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Solaris and Karma » Getting some really weird errors and node breaks in LOPs
- Pavini
- 27 posts
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Technical Discussion » How to blend Low and High res result of SOP Flip sim
- Pavini
- 27 posts
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GlennimusPrimetamte
here Igor describes one of the ways to blend them https://www.youtube.com/watch?v=merqe0uYrKM [www.youtube.com]
Igor goes into quite a bit of detail, but doesn't quite touch exactly on what's going on inside his blending vops.
Would love to know specific settings (or any other method available) if anyone has tried this approach before?
I agree, and He didn`t make available to download the hip.
Technical Discussion » Procedural Karma Ocean
- Pavini
- 27 posts
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Hello guys,
I'd like to know if it is a possible to use karma procedural ocean on flip fluid surface. If it is possible, how to prepare the surface to work properly.
I'm trying to make the flip almost look like the ocean, because I will comp it altogether later.
Thanks
I'd like to know if it is a possible to use karma procedural ocean on flip fluid surface. If it is possible, how to prepare the surface to work properly.
I'm trying to make the flip almost look like the ocean, because I will comp it altogether later.
Thanks
Technical Discussion » A problem with ocean rendering in karma
- Pavini
- 27 posts
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Check the oceanspectrum file you saved. I had the same issue, and it was and wrong file I saved.
Solaris and Karma » Ocean and Karma
- Pavini
- 27 posts
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CeeGee
I did free tutorials on Karma Water FX render
So everything from Mantra we transfer to Karma, you also have example scene files. So maybe this can help
video]https://www.youtube.com/watch?v=NN0SbcReOek [www.youtube.com]
The problem is this video uses the same shader from mantra, but the procedural shader from karma also allows us to control the displacement, a thing that this node of video doesn't.
Houdini Indie and Apprentice » Flip and ocean surface merge
- Pavini
- 27 posts
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Houdini Engine for Unreal » Curve messup after updated to Houdini 19
- Pavini
- 27 posts
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Good you can use curves. Mine here always crash
For less content, SideFX and more fixes!
We have no viewport color customization easily, many other things in viewport gives us crash.
For less content, SideFX and more fixes!
We have no viewport color customization easily, many other things in viewport gives us crash.
Technical Discussion » Crashing with segmentation faults
- Pavini
- 27 posts
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Solaris and Karma » No cameras found in the USD file - Karma rendering
- Pavini
- 27 posts
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For me, this error is gone when I check the camera I will use in the karma node. I don`t know this tip would help, but I think it is important to say.
You have to specify which kind of camera you are using, because it is set up the "cameras/camera1" by default.
You have to specify which kind of camera you are using, because it is set up the "cameras/camera1" by default.
Solaris and Karma » Karma Shadow Matte
- Pavini
- 27 posts
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OneBigTreeCreate a matte geometry, so add an extra AOV on Karma settings. You will see the shadow pass in mplaydleeStill no solution in 19.5?
Hi. Karma does not yet support shadow matte or have a shadow catcher. As a workaround you could output shadowed and unshadowed AOVs and take the difference to generate a shadow pass in comp.
What's the holdup?
Technical Discussion » Karma as a "normal" renderer
- Pavini
- 27 posts
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Houdini Indie and Apprentice » Crowd, POP & Steer Seek
- Pavini
- 27 posts
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cwhiteWhat do I do when using locomotion?
You'll want to either turn off the Limit Particle Speed to Gait Speed Range on the Crowd State DOP, or increase the Allowed Variance parameter accordingly. This is what was preventing the agents from slowing down to a stop.
Then, on the crowd solver you can either decrease the minimum speed at which orientation changes are allowed to occur, and / or turn off the option to constrain the velocity by the max turn rate.
Houdini Indie and Apprentice » Rotation around velocity axis with POP Torque
- Pavini
- 27 posts
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JoshFoster
Hey guys,
I'm hitting a mental road block trying to understand how to rotate a particle around its velocity axis with a POP Torque DOP. In the attached file I've set a force and defined an orient attribute with Z aligned to its velocity. On the POP Torque there's an option labeled "Axis Relative to Particle's Orientation." The description of this option says, "The provided goal axis will be rotated into the particle's own reference frame. Thus a value of (0,1,0) will be up in the space of the particle rather than in world space."
I figured enabeling this option would allow me to set the Axis parameter on POP Torque and it would look at the incoming orient attribute before determining the final rotation axis. However, when I feed in an orient attribute it doesn't even rotate at all.
In the file I've also included a separate setup (to the right) showing what I'm hoping to achieve with the POP Torque node.
Any insight would be appreciated!
Hope this helps someone, but for me, I had to use a rotation matrix after the simulation. If you want just randomize it, you can set an attribute randomize (rot) and you will have the particles rotating.
Technical Discussion » Solaris / Karma import camera from obj
- Pavini
- 27 posts
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FaitelSeems like SideFX didn't fix this bug.
It seems we should report it as a bug.
Temporary you can use non-uniform scale in LOP camera parameters to get similar effect but it will work only with manual camera animation, not with path constraint for example (at least without attribute hacks).
Also, even if it will be fixed, it will work only in render time, same as other karma tab parameters, so I think ortho camera requires farther development and maybe an RFE.
I think it's time for them to fix things instead of releasing new ones.
Solaris and Karma » Strange Spheres Appear in Karma Render
- Pavini
- 27 posts
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I made all these things and nothing changed. So I started to test the "render curve as" to see what is happening. I've created a pscale attribute in object level and set it to 0 with a wrangle after import to Solaris.
So the weird spheres disappeared.
So the weird spheres disappeared.
Edited by Pavini - Jan. 31, 2023 21:30:11
Solaris and Karma » Karma and Curves/Hair/Fur
- Pavini
- 27 posts
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Andy_23
Hello,
I have many curves I bring into a stage, they have a pscale attribute to vary width/thickness along the curve. I'd like to control that in my scene graph but can't figure out how. If I apply a basis curve width property I can change the width on the fly, but it's uniform along the curve.
Is there a way to use pscale as basis and multiply from there? Something along a wrangle in my scene graph?
Click on geometry and in the scene graph properties tab right click on width attribute and set it to edit. The Edit property node will open, so you can edit it in Solaris.
Edited by Pavini - Jan. 31, 2023 21:23:54
Technical Discussion » Controlling a Crowd to form a shape on the ground [SOLVED]
- Pavini
- 27 posts
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Enivob
What I have done, is to generate a goal point per-agent. You need a walk state and an idle state. While the agents are walking, the Use VEXpression code set the goal for each agent, causing them to approach a point in the logo or design. A crowd trigger measures the distance between the goal and the agent. After a threshold is crossed, the state is switched to idle, indicating arrival at goal.
This is an older scene, but it might get you going.Image Not Found
Thank you so much!
Took me much time to find this!
Houdini Indie and Apprentice » Help with Crowd Avoidence
- Pavini
- 27 posts
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Walter How
Anyone ever figure this out?
I have the same problem here. Agents going through each other, even though avoidance AND separation forces and weights are turned up high.
I figure this has something to do with agents not slowing down at all and simply running through the agents in front of them. If this is the case, how can I get these agents to slow down?
This is why many Seniors had to work until lose their lives. Not many people wants to help and share learning...
We're still lucky for having the moderators here for helping in some cases.
Houdini Indie and Apprentice » Help with Crowd Avoidence
- Pavini
- 27 posts
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I have the same problem here and more: All other nodes including ostacles and forces doesn't work.
Houdini Lounge » Turn Edges into Curve
- Pavini
- 27 posts
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Konstantin MagnusNathan Apffel
Its hard to believe that these are the best solutions in Houdini for extracting a curve from an edge.
Houdini is a toolbox, not a toy.
This is why the Houdini artists lack of creativity.
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