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Houdini Indie and Apprentice » Particles repulsed by collision opbject
- RandomGex
- 29 posts
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I feel like I'm missing something. I have a sim with animated geometry emitting particles which looks fine up until I try to use the geo as a collision object. When I add the collider, the particles get blasted away from the surface even if I completely turn off the velocity from the collision object. Any ideas where to look to figure this out?
Technical Discussion » exporting animation problem(alembic and fbx)
- RandomGex
- 29 posts
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Your file seems to be missing the assets so I don't see anything when I load it into Houdini. So, I can't say exactly why your file isn't exporting correctly, and can't speak for the alembic file to tell you why it's not working right.
But, for FBX files, you need a static polygon/vertex count for them to work properly. Which is fine for something like character animation or an RBD sim. However if you try to export something like a fluid sim or a plant growing, where the poly count is changing all the time, it won't work. You may get a few frames, but then it will break.
Can you supply your file with how you have your network actually set up? or share the HDA asset file so we can get your scene working?
But, for FBX files, you need a static polygon/vertex count for them to work properly. Which is fine for something like character animation or an RBD sim. However if you try to export something like a fluid sim or a plant growing, where the poly count is changing all the time, it won't work. You may get a few frames, but then it will break.
Can you supply your file with how you have your network actually set up? or share the HDA asset file so we can get your scene working?
Technical Discussion » Tree View
- RandomGex
- 29 posts
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Technical Discussion » Tree View
- RandomGex
- 29 posts
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I feel like I'm missing a setting somewhere. Selecting a node in the Tree View seems to only highlight the node in the network pane and little else. The Parameter pane doesn't change unless I actually click on the node in the network pane. Is it supposed to work like that?
Houdini Indie and Apprentice » Getting Color Attribute Out of Houdini and Into Max
- RandomGex
- 29 posts
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Houdini Indie and Apprentice » Adapting a tutorial from an older version
- RandomGex
- 29 posts
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Hey guys! I'm trying to help a friend who doesn't speak much English, so he asked me to post this here for him. He's going through this tutorial: https://youtu.be/yu8C24pvpbk [youtu.be] and got stuck at after building the first point VOP. The VOP should create a circle out of points, but only results in all the points stacked at the origin. Best as I can figure is that it has something to do with the change in the Add Point node within the VOP between whatever version is being used in the tutorial and Houdini 16. Any ideas on how to fix it?
Thanks!
Thanks!
Houdini Indie and Apprentice » Getting Color Attribute Out of Houdini and Into Max
- RandomGex
- 29 posts
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Hey guys,
So I have a couple assets produced in Houdini that look cool with their color information in Houdini. But, I need to get these effects into Max to be rendered in VRay. I would very much like to be able to get the color information into a material id in max so that the Vray renders look that much better. In theory, alembics should hold on to this information, but I can't seem to get it to work. One effect is animated geometry and the other is made up of particles. Any help would be appreciated!
So I have a couple assets produced in Houdini that look cool with their color information in Houdini. But, I need to get these effects into Max to be rendered in VRay. I would very much like to be able to get the color information into a material id in max so that the Vray renders look that much better. In theory, alembics should hold on to this information, but I can't seem to get it to work. One effect is animated geometry and the other is made up of particles. Any help would be appreciated!
Houdini Indie and Apprentice » Select two points from group for "find shortest path"
- RandomGex
- 29 posts
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In the basic Group SOP you can just type in the point number of the point you want to be your start or end.
Technical Discussion » Efficient Boolean of large numbers of objects
- RandomGex
- 29 posts
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Technical Discussion » Efficient Boolean of large numbers of objects
- RandomGex
- 29 posts
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The scene I'm currently working on involves creating a structure similar to the interior of a geode. Think thousands of octahedrons densely packed onto a surface with a Copy Sop which means a lot of overlapping geometry. Does anyone have any idea on how to efficiently boolean these objects to delete out the interior geometry? Every time I try I run into memory allocation issues. I've tried both the standard Boolean SOP and converting to VDB and back to Polygons.
Technical Discussion » Batch file path changes?
- RandomGex
- 29 posts
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Hi guys,
I had a project come in with a whole bunch of pre-built scenes complete with textures, and geo.
But, I need to update over a hundred file paths to their new locations. I found some ancient python scripts that may have worked at some point in the past, but don't seem to work anymore and my knowledge of Python isn't to the point where I can go through and try to debug them. There's also Pre-Flight, but it doesn't seem to be reading the directories correctly and is telling me that all of my files are missing when I can open the folder and see that the textures are where they should be. There also seems to be a bug where Pre-Flight just causes Houdini to crash entirely.
Any ideas?
Thanks in advance!
I had a project come in with a whole bunch of pre-built scenes complete with textures, and geo.
But, I need to update over a hundred file paths to their new locations. I found some ancient python scripts that may have worked at some point in the past, but don't seem to work anymore and my knowledge of Python isn't to the point where I can go through and try to debug them. There's also Pre-Flight, but it doesn't seem to be reading the directories correctly and is telling me that all of my files are missing when I can open the folder and see that the textures are where they should be. There also seems to be a bug where Pre-Flight just causes Houdini to crash entirely.
Any ideas?
Thanks in advance!
Houdini Indie and Apprentice » Triggering animation by point attribute
- RandomGex
- 29 posts
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Thanks! At first glance it seems to be what I'm looking for. I've not delved into CHOPs that much so hopefully I can get it to work for what I need.
Houdini Indie and Apprentice » Triggering animation by point attribute
- RandomGex
- 29 posts
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Thanks, but the set up that they're talking about doesn't seem to work for me. I still get the animated geometry appearing at whatever frame the animation happens to be on when the new instance appears rather than each new instance starting at frame 1 of the animation cycle. I've attached a somewhat simplified file to show what I'm running into with the rubber toy geo animated as an example of what I'm running into.
Houdini Indie and Apprentice » Triggering animation by point attribute
- RandomGex
- 29 posts
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Good evening,
I have what seems like it should be a simple spline animation: A series of lines/curves that have their length driven by the Carve SOP. I also have the carve driving a “trigger” attribute so that where the geometry exists, the trigger value equals 1. I'm trying to use this to trigger a secondary animation along the line, basically animated geometry that's copied to the line's points. I can get the geo to copy to the line just fine, but it's all animated uniformly, rather than having the start of the animation being triggered by the trigger attribute. I'd appreciate any ideas you may have.
I have what seems like it should be a simple spline animation: A series of lines/curves that have their length driven by the Carve SOP. I also have the carve driving a “trigger” attribute so that where the geometry exists, the trigger value equals 1. I'm trying to use this to trigger a secondary animation along the line, basically animated geometry that's copied to the line's points. I can get the geo to copy to the line just fine, but it's all animated uniformly, rather than having the start of the animation being triggered by the trigger attribute. I'd appreciate any ideas you may have.
Houdini Lounge » Feature Request: 'feature complete' 3ds max Houdini engine plugin like MAYA.
- RandomGex
- 29 posts
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Hopefully they find a developer soon! I'm the sole Houdini person where I work and constantly trying to find workarounds for something that could be resolved with a Max plugin is a bit of a pain. I've tried installing the 3rd party version and never was able to get it to work right on our systems.
Houdini Indie and Apprentice » Export fbx or alembic animations from Indie.
- RandomGex
- 29 posts
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I use Indie and I've never had a problem exporting alembic or FBX. I think it's only Apprentice that's limited like that.
Houdini Indie and Apprentice » Pulsing Geo
- RandomGex
- 29 posts
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Hey guys! I've run into a perplexing issue with a file that I'm working with. I have a bunch of particles creating splines then meshing it with a polywire to end up with something akin to a growing steel wool pad. The motion of the wires and the overall shape of the individual wires are how I want it, however I'm running into this weird issue that causes flickering that's most visible in renders. It seems that the width on some of the wires randomly changes so subtly that it's barely visible in a flipbook movie, and even then you have to zoom in really close to see it. I feel like I've tried everything that I can think of to mitigate the issue, but I can't seem to weed it out. I've included a sample file for you guys to look at.
I appreciate any input you may have.
Edit: Nevermind. I figured it out that the cache size on the Trail SOP wasn't high enough.
I appreciate any input you may have.
Edit: Nevermind. I figured it out that the cache size on the Trail SOP wasn't high enough.
Edited by RandomGex - May 4, 2017 14:29:59
Houdini Indie and Apprentice » Copying animated geometry to points.
- RandomGex
- 29 posts
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Ah, I see what you're going for there. It never occurred to me to animate a gradient like that and delete the points after the fact. Though, a few of the effects I'm working on are relying on keeping the point ID's frozen and keeping track of them over time before and after deleting. I'll keep your ideas in mind for the future, thanks!
Houdini Indie and Apprentice » Copying animated geometry to points.
- RandomGex
- 29 posts
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Thanks for your input! You've at least help me to narrow down where the problem lies. Part of the problem that I've since rectified was the lack of static point ID's. An attribute create to create those ID's did the trick so, now I can have my spheres be random sizes and stick to their assigned points. I've thought about using the point color to animate the scale, but I'm not sure what I would plug that code into since what I've tried so far doesn't seem to work with that VEX.
Houdini Indie and Apprentice » Copying animated geometry to points.
- RandomGex
- 29 posts
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Hi, everyone. My current challenge is to have some animated growth along an edge as it travels across the source geometry. The trouble I'm currently running into is to get the growth to look right. I'm trying to assign spheres to points, which works just fine. I want the spheres to simply scale from zero to a set value (preferably random to make it more interesting) then shrink back down again so it's a nice, smooth transition and nothing I've tried has worked as I hoped. Randomizing the scale through the Copy SOP just makes it look like jittery noise. I think at one point I managed to get it to scale from nothing, but the size just kept growing exponentially until it filled the entire viewport. I've tried animating the scale prior to being input into the Copy Sop, Time shifting, among others that I can't even recall. None of the tricks I've come across to scale the geometry based on point age/life seems to work in this application. I've only been using Houdini since the beginning of the year, so I'm sorry if this seems pretty clueless. I've included a file to show what I'm working with.
Any help would be much appreciated!
Any help would be much appreciated!
Edited by RandomGex - March 9, 2017 11:33:02
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