I would also suggest doing some file caching, especially if you have a lot of things being calculated at once.
For your viewport preview you could also try this:
https://i.imgur.com/3Qtgn3H.png [i.imgur.com]
Found 29 posts.
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Technical Discussion » How to increase sim perf? crazy specs, terrible performance
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- Robot_and_Robot
- 30 posts
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Technical Discussion » Particles into surfase
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- Robot_and_Robot
- 30 posts
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injener3d
Hello everyone!! There is such a question! YouTube is full of lessons on the disintegration of the surface into particles, but I have another task: I need my particles to leave the emitter, fly and, as they approach, begin to form a surface, as it were. How to do this? as if from the bottom up. I would be very grateful for advice and ideas.
not exactly a particle-based approach but worth taking a look even though the tutorial is old
https://www.sidefx.com/tutorials/point-transformation-in-houdini/ [www.sidefx.com]
Technical Discussion » I want to hide collision objects when rendering.
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- Robot_and_Robot
- 30 posts
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yu_fsns
In Houdini, I have set up a collision in the POP sover with a static object node in the POP sover.
When I render the simulated particles, the collision object is also rendered. Is there any other option to hide the collision object when rendering?
Right now I am using groups and blast to erase collision objects, but I think this method is not a good idea.
Thank you in advance for your help.
Go to the Object Merge tab of your POP Net and instead of "*" select the POPobject(s) you want to be rendered.
https://i.imgur.com/F58srds.png [i.imgur.com]
The "*" in Houdini in general stands for "everything" in this context.
Edited by Robot_and_Robot - Feb. 24, 2023 06:35:31
Houdini Lounge » Where can I find the icons shipped with houdini?
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- Robot_and_Robot
- 30 posts
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Andrwyhinton1graham
I'd steal them from $HFS/houdini/help/icons/large/
Is this still where they are? I don't see them. H 19.5
go to open menu, there should be a directory called hicon:/
are they actually present on the drive somewhere?
this seems to be a "virtual" folder
thanks!
Houdini Lounge » Easiest ACES-CG to SRGB Jpeg?
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- Robot_and_Robot
- 30 posts
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Bumping the topic, I created a LUT that I use in After Effects for converting Redshift's ACESsg output to sRGB.
Just use the AE native plugin Apply Color LUT (found in Utilities) and select the ACESsg_to_sRGB.3dl file (attached).
Just use the AE native plugin Apply Color LUT (found in Utilities) and select the ACESsg_to_sRGB.3dl file (attached).
Technical Discussion » Extracting only rows of edges from a mesh
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- Robot_and_Robot
- 30 posts
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derrick
Take a look at the Group Find Path SOP. It can likely simplify this task. Attached is an example of a mode that may be helpful for this task.
Great! Thank you so much!
Technical Discussion » Extracting only rows of edges from a mesh
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- Robot_and_Robot
- 30 posts
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Hi everyone!
I am trying to extract all "long" lines from this alembic mesh

My first assumption was to somehow use the fact that they go along the U coordinate.

I used a simple expression to store the original position and convert this mesh to a "UV grid"

This made things look easier but I still couldn't figure out how to keep only the horizontal lines.
So I wrote a script that would delete the vertical ones based on their length since I was lucky that all of them had a larger @restlength.

In the end after restoring the @P to the one I stored earlier I achieved the result but I am sure that there is a more elegant way to select only the "U" prims.

I would appreciate any pointers on a more logical way to achieve that result.
Thank you
I am trying to extract all "long" lines from this alembic mesh
My first assumption was to somehow use the fact that they go along the U coordinate.
I used a simple expression to store the original position and convert this mesh to a "UV grid"
v@PStore = @P; @P = @uv;
This made things look easier but I still couldn't figure out how to keep only the horizontal lines.
So I wrote a script that would delete the vertical ones based on their length since I was lucky that all of them had a larger @restlength.
In the end after restoring the @P to the one I stored earlier I achieved the result but I am sure that there is a more elegant way to select only the "U" prims.
I would appreciate any pointers on a more logical way to achieve that result.
Thank you
Edited by Robot_and_Robot - Dec. 6, 2022 06:44:20
Houdini Indie and Apprentice » Select edges whether horizontal or vertical
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- Robot_and_Robot
- 30 posts
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Matan_Shilo
hello
I'm having a hard time running the wrangle, can someone attache here the hip file, please?
Thank you very much
Same here. I'm getting a rather odd error though the code seems legit.
"Error: Vex error: Preloaded shader is invalid. "
Houdini Indie and Apprentice » Houdini Indie Steam Edition Redshift Crash
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- Robot_and_Robot
- 30 posts
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I just installed the previous production build (19.5.303) from here:
https://www.sidefx.com/download/daily-builds/?production=true&python3=true [www.sidefx.com]
and this seems to have fixed the problem.
I assume if you do the same your Steam license should still be able to work
https://www.sidefx.com/download/daily-builds/?production=true&python3=true [www.sidefx.com]
and this seems to have fixed the problem.
I assume if you do the same your Steam license should still be able to work
Edited by Robot_and_Robot - Sept. 18, 2022 12:13:40
Houdini Indie and Apprentice » Houdini Indie Steam Edition Redshift Crash
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- Robot_and_Robot
- 30 posts
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Technical Discussion » Transforming an object with KineFX Skeleton Joint / Point
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- Robot_and_Robot
- 30 posts
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Technical Discussion » Transforming an object with KineFX Skeleton Joint / Point
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- Robot_and_Robot
- 30 posts
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Hi Everyone!
I have a skeleton that I rigged via KineFX to move a character's head.
I want to be able, for instance, to put glasses on that character so that they will move following the head's rotation.
I'm assuming that I should somehow connect those glasses to one of the skeleton points. In my case it has a @name string attribute with the value of "head".
That point has a couple of attributes like localtransform 4x4 and transform 3x3 which I think are Matrixes.
Is there a way to extract values from those attributes and then feed them to a Transform SOP that I will, in turn, be using for the glasses?
Or is there another more "common" workflow for these kind of things?
Please see screenshot for context.
Thank you in advance.
I have a skeleton that I rigged via KineFX to move a character's head.
I want to be able, for instance, to put glasses on that character so that they will move following the head's rotation.
I'm assuming that I should somehow connect those glasses to one of the skeleton points. In my case it has a @name string attribute with the value of "head".
That point has a couple of attributes like localtransform 4x4 and transform 3x3 which I think are Matrixes.
Is there a way to extract values from those attributes and then feed them to a Transform SOP that I will, in turn, be using for the glasses?
Or is there another more "common" workflow for these kind of things?
Please see screenshot for context.
Thank you in advance.
Technical Discussion » Vellum Tearing Cloth. Motion Blur not working in Redshift/
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- Robot_and_Robot
- 30 posts
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Hi Everyone!
I am tearing a cloth in Vellum and rendering with Redshift.
The Velocity attribute is there, the Deformation Blur is ON in the ROP.
However there's no Motion Blur in the render. I tested in progressive and bucket mode.
I also tried promoting the v attribute to vertices and primitives. Nothing seems to have an effect.
Regular animation is being blurred e.g. Transform SOP.
Is there something I'm missing?
Thank you in advance!
I am tearing a cloth in Vellum and rendering with Redshift.
The Velocity attribute is there, the Deformation Blur is ON in the ROP.
However there's no Motion Blur in the render. I tested in progressive and bucket mode.
I also tried promoting the v attribute to vertices and primitives. Nothing seems to have an effect.
Regular animation is being blurred e.g. Transform SOP.
Is there something I'm missing?
Thank you in advance!
Houdini for Realtime » Startup warning: Viewer state type conflict
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- Robot_and_Robot
- 30 posts
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jsmack
I think you have two installs of labs. The one in your documents folder is probably the older one, since the launcher now installs labs in the launcher folder.
That's what I thought but chickened out on acting on it. Thank you!
Houdini for Realtime » Startup warning: Viewer state type conflict
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- Robot_and_Robot
- 30 posts
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Hi Everyone!
I've been experiencing the following warning on startup in the Console since the last few builds:
Clearly it has something to do with duplicate python files. Does anybody know which one is safe to delete?
Thank you.
I've been experiencing the following warning on startup in the Console since the last few builds:
= = = Resources registration = = = Viewer state type conflict: labs::ruler Conflicting viewer state: C:/Users/xxxxx/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/ruler.py Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/ruler.py Viewer state type conflict: viewportmeasuretool Conflicting viewer state: C:/Users/xxxxx/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/viewportmeasuretool.py Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/viewportmeasuretool.py
Clearly it has something to do with duplicate python files. Does anybody know which one is safe to delete?
Thank you.
Technical Discussion » Vellum Cloth Initial State with Forces in Solver / Drape
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- Robot_and_Robot
- 30 posts
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tamteRobot_and_RobotWhy do you have second Configure Cloth?
since we have a second Configure Cloth.
just freeze any frame form sim or drape or cache it (either both geo/constraint separately or as a single Vellum Packed stream)
and then plug the cached geo/constraints to new sim, should be as straightforward as that, no need for another constraints as you already have correct constraints with correct restlength representing the original rest not the settled one
there may be a case where you may need to delete some attribites from the cached geo like v, potentially id, ... to avoid some issues, but generally should work fine
Hi Thomas and thank you for your suggestion. I tested it and it did work.
I was about to show you the attached screenshot where things got weird. But now I see the error of my ways.
Thank you again and have a great one!
Technical Discussion » Vellum Cloth Initial State with Forces in Solver / Drape
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- Robot_and_Robot
- 30 posts
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Hi Everyone!
Let's say I'm doing a simple Cloth Simulation with a collider: Cloth falls on Rubber Toy and inside the solver there's a POP Axis Force.
Now let's say I'm completely happy with what Frame 125 looks like and want to set it as an "Initial State". Then I want to run it through ANOTHER solver with different forces but using that Initial State as the first frame.
So I've been experimenting and here are the conclusions.
Option A. Please see screenshot.
The straightforward way, I assumed at first, would be to freeze a frame with timeshift and run it through that second solver, however when it initializes, I suppose it initializes the constraints too disregarding their actual STATE since we have a second Configure Cloth. This results in extra stretching and other "settling" of the cloth.
Option B. Please see screenshot.
The proper way I THINK would be to use the Vellum Drape.
The Vellum Drape simulation and forces setting should be the same as the first Vellum Solver in Option A (for instance Drape by default sets the Simulation Time Scale to 0.2)
Then we open up the node (allow editing of contents), find the Vellum Solver inside it and plug the Axis Force at the end of the flow (see top screen).
Then we run the simulation through Drape and freeze frame 125, in my case.
After that we are free to do what we want, plug in extra constraints, etc and end it with the Vellum Solver (see vellumsolver4 Option B).
Now the question: am I weird or would this be the most correct and "elegant" way to approach this kind of situation?
Thank you!
Let's say I'm doing a simple Cloth Simulation with a collider: Cloth falls on Rubber Toy and inside the solver there's a POP Axis Force.
Now let's say I'm completely happy with what Frame 125 looks like and want to set it as an "Initial State". Then I want to run it through ANOTHER solver with different forces but using that Initial State as the first frame.
So I've been experimenting and here are the conclusions.
Option A. Please see screenshot.
The straightforward way, I assumed at first, would be to freeze a frame with timeshift and run it through that second solver, however when it initializes, I suppose it initializes the constraints too disregarding their actual STATE since we have a second Configure Cloth. This results in extra stretching and other "settling" of the cloth.
Option B. Please see screenshot.
The proper way I THINK would be to use the Vellum Drape.
The Vellum Drape simulation and forces setting should be the same as the first Vellum Solver in Option A (for instance Drape by default sets the Simulation Time Scale to 0.2)
Then we open up the node (allow editing of contents), find the Vellum Solver inside it and plug the Axis Force at the end of the flow (see top screen).
Then we run the simulation through Drape and freeze frame 125, in my case.
After that we are free to do what we want, plug in extra constraints, etc and end it with the Vellum Solver (see vellumsolver4 Option B).
Now the question: am I weird or would this be the most correct and "elegant" way to approach this kind of situation?
Thank you!
Edited by Robot_and_Robot - July 13, 2022 16:39:25
Technical Discussion » Houdini Console errors
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- Robot_and_Robot
- 30 posts
- Offline
I'll bump this.
Been having similar errors since the last few builds. I assumed it culd be a Side FX Labs Problem. Updated it, still:
= = = Resources registration = = =
Viewer state type conflict: labs::ruler
Conflicting viewer state: C:/Users/***/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/ruler.py
Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/ruler.py
Viewer state type conflict: viewportmeasuretool
Conflicting viewer state: C:/Users/***/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/viewportmeasuretool.py
Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/viewportmeasuretool.py
Been having similar errors since the last few builds. I assumed it culd be a Side FX Labs Problem. Updated it, still:
= = = Resources registration = = =
Viewer state type conflict: labs::ruler
Conflicting viewer state: C:/Users/***/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/ruler.py
Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/ruler.py
Viewer state type conflict: viewportmeasuretool
Conflicting viewer state: C:/Users/***/Documents/houdini19.0/SideFXLabs/19.0.659/SideFXLabs19.0/viewer_states/viewportmeasuretool.py
Colliding with: C:/Program Files/Side Effects Software/sidefx_packages/SideFXLabs19.0/viewer_states/viewportmeasuretool.py
Technical Discussion » H19 Viewport Refresh Bug
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- Robot_and_Robot
- 30 posts
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N-GjsmackThank you @jsmack It is under the Labs menu I can see it now.N-G
Seems they have removed it from H 19.0.657!
It was never part of Houdini. They would never put a feature in mainline that capitulates to a bug like that. The menu is from the Labs plugin.
There's no need for the menu. A scene view can be made fresh by closing the viewer, and then undoing the closure from the pane's menu.
Still there in mine
Technical Discussion » H19 Viewport Refresh Bug
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- Robot_and_Robot
- 30 posts
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EnivobThank you! Currently running the latest Studio driver. Will install the Game one and report here for posterity.
So if you're using nVidia, you have two driver options, game or studio. Try installing the other option for your current video driver. There were some bugs related to specific driver versions.
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