So the streams work, kind of. There is no problem splitting off branches with a Delete sop by using the stream name to separate them. But using a Material SOP to assign different shaders to each stream without deleting them does not work. It does not recognize the grouping. I tried all the toggles and label settings to no avail. It renders the pop object with a third shader, the one I used for the floor, and ignores the Material assignment.
Also had some difficulty separating the data from POP fluid nodes in DOP network, where it seemed to step on each other's data even though in different stream branches. Tried it with grains too but wound up having to just use one PopGrain node and wrangle attributes in each stream to get it to work.
So I see how streams can separate data but it does not seem to be as isolated as if using individual particle objects. Am I missing a step?
Found 80 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Possible to sim two or more Popobjects (or other dop objects) as separate entities that interact?
- Rebus B
- 80 posts
- Offline
Houdini Indie and Apprentice » Possible to sim two or more Popobjects (or other dop objects) as separate entities that interact?
- Rebus B
- 80 posts
- Offline
Perhaps a better way to state this: What is the best way to simulate multiple particle (or other DOP object) systems, each with their own independent behaviors and rendered with different Materials, in Houdini?
Edited by Rebus B - Dec. 2, 2018 12:51:34
Houdini Indie and Apprentice » Possible to sim two or more Popobjects (or other dop objects) as separate entities that interact?
- Rebus B
- 80 posts
- Offline
Is it possible to set up a DOP network to have two (or more) popobjects? The goal is to have multiple particle “styles” (with independent source, behavior and specifically Material settings) that interact?
This is may be post-Maya thinking, having different self-contained particle objects set up this way. In Houdini using groups/streams and initial attributes set in the emitting SOP are a good way to have one popobject have different behaviors that work together but the problem then is splitting them into separate Objects with different Materials. The DOP I/O sop can only pull in one DOP object, and the solver seems to only like having one object to work with.
My naive approach was to merge two POPobjects before connecting to the POPsolver but there is no way to identify them to the POPsource nodes, so each contain the entire particle system.
This is may be post-Maya thinking, having different self-contained particle objects set up this way. In Houdini using groups/streams and initial attributes set in the emitting SOP are a good way to have one popobject have different behaviors that work together but the problem then is splitting them into separate Objects with different Materials. The DOP I/O sop can only pull in one DOP object, and the solver seems to only like having one object to work with.
My naive approach was to merge two POPobjects before connecting to the POPsolver but there is no way to identify them to the POPsource nodes, so each contain the entire particle system.
Edited by Rebus B - Nov. 30, 2018 13:18:45
SI Users » Undo for viewport navigation ?
- Rebus B
- 80 posts
- Offline
Found “g” or space+“g” to pivot around selected, and can change pivot behavior under Camera Tool popup menu to “Keep Pivot on Tumble/Rotate”
SI Users » Undo for viewport navigation ?
- Rebus B
- 80 posts
- Offline
Grendizer
…Would be cool if it's implemented in v17
Was it?
Just rotated view with the pivot in the wrong place and I want to go back… let me go back… can't I go back?
Alternately, is there a “pivot view on center” or “pivot on selected” versus “pivot at camera point” button?
Houdini Lounge » The problem i noticed here
- Rebus B
- 80 posts
- Offline
I wonder if the forum topics lend themselves to the random placing of questions. Indie\Apprentice seems right for basic questions and learning the UI etc… more complicated stuff and hardware questions go in Technical, with the Lounge for meta issues and chit chat. But I could see how the Lounge could look like its for “easier” questions while Technical is about bugs, and Indie\Appr. users could certainly come up with advanced problems.
Would question specific topics help: UI questions, Dynamics, Rigging, etc… or would that just get messy?
Would question specific topics help: UI questions, Dynamics, Rigging, etc… or would that just get messy?
Houdini Lounge » The problem i noticed here
- Rebus B
- 80 posts
- Offline
No
Not really… for complicated stuff maybe, but wouldn't it be easier to just read “Use the Add SOP to delete everything but the points, there is a check box for that.” than downloading a hip, opening it in Houdini, finding the network that applies, going though and finding the Add SOP, maybe there is a sticky note explaining how it works, find the checkbox, etc…
Sure it depends on the context but many basic questions can be answered right there in the thread with words without having to jump out to open a file in Houdini. It makes the forum a better reference source as well. Not knocking help in .hip form, it is always appreciated, just doesn't always seem necessary.
cpbRebus B
…answers nearly every question with a .hip file and zero information. Also it takes some time to learn enough to be able to “read” a .hip file.
hipfile is the information.
some hipfiles are messy (like needlessly jumping in & out of contexts) but reading them should still be quicker than deciphering a description written in English… more useful at least.
Not really… for complicated stuff maybe, but wouldn't it be easier to just read “Use the Add SOP to delete everything but the points, there is a check box for that.” than downloading a hip, opening it in Houdini, finding the network that applies, going though and finding the Add SOP, maybe there is a sticky note explaining how it works, find the checkbox, etc…
Sure it depends on the context but many basic questions can be answered right there in the thread with words without having to jump out to open a file in Houdini. It makes the forum a better reference source as well. Not knocking help in .hip form, it is always appreciated, just doesn't always seem necessary.
Houdini Lounge » The problem i noticed here
- Rebus B
- 80 posts
- Offline
OP… were you talking about this question? [www.sidefx.com]
BabaJ, I think my reaction to .hip file focus is the way that other Houdini forum site answers nearly every question with a .hip file and zero information. Also it takes some time to learn enough to be able to “read” a .hip file. It is just nice to be able to reference information directly via forum Q&A. At the same time I totally agree that going though the build in Houdini is very informative and can pass on a lot more than a few paragraphs can. Screen grabs of networks are nice though…
BabaJ, I think my reaction to .hip file focus is the way that other Houdini forum site answers nearly every question with a .hip file and zero information. Also it takes some time to learn enough to be able to “read” a .hip file. It is just nice to be able to reference information directly via forum Q&A. At the same time I totally agree that going though the build in Houdini is very informative and can pass on a lot more than a few paragraphs can. Screen grabs of networks are nice though…
Houdini Lounge » The problem i noticed here
- Rebus B
- 80 posts
- Offline
The only gripe I have is the scatter shot places questions are asked… not really following the themes of Lounge, Technical, Indie…
Houdini Lounge » The problem i noticed here
- Rebus B
- 80 posts
- Offline
Been on the forums for a while and finally getting enough of a hang for Houdini to start answering as well as asking. I figure as a newer user I can help on some of the basics where experienced users may not be as interested. But I totally agree with Midphase on what questions may get no response. I try to follow the StackExchange ideology when it comes to question and answer forums, and rule one is put in some effort before asking (and show your work in the question. Also, no link only answers… but I digress.)
As far as including .hip files, I can see how that helps a specific user with a specific problem (and we do get to share in the postings) but I prefer to ask and answer questions in a way that covers the general ideas behind the issue. Sometimes, with how complicated Houdini files can get, I understand there is no other way to debug it.
All in all I think these forums are great, very helpful, and if its daunting to the lazy so be it.
As far as including .hip files, I can see how that helps a specific user with a specific problem (and we do get to share in the postings) but I prefer to ask and answer questions in a way that covers the general ideas behind the issue. Sometimes, with how complicated Houdini files can get, I understand there is no other way to debug it.
All in all I think these forums are great, very helpful, and if its daunting to the lazy so be it.
Technical Discussion » How could I set default value of playbar "Loop mode" to something else...?
- Rebus B
- 80 posts
- Offline
Just curious. Is the “123.cmd” file a name that Houdini will search for and execute and if so can other set up code go into it? Or is it an arbitrary name and any .cmd file in scripts gets run, so different scripts could have their own file?
Technical Discussion » Floating object in space
- Rebus B
- 80 posts
- Offline
So I figured I better try this out and it works pretty well. Can go with or without mass, here I am using mass but have dropped the density on the objects so the forces do not have to be set too high.
Tried it with just a regular wind force but objects would stop getting the force applied after a few frames, so I went back to POP wind which works nicely (I also turned sleep time to 0 on the RBD solver.) You can set the ‘master’ velocity with the wind and add noise to simulate the turbulent flow. By adjusting the scale of the noise against the master velocity you can give a directional flow and then have them swirl along that axis. I added an POP axis force to keep the objects from floating away from center. No need for damping it turns out.
Tried it with just a regular wind force but objects would stop getting the force applied after a few frames, so I went back to POP wind which works nicely (I also turned sleep time to 0 on the RBD solver.) You can set the ‘master’ velocity with the wind and add noise to simulate the turbulent flow. By adjusting the scale of the noise against the master velocity you can give a directional flow and then have them swirl along that axis. I added an POP axis force to keep the objects from floating away from center. No need for damping it turns out.
Technical Discussion » Floating object in space
- Rebus B
- 80 posts
- Offline
lucy
There will be only 2/3 object max (I am trying to do close-ups).
…but for something like only a few objects instead of a swarm of particles simply making them RBD objects and applying the right noise forces (POP wind w/noise comes to mind) would look very much like moving fluid is pushing them. Add a damping force to keep them from going out of control.
edit: ignore mass may be the default on the forces, but to have the objects collide and not all follow the force equally you would want to have the forces use mass as that would give the bodies momentum vs the flow.
Edited by Rebus B - Sept. 24, 2018 12:19:59
Technical Discussion » Floating object in space
- Rebus B
- 80 posts
- Offline
lucy
I was wondering, is it a stupid idea to use a fluid simulation only for collisions but without rendering the actual fluid?
No, not at all. The fluid sim can give fluid like motion to objects suspended in that fluid. Like bubbles in flowing water, you do not see the water, but you see its motion via the bubbles.
Edited by Rebus B - Sept. 24, 2018 11:47:09
Houdini Indie and Apprentice » spiral effect particles very very urgent please need some help
- Rebus B
- 80 posts
- Offline
It is also possible (likely even looking at their other animations) it is done using a moving texture on deforming geometry. Nice looking piece. If it is “really urgent” maybe you should try subcontracting the job to Ari.
Houdini Lounge » Tree / plants generation tools.
- Rebus B
- 80 posts
- Offline
RobotHeadArtKai Xu
In Anastasia Opara's excellent talk:
https://vimeo.com/228391688 [vimeo.com]
She demonstrated a very advanced procedural tree generation system without L-system. To achieve this advanced knowledge on vex and biology(On how a tree grows) is definitely required.
Exactly! Imagine that as native tools in Houdini that could also interact with the Terrain tools. You could have ecosystems that grow according to elevation/erosion/waterflow. SideFX could really give e-On a run for their money competing with Vue+Plantfactory.
Except that it is the role of an artist to study and learn and experiment and develop in their area of interest in order to make excellent art that addresses their needs. Houdini provides a huge workshop equipped with excellent tools to let them do that, not a widget factory with a showroom up front where you can order the thing you want and have it drop out the other side.
Really do not think SideFX is concerned with giving e-On a run for their money when their software is lightyears beyond what Vue is capable of creating. Thankfully the engineers are focused on the core elements of Houdini not studying botany. And no I am not some crusty Houdini veteran wizard in a high tower, I am a crusty Maya veteran in the dungeons who sees there is a better way and is looking forward mastering it so I can make whatever I want not just pick a nice tree from a list of nice trees… (Orbolt is for that.)
Cheers!
Houdini Indie and Apprentice » Connect subnetwork inputs 1-4.
- Rebus B
- 80 posts
- Offline
Not clear from your question… Are you asking where the Sub-Network Inputs #1-4 get their data? They are simply sourced from the four network connections on the top the subnet node, anything connected to the dots on top of the subnet node are piped into the subnet via the 4 inputs.
To make a slider to pick from multiple nodes feeding a single input connect them to a switch and add an integer parameter (per input to control) to the subnet node (via Edit Parameter Interface… under the gear next to the node name in the parameter editor panel.) Then reference the new parameter in the switch node feeding the subnet input.
like so:
To make a slider to pick from multiple nodes feeding a single input connect them to a switch and add an integer parameter (per input to control) to the subnet node (via Edit Parameter Interface… under the gear next to the node name in the parameter editor panel.) Then reference the new parameter in the switch node feeding the subnet input.
like so:
Edited by Rebus B - Sept. 18, 2018 18:12:13
Houdini Indie and Apprentice » Promote constant from VOP
- Rebus B
- 80 posts
- Offline
Use a Parameter node instead of a Constant. Set type to match original and default value(s) to what was in the constant.
Houdini Indie and Apprentice » finding angle with trigonometry: help!
- Rebus B
- 80 posts
- Offline
Could you use vectors? Object Z+ points along @N on copy eliminating need for @orient. Lets the ‘origin’ be an arbitrary location as well.
v@N = @P - set(0.0,0.0,0.0);
v@N = @P - set(0.0,0.0,0.0);
Edited by Rebus B - Sept. 18, 2018 16:14:02
Houdini Indie and Apprentice » textport and VEXpression help
- Rebus B
- 80 posts
- Offline
-
- Quick Links