is there because that is a cause and purpose of whole thing. I cannot write out volume from it with foreach operation.
Any tips and help most appreciated.
Houdini Lounge » Accumulative Point Group?
- Dawid Antczak2
- 24 posts
- Offline
It works, BUT could someone expand Solitude way?
VEX should be faster (because I've tried this group way, and is quite slow).
I've build simple “group by volume” in attribVOP, but I don't know how to store this data through time.
Tried without success AttribTransfer… but maybe solution with PointClouds may be involved?
Any ideas?
VEX should be faster (because I've tried this group way, and is quite slow).
I've build simple “group by volume” in attribVOP, but I don't know how to store this data through time.
Tried without success AttribTransfer… but maybe solution with PointClouds may be involved?
Any ideas?
Houdini Indie and Apprentice » Point per Face / making scalemail
- Dawid Antczak2
- 24 posts
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Thank you for help! I'll try both solutions today.
edit: Another problem is: how to promote or copy N from prims into new points? I've tried changing class, or work on prim and points - but then N was gone details.
I've managed to copy N from vertecies, but then the normal of new centered points is bad.
edit: Another problem is: how to promote or copy N from prims into new points? I've tried changing class, or work on prim and points - but then N was gone details.
I've managed to copy N from vertecies, but then the normal of new centered points is bad.
Houdini Indie and Apprentice » Point per Face / making scalemail
- Dawid Antczak2
- 24 posts
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Hello!
Cant find answer anywhere on forums (too obvious?)
How to create points per face? Or force copy (or emission attribute for particles), to use center of the polygon. Foreach node?
I'm trying to do similar effect like in this topic:
http://www.orbaz.com/forum/viewtopic.php?t=2275&postdays=0&postorder=asc&highlight=align&start=15 [orbaz.com]
In this 3ds max setup center of the spawn point is kind of cheated - it's just Y mult 0.5 (thus Z in Houdini).
THEN, I'll need to align along normal, and probably “find loop”, or any other technique that will align them in one direction.
Cant find answer anywhere on forums (too obvious?)
How to create points per face? Or force copy (or emission attribute for particles), to use center of the polygon. Foreach node?
I'm trying to do similar effect like in this topic:
http://www.orbaz.com/forum/viewtopic.php?t=2275&postdays=0&postorder=asc&highlight=align&start=15 [orbaz.com]
In this 3ds max setup center of the spawn point is kind of cheated - it's just Y mult 0.5 (thus Z in Houdini).
THEN, I'll need to align along normal, and probably “find loop”, or any other technique that will align them in one direction.
Houdini Learning Materials » H14|Houdini Projects:Terrain Generation1(BUG & Question)
- Dawid Antczak2
- 24 posts
- Offline
I'm following this tut:
https://www.sidefx.com/index.php?option=com_content&task=view&id=2961&Itemid=410 [sidefx.com]
and MAJOR things:
1. pointwrangle1 node. attachment “terrain_bug_01.png”
code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”)) {
@rocks=1000;
}
this part, does nothing: length(@curv) > ch(“curvemin”))
Double, and tripple checked, different textures, checked tut-example-files.
It's ON-OFF switch. I can set it to 1000, or 0.0000001. NOTHING is changeing unless you write 0.
I'll try to dig why, but it's tutorial… things that doesn't work, shouldn't be there.
I'm sometimes thinking that Ari Danish in his tuts is like testing people… “I'll say it's working, it's not, let them figure it out…”
And actually… it would be nice to explain a little more mechanism of this. Some visual representation of this @curve, why use length(@curv) (I presume to have intesity).
For example, attrib transfer of rocks attrib (below pointwrangle1) -> distance threshold is irrelavent. I cant put 0.000001, and 100000. It doesn't change distribution. For me, it's not good - less control.
2. vopcop2filter1, attachment “terrain_bug_02.png”
(I didn't reach part 2, so if it's used by something later - ok, but why this node is in part 1?)
I presume, that distribution of rocks is by:
“where there are no edges” = there is flat -> scatter rocks.
So what is this node doing actually? Multiplying red or green doesn't influence anything.
MINOR things:
3. for all code-challenged-ppl like me
pdf and tutorial code:
why-everything-dissapears code:
https://www.sidefx.com/index.php?option=com_content&task=view&id=2961&Itemid=410 [sidefx.com]
and MAJOR things:
1. pointwrangle1 node. attachment “terrain_bug_01.png”
code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”)) {
@rocks=1000;
}
this part, does nothing: length(@curv) > ch(“curvemin”))
Double, and tripple checked, different textures, checked tut-example-files.
It's ON-OFF switch. I can set it to 1000, or 0.0000001. NOTHING is changeing unless you write 0.
I'll try to dig why, but it's tutorial… things that doesn't work, shouldn't be there.
I'm sometimes thinking that Ari Danish in his tuts is like testing people… “I'll say it's working, it's not, let them figure it out…”
And actually… it would be nice to explain a little more mechanism of this. Some visual representation of this @curve, why use length(@curv) (I presume to have intesity).
For example, attrib transfer of rocks attrib (below pointwrangle1) -> distance threshold is irrelavent. I cant put 0.000001, and 100000. It doesn't change distribution. For me, it's not good - less control.
2. vopcop2filter1, attachment “terrain_bug_02.png”
(I didn't reach part 2, so if it's used by something later - ok, but why this node is in part 1?)
I presume, that distribution of rocks is by:
“where there are no edges” = there is flat -> scatter rocks.
So what is this node doing actually? Multiplying red or green doesn't influence anything.
MINOR things:
3. for all code-challenged-ppl like me
pdf and tutorial code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”))
@rocks=1000;
}
why-everything-dissapears code:
f@rocks = 0.0 ;
v@curv = @curv ;
f@mag = length(@curv) ;
if (length(@curv) < ch(“curvemax”) && length(@curv) > ch(“curvemin”)) {
@rocks=1000;
}
Houdini Indie and Apprentice » Where I can see the render time for mantra rendering ?
- Dawid Antczak2
- 24 posts
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Houdini Learning Materials » M07 | Next Steps | Procedural Animation | Particles (BUG)
- Dawid Antczak2
- 24 posts
- Offline
Topic is quasi in nature: Am I stupid, or did I found a bug.
Link to tutorial: https://vimeo.com/81427434 [vimeo.com]
——————
about 38:20, in curve follow.
right now there is: amp *= @oncurve*3
I THINK that it should be more like:
amp += @oncurve*3;
amp *= fit(@oncurve, 0, 1, 1, 0);
If I understand correctly “ *= ” means multiply amp with whatever is after =. If amp is 0 then we are: 0*(@!oncurve*3)=0.
—————-
there is another bug in explanation about : pop_replicate_setup.hip ( 55:42 )
pop wind node -> VEX: amp *= fit(@P.y, 5, 5.5, 0, 1);
This code is doing nothing. Result is the same, as it would Amp brought down to 0. P.y is not reaching 5.
bypass popforce1, popforce2, popdrag1, set airresist in popwind1 to 0.1.
add popcolor after popwind with VEX: color = set(fit(@P.y, 5, 5.5, 0, 1), 1 , 0);
this will color yellow particles that reach condition in “fit(@P.y, 5, 5.5, 0, 1)”
—————–
If anyone could confirm or deny my point of view, I would be greatful.
Link to tutorial: https://vimeo.com/81427434 [vimeo.com]
——————
about 38:20, in curve follow.
right now there is: amp *= @oncurve*3
I THINK that it should be more like:
amp += @oncurve*3;
amp *= fit(@oncurve, 0, 1, 1, 0);
If I understand correctly “ *= ” means multiply amp with whatever is after =. If amp is 0 then we are: 0*(@!oncurve*3)=0.
—————-
there is another bug in explanation about : pop_replicate_setup.hip ( 55:42 )
pop wind node -> VEX: amp *= fit(@P.y, 5, 5.5, 0, 1);
This code is doing nothing. Result is the same, as it would Amp brought down to 0. P.y is not reaching 5.
bypass popforce1, popforce2, popdrag1, set airresist in popwind1 to 0.1.
add popcolor after popwind with VEX: color = set(fit(@P.y, 5, 5.5, 0, 1), 1 , 0);
this will color yellow particles that reach condition in “fit(@P.y, 5, 5.5, 0, 1)”
—————–
If anyone could confirm or deny my point of view, I would be greatful.
Houdini Learning Materials » Solver/Gravity Activation on event/collision (H13/H14)
- Dawid Antczak2
- 24 posts
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ok…
maybe then: how to “activate” poproximity on some condition.
I can't get it work.
for example:
if (@hitnum > 1 ) {
distance = 1;
}
but it's not working. question is why. I've tried to make attrib in voppop, but with no succes (but probably I was doing it wrong).
maybe then: how to “activate” poproximity on some condition.
I can't get it work.
for example:
if (@hitnum > 1 ) {
distance = 1;
}
but it's not working. question is why. I've tried to make attrib in voppop, but with no succes (but probably I was doing it wrong).
Houdini Lounge » Keyboard Numpad Del Key H14 change
- Dawid Antczak2
- 24 posts
- Offline
I'm using Polish Programmers keyboard.
I'm just wondering why random behavior, and why I did not have this “problem” in H13.
Like I said:
I open H13, randomclick&push numpadDel = .
I open H14, randomclick&push numpadDel = . or , randomly
international keyboard support or not… it's kinda annoying.
There's a convenience hack for numeric input fieldsI presume hack is in houdini, and I don't need to do anything. Or… maybe… I need to disable it, to make houdini ignore my keyboard language.
I'm just wondering why random behavior, and why I did not have this “problem” in H13.
Like I said:
I open H13, randomclick&push numpadDel = .
I open H14, randomclick&push numpadDel = . or , randomly
international keyboard support or not… it's kinda annoying.
Houdini Learning Materials » Solver/Gravity Activation on event/collision (H13/H14)
- Dawid Antczak2
- 24 posts
- Offline
thank you for the answer. Most helpful.
But I've got another question then:
how to test one particle group against another. Or particles between each other. I can't get popproximity or collision do it my way.
My way of thinking:
1. Colission with SOP object puts into group RED (classic collision)
2. Group RED tests based on X (pscale, or custom attrib) is there any other particle around. If so = creates group BLUE. In perfect grid situation it means, that every particle would join BLUE group (even distribution).
3. At the same time, X (pscale, or distance condition) is getting smaller with distance from RED group (or SOP object).
everything is about creating chain reaction with some limits.
I'm not sure do I make myself clear.
But I've got another question then:
how to test one particle group against another. Or particles between each other. I can't get popproximity or collision do it my way.
My way of thinking:
1. Colission with SOP object puts into group RED (classic collision)
2. Group RED tests based on X (pscale, or custom attrib) is there any other particle around. If so = creates group BLUE. In perfect grid situation it means, that every particle would join BLUE group (even distribution).
3. At the same time, X (pscale, or distance condition) is getting smaller with distance from RED group (or SOP object).
everything is about creating chain reaction with some limits.
I'm not sure do I make myself clear.
Houdini Lounge » Keyboard Numpad Del Key H14 change
- Dawid Antczak2
- 24 posts
- Offline
Simple thing that in H13 worked “normally”:
H13: I hit Del key on numpad = . (dot)
H14: I hit Del key on numpad = , (semicolon)
Is there any way to change this in houdini, not in system.
edit: and now there is funny thing: sometimes it works as “.” in other places as “,”, and sometimes random…
created a box-> started hitting numpad del randomly clicking.
H13: I hit Del key on numpad = . (dot)
H14: I hit Del key on numpad = , (semicolon)
Is there any way to change this in houdini, not in system.
edit: and now there is funny thing: sometimes it works as “.” in other places as “,”, and sometimes random…
created a box-> started hitting numpad del randomly clicking.
Houdini Learning Materials » Solver/Gravity Activation on event/collision (H13/H14)
- Dawid Antczak2
- 24 posts
- Offline
Hallo!
Short description: Ball hitting sand castle.
How to:
1. Activate solver only when ball hits sand particles (or, matter of fact any particles). And probably how to control radius.
2. Activate gravity on impact area.
3. Proper method of doing this.
I can't group particles, and use them in gravity node, I can't attribtransform on POP's for threshold. Out of ideas.
Any link to the tutorial where there is some solver activation based on collision would be nice. I've seen few topics about this, with no response. I presume it's so obvious/basic that nobody cares, but still… I've searched common tuts, odforce, this forum for answers for H13> and can't find answer.
Maybe I'm asking wrong questions…
Short description: Ball hitting sand castle.
How to:
1. Activate solver only when ball hits sand particles (or, matter of fact any particles). And probably how to control radius.
2. Activate gravity on impact area.
3. Proper method of doing this.
I can't group particles, and use them in gravity node, I can't attribtransform on POP's for threshold. Out of ideas.
Any link to the tutorial where there is some solver activation based on collision would be nice. I've seen few topics about this, with no response. I presume it's so obvious/basic that nobody cares, but still… I've searched common tuts, odforce, this forum for answers for H13> and can't find answer.
Maybe I'm asking wrong questions…
Houdini Lounge » h14 What happend to the "S" key ?
- Dawid Antczak2
- 24 posts
- Offline
fortunately there is option in shortcut keys to bring it back.
I like this key too
I like this key too
Ever thought you hit Tab and started to type, only to end up with your network view in a weird state? That's why.Never. BUT I'm a novice and don't type much. Yet.
Houdini Indie and Apprentice » H13 new particle workflow
- Dawid Antczak2
- 24 posts
- Offline
jeffI presume that all people that are using old tutorials, not used to VEX, and still learning, because it's hard to find H13 tuts not for masters (or, at all)
Btw who still uses the Point SOP? I rarely use it these days. Not threaded while Point Wrangle is.In old POPs, if the point normal N attribute existed, it would trump the point v velocity attribute! Not intuitive at all. This is inherited behaviour from ancient times.
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- Dawid Antczak2
- 24 posts
- Offline
Thank you for your answer!
I've got practical question then:
How to conclude that some data needs to be normalized. I need methodology (or what area of knowledge I need to understand this).
For example: I presume that best way of doing it, is to check out detail tab. I need to check out those values if movement is extreme, or… extreme scale, or… very detailed model with some hugde polys, and hi-detail area… I'm just guessing here.
I'm asking because I've checked bahavior of particles with and without N normalized, and I see no difference. Thus: without mentors like you I would never think of this (or I would encounter error, and had no idea what's wrong).
Also, if you could bring most common examples of data needs to be normalized in every-day pipeline.
I've got practical question then:
How to conclude that some data needs to be normalized. I need methodology (or what area of knowledge I need to understand this).
For example: I presume that best way of doing it, is to check out detail tab. I need to check out those values if movement is extreme, or… extreme scale, or… very detailed model with some hugde polys, and hi-detail area… I'm just guessing here.
I'm asking because I've checked bahavior of particles with and without N normalized, and I see no difference. Thus: without mentors like you I would never think of this (or I would encounter error, and had no idea what's wrong).
Also, if you could bring most common examples of data needs to be normalized in every-day pipeline.
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- Dawid Antczak2
- 24 posts
- Offline
For tamte [youtube.com]
Thank you for explanation black magic element. I'll try to read more about it (and how utilize this emission attribute )
So… trail is computing velocity based on changing points.
Some other-black-magic element:
@v = @v + normalize(@N)*chf(“nscale”);
what is “@” sign? I've encountered “$”, but never “@” (yep… noob stuff).
BUT, I'm proud to announce that I understand expression
Unfortunately I'm afraid of such sorcery (right now at least), and I've managed to do the same thing on VOPSOP. One question thou:
Why normalize N?
Thank you for explanation black magic element. I'll try to read more about it (and how utilize this emission attribute )
So… trail is computing velocity based on changing points.
Some other-black-magic element:
@v = @v + normalize(@N)*chf(“nscale”);
what is “@” sign? I've encountered “$”, but never “@” (yep… noob stuff).
BUT, I'm proud to announce that I understand expression
Unfortunately I'm afraid of such sorcery (right now at least), and I've managed to do the same thing on VOPSOP. One question thou:
Why normalize N?
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