Found 188 posts.
Search results Show results as topic list.
Technical Discussion » Labs File Cache topnet display
- Ivan L
- 199 posts
- Offline
bump, I find it inconvenient, no way to tell if you cache something or it just stuck there forever
Technical Discussion » COP vertical random
- Ivan L
- 199 posts
- Offline
Hello, I'm trying to create vertically randomised patterns and use that random as a base for other patterns.
1 screenshot - randomised lines
2 screenshot - randomised text that I need to place on top of the lines
But if I can stretch the lines and randomise vertically just fine I can't stretch text, but I need it to use the same vertical random, any ideas?
1 screenshot - randomised lines
2 screenshot - randomised text that I need to place on top of the lines
But if I can stretch the lines and randomise vertically just fine I can't stretch text, but I need it to use the same vertical random, any ideas?
Edited by Ivan L - Aug. 26, 2024 08:30:29
Houdini Indie and Apprentice » Dispersion look on clouds
- Ivan L
- 199 posts
- Offline
I have the same question and answers above are too hacky or don't work
I would try to do it with Cd volume but I'm curious if there is a better way
I would try to do it with Cd volume but I'm curious if there is a better way
Technical Discussion » Karma XPU exclude from DOF
- Ivan L
- 199 posts
- Offline
Solaris and Karma » Geometry Clip Sequence Lop or how to handle large data
- Ivan L
- 199 posts
- Offline
mtucker
1. I don't know.
2. Using USD for your value clips is definitely faster to load than using BGEO for your clip files.
3. Automate which process? There is a File Cache LOP you could try?
Thank you
3. Right now I have to manually fill all of these fields by hand. Yes I can create path presets but if there is a way to have this node to be included to a FIleCache somehow? What's the approach for that? I think we need a tutorial.
4. How do you actually cache this node? I tried to pass it to top rop fetch but it failed. Do we need to use lop file cache after it, if so, why do we need to recreate the output path in the filecache node if we already have it in the geometry sequence, it's very confusing
Edited by Ivan L - Aug. 5, 2024 10:26:08
Solaris and Karma » Geometry Clip Sequence Lop or how to handle large data
- Ivan L
- 199 posts
- Offline
protozoantamte
Why would it need to load any file to memory?
It used to be like that, but that was a long time ago and now should not be necessary anymore. The value clip generation should zing just through, even for large datasets.
robp: A lot of people seem to struggle with this. Maybe this warrants a case-study tutorial like "Solarifying production caches efficiently from start to finish" without skipping any checkboxes etc.
- Soo is there an example file or a tutorial available currently?
- I saw the example file using bgeo above, but I have concerns with using bgeo. It doesn't seem practical because, after any simulation, there's usually a step where additional elements are added, requiring another round of caching. Using USD makes more sense since it's a more LOP-friendly format?
- Is there a way to automate this process similar to the Labs File Cache? The current method feels quite tedious :S
Also there is this thread [www.sidefx.com] and there is an example in there using usdstitchclips [www.sidefx.com] but I guess it's not the option anymore?
Edited by Ivan L - Aug. 1, 2024 18:55:06
Technical Discussion » change the order of points
- Ivan L
- 199 posts
- Offline
Technical Discussion » COP's / Copernicus - caching for live playback!?
- Ivan L
- 199 posts
- Offline
+1 I'm surprised with that answer (the idea is you make a network fast enough that it doesn't need one)
It's pretty slow on my PC as well and I have it on the higher end.
It's pretty slow on my PC as well and I have it on the higher end.
PDG/TOPs » TOP dependencies
- Ivan L
- 199 posts
- Offline
PDG/TOPs » TOP dependencies
- Ivan L
- 199 posts
- Offline
Is there a way to make TOP run jobs one by one using dependencies nodes, so one node waits for the other but without connecting them in one line?
Solaris and Karma » Edit Property pscale bug?
- Ivan L
- 199 posts
- Offline
Hamilton Meathouse
I don't think that value is a multiplier, it's an explicit value. Looks like it's maybe using world units, so in this case if you set it to 0.8, you'd get pscale of 80 centimetres
I would like to think so as well but with 0.001 it gives nothing but with 0.002 it gives huge pscale, totally random
Solaris and Karma » Inherit colour on Instancer
- Ivan L
- 199 posts
- Offline
Is there a way to instance using a USD prim as a location source?
Right now in 20.5 if I choose a USD prim as a location source the Cd transfer option gets omitted.
Right now in 20.5 if I choose a USD prim as a location source the Cd transfer option gets omitted.
Solaris and Karma » Edit Property pscale bug?
- Ivan L
- 199 posts
- Offline
Hello, can't make the `@pscale` (widths in solaris) to adjust in LOP
It's feels really unpredictable but maybe I'm doing it wrong. But with a multiply value of 0.08 I would expect particles to be very small and not gigantic
It's feels really unpredictable but maybe I'm doing it wrong. But with a multiply value of 0.08 I would expect particles to be very small and not gigantic
Edited by Ivan L - July 22, 2024 18:06:21
Technical Discussion » wirecapture and wiredeform
- Ivan L
- 199 posts
- Offline
You can try moving the character to the world origin using MatchSize node (keep the xform matrix) and pointdeform it there. PointDeform doesn’t work well with big distance differences in my experience. So you need to sort of extract the locomotion and reapply it later on after the point deform.
Edited by Ivan L - July 21, 2024 09:30:04
Houdini for Realtime » Feature Request for real-time raytracing
- Ivan L
- 199 posts
- Offline
PDG/TOPs » ffmpeg log debug
- Ivan L
- 199 posts
- Offline
PDG/TOPs » ffmpeg log debug
- Ivan L
- 199 posts
- Offline
I have an issue with ffmpeg, it works if I just run it with a command line in the terminal but fails in houdini top's
Where can I look up the log of what is going on?
Thank you
Where can I look up the log of what is going on?
Thank you
Edited by Ivan L - July 19, 2024 13:02:13
Houdini Indie and Apprentice » Best way to simulate water in a bucket?
- Ivan L
- 199 posts
- Offline
You need to start with something and come up with a more concrete question like: My flip sim isn't filling the bucket of water or the splashing of my simulation is too large etc.
I'd personally try to use vellum fluids bc I just use it lately and haven't used flip solver in quite a while.
I'd personally try to use vellum fluids bc I just use it lately and haven't used flip solver in quite a while.
PDG/TOPs » Export Animated gif with Image Magick and FFMPEG TOP nodes
- Ivan L
- 199 posts
- Offline
Who know how to add a cropping option to that example?
just simple additional option fails
just simple additional option fails
-vf "fps=24, scale=iw*min(1,1/dar):ih*min(1,dar), crop=min(iw,ih):min(iw,ih)"
Houdini Lounge » Network view - how do you organise?
- Ivan L
- 199 posts
- Offline
In general, improving the readability of your Houdini networks is a good practice, but there are no strict, universal rules. We all develop our own styles.
Here are some of the guidelines I follow to make my networks easier to navigate:
you can check out my hip file here [houdinitools.gumroad.com] to get a sense of what I'm saying
also somewhat related, I hate the UE style of nodes and I rant [www.sidefx.com] about it here:
Here are some of the guidelines I follow to make my networks easier to navigate:
- Distinct Colors: I use different colors for input and output nodes (yellow for input, green for output) to quickly identify the flow of data. smth like: OUT_name_of_the_output
- Framed Logic Blocks: I like to put a frame around each logical grouping of nodes and add a very short note (1-5 words max) that describes what that section does.
- Numbered Notes: I find it helpful to leave notes with numbered steps (1, 2, 3...) that guide someone through the setup process.
- Single Object Node (Usually): I generally prefer to keep everything within a single object node. Jumping between multiple object nodes can get messy quickly.
- +1 for the above: Use a object merge to connect nodes that are far away.
- All materials to start from "M_" when I'm not lazy
- If you have 3+ similar blocks of code please make an OTL out of it
you can check out my hip file here [houdinitools.gumroad.com] to get a sense of what I'm saying
also somewhat related, I hate the UE style of nodes and I rant [www.sidefx.com] about it here:
Edited by Ivan L - June 27, 2024 11:07:39
-
- Quick Links