Hi,
That example was cool in showing how to do this with a vopsop, but it still doesn't accumulate each frame. I know how to change the value of an attribute with the attributeCreate->writeValues section, but I don't know how to update that attribute each frame with a new value. Anybody have a solution for that?
thanks,
James
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Houdini Indie and Apprentice » pop custom attributes
- JamesSathre
- 27 posts
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Houdini Indie and Apprentice » pop custom attributes
- JamesSathre
- 27 posts
- Offline
Hi,
I'm simulating a smoke stack, and I have particles shooting upwards. When they reach a certain height I put them in a group via bounding box. I then assign a custom attribute “top_counter” in an effort to ramp up to the wind force that I'm applying to particles just outside of the smoke stack.
I know how to add an attribute, but I'm not sure how to update that attribute once it has been created. Can I update it with the same create attribute node, or do I need another node. I'm thinking it's some sort of channel function, that I don't know about but I'm just guessing at this point.
thanks,
James
I'm simulating a smoke stack, and I have particles shooting upwards. When they reach a certain height I put them in a group via bounding box. I then assign a custom attribute “top_counter” in an effort to ramp up to the wind force that I'm applying to particles just outside of the smoke stack.
I know how to add an attribute, but I'm not sure how to update that attribute once it has been created. Can I update it with the same create attribute node, or do I need another node. I'm thinking it's some sort of channel function, that I don't know about but I'm just guessing at this point.
thanks,
James
Houdini Indie and Apprentice » points into curves
- JamesSathre
- 27 posts
- Offline
Hi,
How do you take points and convert them into a curve? I have points strung together with a trail sop, but I don't think this is what I'm looking for. What am I doing wrong?
thanks,
James
How do you take points and convert them into a curve? I have points strung together with a trail sop, but I don't think this is what I'm looking for. What am I doing wrong?
thanks,
James
Houdini Indie and Apprentice » getting curve point information
- JamesSathre
- 27 posts
- Offline
thank you so much. I thought the syntax was weird, but it worked in the integrated python editor, so I thought that was correct.
:-)
:-)
Houdini Indie and Apprentice » getting curve point information
- JamesSathre
- 27 posts
- Offline
Hello,
I'm trying to move an object along a path via python, below is the command I am trying. I have a curve node and then a resample node connected below that. I can type this command in the python shell in Houdini, but I can't plug this in as an expression. I understand that there is already an animation tool to do this, I'm just trying to learn how to use python with houdini better.
hou.node(“obj/tesla_coil/resample1”).geometry().iterPoints().position()
thanks,
James
I'm trying to move an object along a path via python, below is the command I am trying. I have a curve node and then a resample node connected below that. I can type this command in the python shell in Houdini, but I can't plug this in as an expression. I understand that there is already an animation tool to do this, I'm just trying to learn how to use python with houdini better.
hou.node(“obj/tesla_coil/resample1”).geometry().iterPoints().position()
thanks,
James
Houdini Indie and Apprentice » Chain rbd
- JamesSathre
- 27 posts
- Offline
My goal was to use dynamics to “model” the animation in a realistic fashion, as opposed to animating it by hand. I tried animating it by hand and it looked very amateur, so I'm trying to make it look realistic by doing a dynamics simulation.
I wanted the sign to move with a wind force that I was also going to use to make some dust clouds as well. I figured that if I used the same force node, then the simulation would look more realistic. So the wire simulation will probably work, I just thought that houdini could handle chain links (maybe in 5 more years). My only problem with the wire simulation is that I lose out on inter chain rotations, like when there is slack in the chain and the links will twist in different directions.
The ultimate goal, which may be unachievable, was to have the sign move with some wind and then simulate an earthquake (shaking) and have the sign fly off and hit a propane tank that is nearby. I had to delete it from the scene in order to post, but that part I think would be easy to do. The problem I don't know how to fix, is how to get realistic(ish) looking chain links.
thanks
I wanted the sign to move with a wind force that I was also going to use to make some dust clouds as well. I figured that if I used the same force node, then the simulation would look more realistic. So the wire simulation will probably work, I just thought that houdini could handle chain links (maybe in 5 more years). My only problem with the wire simulation is that I lose out on inter chain rotations, like when there is slack in the chain and the links will twist in different directions.
The ultimate goal, which may be unachievable, was to have the sign move with some wind and then simulate an earthquake (shaking) and have the sign fly off and hit a propane tank that is nearby. I had to delete it from the scene in order to post, but that part I think would be easy to do. The problem I don't know how to fix, is how to get realistic(ish) looking chain links.
thanks
Houdini Indie and Apprentice » Chain rbd
- JamesSathre
- 27 posts
- Offline
Houdini Indie and Apprentice » Chain rbd
- JamesSathre
- 27 posts
- Offline
Are these the correct settings?
Affector Relationship: Mutual
Relationship: Collide Relationship
Affector Relationship: Mutual
Relationship: Collide Relationship
Houdini Indie and Apprentice » Chain rbd
- JamesSathre
- 27 posts
- Offline
Hello,
I'm trying to animate a hanging sign and I can't get the chain links to stick together. I have the top link attached with a pin constraint to a ceiling and that is working. The other chains just fall with gravity, which I've tried turning down to -0.01 and the same result. I have tried uping the max substeps to 10 as well as uped the divisions to 60x60x60. If I look at the links in “show collision geometry” mode the links look like they have enough divisions to create the same shape as the geometry. I have made sure that the links are not touching (or their collision geo) at the beginning of the simulation. I'm using ray intersect collision mode.
Any suggestions?
thanks in advance
I'm trying to animate a hanging sign and I can't get the chain links to stick together. I have the top link attached with a pin constraint to a ceiling and that is working. The other chains just fall with gravity, which I've tried turning down to -0.01 and the same result. I have tried uping the max substeps to 10 as well as uped the divisions to 60x60x60. If I look at the links in “show collision geometry” mode the links look like they have enough divisions to create the same shape as the geometry. I have made sure that the links are not touching (or their collision geo) at the beginning of the simulation. I'm using ray intersect collision mode.
Any suggestions?
thanks in advance
Houdini Indie and Apprentice » paint node question?
- JamesSathre
- 27 posts
- Offline
Ok, finally figured out the real problem. I had two xform nodes in between my paint node and my copy node. As soon as I disabled the xform nodes, the paint icon reappeared and worked without the previous setup.
Houdini Indie and Apprentice » paint node question?
- JamesSathre
- 27 posts
- Offline
My terrain is very small, smaller than the default grid. I ended up solving the problem by creating a grid of the same size and then used a ray node to copy the height attributes to the terrain and now I can paint just fine. I'm trying to use houdini in a more procedural way by placing random rocks in my scene with a paint operation.
Houdini Indie and Apprentice » paint node question?
- JamesSathre
- 27 posts
- Offline
Hello,
I'm trying to use a paint node on some terrain geometry that I've imported from maya as a fbx file. The normals are pointing upwards (the right direction), and I've been able to paint successfully with a grid node but not now with my own geometry….?
I've tried adding a facet node as well as a convert node (mesh, polygon), with no luck.
When I select the paint node and mouse over the geometry I don't get the painting icon and the message at the bottom is the same as when it's working with a normal grid node. Any suggestions on how to get the paint node to work would be greatly appreciated.
thanks,
James
I'm trying to use a paint node on some terrain geometry that I've imported from maya as a fbx file. The normals are pointing upwards (the right direction), and I've been able to paint successfully with a grid node but not now with my own geometry….?
I've tried adding a facet node as well as a convert node (mesh, polygon), with no luck.
When I select the paint node and mouse over the geometry I don't get the painting icon and the message at the bottom is the same as when it's working with a normal grid node. Any suggestions on how to get the paint node to work would be greatly appreciated.
thanks,
James
Houdini Indie and Apprentice » Separating a reflection pass?
- JamesSathre
- 27 posts
- Offline
so that worked, thank you very much. Another question, where in the default “glass” shader should I put the parameter node? I find it very funny that one of the most qualified nodes “glass” doesn't already have this parameter defined….?
shop>glass>glass>if_NotShadowRay
I put the parameter node between “addColors” and “suboutput1”, but I'm not getting the same look as when I look at the “C” channel. Is there a better place to put this node?
shop>glass>glass>if_NotShadowRay
I put the parameter node between “addColors” and “suboutput1”, but I'm not getting the same look as when I look at the “C” channel. Is there a better place to put this node?
Houdini Indie and Apprentice » Separating a reflection pass?
- JamesSathre
- 27 posts
- Offline
Hello,
I'm trying to separate a reflection pass out to be able to adjust it in comp. I get reflections in my render using the “ray tracing” renderer. I can separate out diffuse, specular, paint, and opacity just fine. If I look at the “C” channel, I see my reflections, but I can't figure out how to get the reflection in a separate pass or atleast combined with another pass like specular. Any ideas?
thanks,
James
I'm trying to separate a reflection pass out to be able to adjust it in comp. I get reflections in my render using the “ray tracing” renderer. I can separate out diffuse, specular, paint, and opacity just fine. If I look at the “C” channel, I see my reflections, but I can't figure out how to get the reflection in a separate pass or atleast combined with another pass like specular. Any ideas?
thanks,
James
Houdini Indie and Apprentice » Indirect Lighting problem
- JamesSathre
- 27 posts
- Offline
Hello Everyone,
I'm trying to get indirect lighting to work in houdini. I have set my scene to render with the PBR renderer, changed my pixel samples to 12x12 and upped the diffuse limit to 2. I am seeing bright spots on the underside of my model where there should be a smooth indirect lighting effect. How do I get rid of the noisy bright spots? I've upped the samples to 20x20 and that seemed to make it worse. Any suggestions?
thanks,
James
I'm trying to get indirect lighting to work in houdini. I have set my scene to render with the PBR renderer, changed my pixel samples to 12x12 and upped the diffuse limit to 2. I am seeing bright spots on the underside of my model where there should be a smooth indirect lighting effect. How do I get rid of the noisy bright spots? I've upped the samples to 20x20 and that seemed to make it worse. Any suggestions?
thanks,
James
Houdini Indie and Apprentice » Shadow pass
- JamesSathre
- 27 posts
- Offline
I'm still stuck, and not sure how to approach this. I have a picture of an aircraft hanger. I'm trying to take my 3d model of a plane and light it so that it looks like it's in the picture. I've placed it on a plane that matches the perspective of the ground. Now I'm trying to project a shadow onto the plane and then comp that as a multiply layer on the backplate (aircraft hanger picture). How do I get just the shadow so that I can use it to comp with the backplate?
thanks
thanks
Houdini Indie and Apprentice » Shadow pass
- JamesSathre
- 27 posts
- Offline
Hi Houdini Noob here,
I want to know how to get a shadow only pass, no illumination, just where light occlusion is happening? In maya there was that convient tab where you could specify what type render pass you wanted, but in Houdini I don't see a shadow option?
thanks,
James
I want to know how to get a shadow only pass, no illumination, just where light occlusion is happening? In maya there was that convient tab where you could specify what type render pass you wanted, but in Houdini I don't see a shadow option?
thanks,
James
Houdini Lounge » motion blured particles (rain)
- JamesSathre
- 27 posts
- Offline
So I changed my renderer from micro-poly to ray tracing and I was able to see motion blur. Also, rendering with a “render” node in a pop network with “lines” set as the rendering object, does not do motion blurring. Thanks for the help circusmonkey!
Houdini Lounge » motion blured particles (rain)
- JamesSathre
- 27 posts
- Offline
Hello,
I'm having problems rendering particles with motion blur. I'm trying to render particles as disks with the render node in my pop network. Any suggestions? I'm trying to do a rain simulation, any suggestions on that would be helpful as well.
thanks in advance!
I'm having problems rendering particles with motion blur. I'm trying to render particles as disks with the render node in my pop network. Any suggestions? I'm trying to do a rain simulation, any suggestions on that would be helpful as well.
thanks in advance!
Houdini Indie and Apprentice » particles
- JamesSathre
- 27 posts
- Offline
my problem was that I was actually getting an alpha, but it was not being multiplied by the color so I couldn't tell it was there. I turned off everything in my scene except my particles and noticed when i switched to the alpha channel that the values were actually present. Thanks to everyone for their help.
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