Hi,
Did you try to put * in the Blur Layer ? * means it selects all the elements. You can put * ^height ^mask to select all except height and mask.
Using * worked for me, it blurred my height field and my mask too.
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Technical Discussion » Blur multiple heightfield layers
- EvanP
- 17 posts
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Technical Discussion » Alembic animation + Disintegration Collison. PLEASE HELP ME!
- EvanP
- 17 posts
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Hi,
If you want your particle simulation to interact with the hand, add a staticobject in your popnet and merge it after your popsolver. In the staticobject, set the path of your hand geo, and check “Use Deforming Geometry” and “Use object transform”.
By the way, is the grenade itself interacting with the hand animation ?
If not, you can achieve it by doing a RBD sim of your grenade with your hand as collision as well.
Then you can use this new grenade animation in your popnet (and of course, set the hand as collider again).
I hope that helped. Have a good day!
If you want your particle simulation to interact with the hand, add a staticobject in your popnet and merge it after your popsolver. In the staticobject, set the path of your hand geo, and check “Use Deforming Geometry” and “Use object transform”.
By the way, is the grenade itself interacting with the hand animation ?
If not, you can achieve it by doing a RBD sim of your grenade with your hand as collision as well.
Then you can use this new grenade animation in your popnet (and of course, set the hand as collider again).
I hope that helped. Have a good day!
Technical Discussion » store abc's animation coordinates and read it back
- EvanP
- 17 posts
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Hi,
Maybe you can use chop to store the position and then read it back. But the chop itself would of course read the datas from the abc, so you might have to cache your channel. I don't know if it would really be faster.
What do you want to use that for ? Do you have an example or hip ?
Maybe you can use chop to store the position and then read it back. But the chop itself would of course read the datas from the abc, so you might have to cache your channel. I don't know if it would really be faster.
What do you want to use that for ? Do you have an example or hip ?
Technical Discussion » When should use "Distance VDB" or "Fog VDB"?
- EvanP
- 17 posts
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Hi,
“Distance VDB
Creates a signed distance field (SDF). An SDF stores the distance to the surface in each voxel. (If the voxel is inside, the distance is negative.)”
“Fog VDB
Creates a density field. Voxels in the band on the surface store 1 and voxels outside store 0.”
You can find more information in the doc on what they do and when to use them:
https://www.sidefx.com/docs/houdini/nodes/sop/vdbfrompolygons.html [www.sidefx.com]
So you can use one or the other method depending on what you want to do after. You can then manipulate the VDB SDF or VDB fog with various nodes.
“Distance VDB
Creates a signed distance field (SDF). An SDF stores the distance to the surface in each voxel. (If the voxel is inside, the distance is negative.)”
“Fog VDB
Creates a density field. Voxels in the band on the surface store 1 and voxels outside store 0.”
You can find more information in the doc on what they do and when to use them:
https://www.sidefx.com/docs/houdini/nodes/sop/vdbfrompolygons.html [www.sidefx.com]
So you can use one or the other method depending on what you want to do after. You can then manipulate the VDB SDF or VDB fog with various nodes.
Technical Discussion » Desperately need some guidance with creating a field of dynamics objects and constraints
- EvanP
- 17 posts
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Hi,
You can try to plug the wiresolver for the curves and the rbdsolver for the flower in a multisolver. And also add a cone twist constraint relationship to attach the flower to the last point of the curve.
Otherwise, if your wire sim is fine, you can attach the flower to the top of your curve and make it follow the orientation. This would be fast and does not require a sim.
Indeed, an hip file would be welcome to help you.
You can try to plug the wiresolver for the curves and the rbdsolver for the flower in a multisolver. And also add a cone twist constraint relationship to attach the flower to the last point of the curve.
Otherwise, if your wire sim is fine, you can attach the flower to the top of your curve and make it follow the orientation. This would be fast and does not require a sim.
Indeed, an hip file would be welcome to help you.
Technical Discussion » How could I apply velocity force to fluid, using an a geometry?
- EvanP
- 17 posts
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Hi,
In your scene, your box isn't animated.
If you just want a force pushing on z axis,
- plug a popforce in the second input of the flipsolver and set the force to 0,0,1. You can also animate this values.
If you want your box to move and interact with the flip,
- animate your box by keyframing a transform node
- plug a staticobject in the merge1 of your dop
- refer your animated geo in the sop path of the staticobject, check “Use deforming geometry” and “Use object transform”. You can use surface collisions or volume collisions, they both work. Thought, I don't know which one is the most efficient method.
You can also create a vel field from your box normals or with noises and advect your flip with it.
I hope that helped. Have a good day !
In your scene, your box isn't animated.
If you just want a force pushing on z axis,
- plug a popforce in the second input of the flipsolver and set the force to 0,0,1. You can also animate this values.
If you want your box to move and interact with the flip,
- animate your box by keyframing a transform node
- plug a staticobject in the merge1 of your dop
- refer your animated geo in the sop path of the staticobject, check “Use deforming geometry” and “Use object transform”. You can use surface collisions or volume collisions, they both work. Thought, I don't know which one is the most efficient method.
You can also create a vel field from your box normals or with noises and advect your flip with it.
I hope that helped. Have a good day !
Technical Discussion » How to visualize the DOP Windforce node.
- EvanP
- 17 posts
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Hi,
Yes, I think you can't visualize the force very straightly in DOP.
But you can visualize it via other ways :
- using a popwind or popforce to find the settings and apply the same parameters to your wind force
- create your wind at SOP level (with noises in a pointvop for example) and apply it as a force. I recommend this method so that you completely control the parameters of your force, you visualize it easily and it is also very fast.
Also, if you simulate rbd packed object, you can use all the pop forces and nodes because they are considered as points.
I hoped that helped, have a good day !
Yes, I think you can't visualize the force very straightly in DOP.
But you can visualize it via other ways :
- using a popwind or popforce to find the settings and apply the same parameters to your wind force
- create your wind at SOP level (with noises in a pointvop for example) and apply it as a force. I recommend this method so that you completely control the parameters of your force, you visualize it easily and it is also very fast.
Also, if you simulate rbd packed object, you can use all the pop forces and nodes because they are considered as points.
I hoped that helped, have a good day !
Technical Discussion » Question about import pyro
- EvanP
- 17 posts
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Hi,
I think it is because the values you tweaked in the Multi tab of the smoke object are just adjusting the visualization and not the real values of the different fields. It is just display.
To import your fields you can indeed use a Dop I/O and select the fields you want to keep (ex: density, temperature, vel, etc).
Then to get the same look as what you visualize in your simulation, you can try to multiply those fields by the same values. For example, you can use a volume wrangle (or vop if you prefer).
@density = fit(@density, 0.01, 3, 5.17, 5.54); //adjust the values depending on your sim min and max density
@density *= 0.2; //you can apply the same logic the other fields
For the shadow scale you can deal with that by adjusting the density, lighting or in the shader of the smoke.
I hope that helped, have a good day !
I think it is because the values you tweaked in the Multi tab of the smoke object are just adjusting the visualization and not the real values of the different fields. It is just display.
To import your fields you can indeed use a Dop I/O and select the fields you want to keep (ex: density, temperature, vel, etc).
Then to get the same look as what you visualize in your simulation, you can try to multiply those fields by the same values. For example, you can use a volume wrangle (or vop if you prefer).
@density = fit(@density, 0.01, 3, 5.17, 5.54); //adjust the values depending on your sim min and max density
@density *= 0.2; //you can apply the same logic the other fields
For the shadow scale you can deal with that by adjusting the density, lighting or in the shader of the smoke.
I hope that helped, have a good day !
Technical Discussion » Extract data from CHOP network
- EvanP
- 17 posts
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Hi,
Not sure if this works, but did you try to refer the channels directly in the Capture Origin and Capture Direction ? Something like :
`chf(../chopnet1/constraintgetworldspace1/tx)`
`chf(../chopnet1/constraintgetworldspace1/ty)`
`chf(../chopnet1/constraintgetworldspace1/tz)`
`chf(../chopnet1/vector1/tx)`
`chf(../chopnet1/vector1/ty)`
`chf(../chopnet1/vector1/tz)`
Not sure if this works, but did you try to refer the channels directly in the Capture Origin and Capture Direction ? Something like :
`chf(../chopnet1/constraintgetworldspace1/tx)`
`chf(../chopnet1/constraintgetworldspace1/ty)`
`chf(../chopnet1/constraintgetworldspace1/tz)`
`chf(../chopnet1/vector1/tx)`
`chf(../chopnet1/vector1/ty)`
`chf(../chopnet1/vector1/tz)`
Technical Discussion » Triplanar projection: Normal maps
- EvanP
- 17 posts
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Hi,
To convert your RGB color into a greyscale you can
- plug the color output from the uvtriplanarproject to a vector to float (vtf)
- then plug each output of the vtf in an average node
- plug the average output in the 3 inputs of a float to vector
and you have a greyscale color based on the average between your RGB color. Is that what you wanted ?
Did you try to plug the color output from the uvtriplanarproject in the baseN of the principledShader ? So that color (that is 3 float so it can be used as a vector) will drive your normals. Even if it might give you normals going inward your geometry on some areas.
Hope it give some hints, have a good day !
To convert your RGB color into a greyscale you can
- plug the color output from the uvtriplanarproject to a vector to float (vtf)
- then plug each output of the vtf in an average node
- plug the average output in the 3 inputs of a float to vector
and you have a greyscale color based on the average between your RGB color. Is that what you wanted ?
Did you try to plug the color output from the uvtriplanarproject in the baseN of the principledShader ? So that color (that is 3 float so it can be used as a vector) will drive your normals. Even if it might give you normals going inward your geometry on some areas.
Hope it give some hints, have a good day !
Technical Discussion » Group by Edges Doesn't Work
- EvanP
- 17 posts
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Hi,
I think you forgot to disable the “enable” case in the Base Group part of the groupSOP. So it selects all the geometry because no pattern is given to it. You want to group only by edges so disable the “Base Group” and enable the “Include by Edges”.
In the group node you can accumulate different ways of grouping in the same node. For example you can group primitives by normals in the “Keep by Normals” part, but you can also add manual primitives to the group in the same node by selecting them in the “Base group” part. This can be useful, but don't forget to uncheck the base group toggle when you don't need it.
Did it solve your problem ?
Cheers,
Evan
I think you forgot to disable the “enable” case in the Base Group part of the groupSOP. So it selects all the geometry because no pattern is given to it. You want to group only by edges so disable the “Base Group” and enable the “Include by Edges”.
In the group node you can accumulate different ways of grouping in the same node. For example you can group primitives by normals in the “Keep by Normals” part, but you can also add manual primitives to the group in the same node by selecting them in the “Base group” part. This can be useful, but don't forget to uncheck the base group toggle when you don't need it.
Did it solve your problem ?
Cheers,
Evan
Technical Discussion » SOP Selection to Group
- EvanP
- 17 posts
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Hi,
I think what you try to do is already possible in the polyextrudeSOP itself. You can create groups for the front, the back and the sides of the extruded faces. You can also name these groups as you wish. Check the attached file.
Is that what you needed ?
Cheers,
Evan
I think what you try to do is already possible in the polyextrudeSOP itself. You can create groups for the front, the back and the sides of the extruded faces. You can also name these groups as you wish. Check the attached file.
Is that what you needed ?
Cheers,
Evan
Technical Discussion » how can i fix this overlapping?
- EvanP
- 17 posts
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Hi,
I guess the simplest way would be to add a subdivision to your tubes or geo. So that they already have those central points before the boolean and the boolean will work correctly, and if it doesn't, the fuse will fix it. Would it be okay for what you are trying to achieve ?
Evan
I guess the simplest way would be to add a subdivision to your tubes or geo. So that they already have those central points before the boolean and the boolean will work correctly, and if it doesn't, the fuse will fix it. Would it be okay for what you are trying to achieve ?
Evan
Technical Discussion » getWarning
- EvanP
- 17 posts
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Hi,
Did you try to write an expression in the switch ?
For example : @numpt==0
If the alembic doesn't load a geo, it has no point so @numpt=0, the switch condition is true and the switch node will output 1.
If the alembic loads a geo, it has at least one point so @numpt!=0, the switch condition is false and the switch node will output 0.
Does it work for what you need ? Have a good day !
Evan
Did you try to write an expression in the switch ?
For example : @numpt==0
If the alembic doesn't load a geo, it has no point so @numpt=0, the switch condition is true and the switch node will output 1.
If the alembic loads a geo, it has at least one point so @numpt!=0, the switch condition is false and the switch node will output 0.
Does it work for what you need ? Have a good day !
Evan
Technical Discussion » Put first points of all lines in group
- EvanP
- 17 posts
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Hi,
There are plenty of ways of solving this. The simplest way is to group the point 0 before the copy and transform. Another method would be to create a foreach primitive and group the point 0 of each primitive, so the first point of each line. cf file
These are the simplest ways, after, depending of your setup needs, there are ,any other ways of getting the first point of a line or geometry.
I hope I have helped. Have a good day !
Evan
There are plenty of ways of solving this. The simplest way is to group the point 0 before the copy and transform. Another method would be to create a foreach primitive and group the point 0 of each primitive, so the first point of each line. cf file
These are the simplest ways, after, depending of your setup needs, there are ,any other ways of getting the first point of a line or geometry.
I hope I have helped. Have a good day !
Evan
Technical Discussion » Redshift RBD Displacement Problem
- EvanP
- 17 posts
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Technical Discussion » Redshift RBD Displacement Problem
- EvanP
- 17 posts
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Hi !
I am working on RBD in Houdini 16.5.268 and I render it with redshift 2.5.56
I have some problems during the rendering : we see the edges of the fractures !
I tried a lot of things without managing to get rid of it. It works fine in mantra, no artefact.
My geo has UVs, Normals and rest position.
Do you have any idea of how to correct that please ?
Scene is attached and some pics of the results.
PS : I also had other problems while rendering rbd in redshift.
In some scenes, applying two different materials with different displacement values on inside and outside groups of an object results with a gap between inside and outside faces.
In other scenes, the displacement of inside surfaces flicked. It seemed that it was moving along time, I didn't find out why.
I read the redshift documentation and watched several tutorials but maybe I don't work the correct way with displacement in redshift, could someone help me ?
Thank you very much ! Have a good day !
I am working on RBD in Houdini 16.5.268 and I render it with redshift 2.5.56
I have some problems during the rendering : we see the edges of the fractures !
I tried a lot of things without managing to get rid of it. It works fine in mantra, no artefact.
My geo has UVs, Normals and rest position.
Do you have any idea of how to correct that please ?
Scene is attached and some pics of the results.
PS : I also had other problems while rendering rbd in redshift.
In some scenes, applying two different materials with different displacement values on inside and outside groups of an object results with a gap between inside and outside faces.
In other scenes, the displacement of inside surfaces flicked. It seemed that it was moving along time, I didn't find out why.
I read the redshift documentation and watched several tutorials but maybe I don't work the correct way with displacement in redshift, could someone help me ?
Thank you very much ! Have a good day !
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