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Technical Discussion » How can I transfer UV from polygon to volume?
- Sean Rowe
- 39 posts
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Technical Discussion » Volume Rasterize Attributes Missing Volocity Blur
- Sean Rowe
- 39 posts
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It looks like you haven't computed the velocity on the first image.
What are you visualizing? It looks like your displaying the stream on the left hand side in the fist image (which doesn't have velocity computed) and in the second image you are displaying the stream to the right of it (which has a trail so I'm assuming is calculating velocity). Is that right? It's hard to tell without a wider view of your network or your file.
What are you visualizing? It looks like your displaying the stream on the left hand side in the fist image (which doesn't have velocity computed) and in the second image you are displaying the stream to the right of it (which has a trail so I'm assuming is calculating velocity). Is that right? It's hard to tell without a wider view of your network or your file.
Technical Discussion » How to make RBD solver respect pscale changes ?
- Sean Rowe
- 39 posts
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Check out this video tutorial by Entagma of scaling RBD objects dynamically:
https://vimeo.com/235303997 [vimeo.com]
https://vimeo.com/235303997 [vimeo.com]
Technical Discussion » How to create Point cloud from objects for instancing
- Sean Rowe
- 39 posts
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Technical Discussion » using resulting geometry in a for loop
- Sean Rowe
- 39 posts
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Have you checked out this help page? http://www.sidefx.com/docs/houdini/model/looping.html [www.sidefx.com]
Technical Discussion » @P vs Point() problem
- Sean Rowe
- 39 posts
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They do mean the same thing, if you bound both ways to two new attributes they would match.
I think the reason that the top expressions work is because of the way code is read in general coding practices.
@P = @P+vec is recognised as @P += vec. The point expression being a vex function probably isn't recognised the same way.
I think the reason that the top expressions work is because of the way code is read in general coding practices.
@P = @P+vec is recognised as @P += vec. The point expression being a vex function probably isn't recognised the same way.
Technical Discussion » @P vs Point() problem
- Sean Rowe
- 39 posts
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It's down to the way you are setting the @P attribute. By putting a + or - in front of = you are adjusting the value. Without the + or - you are setting the attribute so the first expression will be overwritten by the second.
Houdini Lounge » How to start FX with houdini?
- Sean Rowe
- 39 posts
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Hey Liilayana!
When starting out in FX coding isn't really necessary, although is a useful skill to learn and will help you become a better artist in the long run.
Are you new to Houdini? If you are I would recommend looking into how it works in comparison to other software that you may have used. Particularly the node-based workflow and its use of attributes and how they are used.
Once you are comfortable in the Houdini environment I would recommend starting with Particles, then moving Pyro and/or RBD Sims. These three areas will help you when you move onto the more advanced areas like Flip Fluids, Grains, FEM etc.
While you are working through these areas I highly recommend looking at coding, particularly VEX, which is Houdini's internal coding language. You can also looking in to Python as it's a useful language to learn in general, but it's more suited for tool development when it comes to Houdini.
When starting out in FX coding isn't really necessary, although is a useful skill to learn and will help you become a better artist in the long run.
Are you new to Houdini? If you are I would recommend looking into how it works in comparison to other software that you may have used. Particularly the node-based workflow and its use of attributes and how they are used.
Once you are comfortable in the Houdini environment I would recommend starting with Particles, then moving Pyro and/or RBD Sims. These three areas will help you when you move onto the more advanced areas like Flip Fluids, Grains, FEM etc.
While you are working through these areas I highly recommend looking at coding, particularly VEX, which is Houdini's internal coding language. You can also looking in to Python as it's a useful language to learn in general, but it's more suited for tool development when it comes to Houdini.
Technical Discussion » Manipulating each copy from copy stamp sop
- Sean Rowe
- 39 posts
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The foreach can either loop through Points/Primitives or attributes. The line by default is just one primitive so you can loop through without the class attribute. The attribute is useful when your geometry has multiple prims, for example if you dropped down a convert line sop between the line and copy sop your current setup wouldn't work as expected.
Technical Discussion » Manipulating each copy from copy stamp sop
- Sean Rowe
- 39 posts
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You can do this in a foreach loop. Drop down a Connectivity sop first to create a “class” attribute for each line, then reference this attribute in your foreach.
Technical Discussion » Reading Point count from a group
- Sean Rowe
- 39 posts
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Looks like the npointsgroup vex expression does the job, unless I'm mis-understanding the question (I probably am)
http://www.sidefx.com/docs/houdini/vex/functions/npointsgroup.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/vex/functions/npointsgroup.html [www.sidefx.com]
Houdini Indie and Apprentice » Split 8 sided ngon into 2 polygons
- Sean Rowe
- 39 posts
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You can use the polycut node and define the point numbers in the Cut Points parameter. Don't forget that point numbers start with 0, not 1, so your cut points would actually be 4 and 7
Houdini Indie and Apprentice » Vop: affect scattered trees scales
- Sean Rowe
- 39 posts
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Here's a list of available attributes for copying/instancing:
http://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
Technical Discussion » POPs vdb collisionvel
- Sean Rowe
- 39 posts
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Have you tried playing with the POP Advect by Volume SOP?
What are you trying to achieve? I assume that if you have a collision vdb, that it's been created from geometry. Is that not the case?
What are you trying to achieve? I assume that if you have a collision vdb, that it's been created from geometry. Is that not the case?
Technical Discussion » Splitting up geometry into set amount of consecutive groups
- Sean Rowe
- 39 posts
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I'm pretty sure there's an easier way, but this is what I have at the moment:
1. Connect you geo into a clusterpoints sop.
2. Promote the cluster attribute from point to primitive in an attribute promote node.
3. Run through a for-each loop with Iteration Method set to “By Pieces or Points” and Piece Attribute to “cluster”. Create a metadata node which will give you access to an iteration attribute, you can then use this attribute in a group sop within the for-each loop by setting the group name to: group_`detail(“../foreach_begin1_metadata”, “iteration”, 0).
Thanks,
Sean
1. Connect you geo into a clusterpoints sop.
2. Promote the cluster attribute from point to primitive in an attribute promote node.
3. Run through a for-each loop with Iteration Method set to “By Pieces or Points” and Piece Attribute to “cluster”. Create a metadata node which will give you access to an iteration attribute, you can then use this attribute in a group sop within the for-each loop by setting the group name to: group_`detail(“../foreach_begin1_metadata”, “iteration”, 0).
Thanks,
Sean
Houdini Indie and Apprentice » FLIP fluid passing through a RBD Fractured object
- Sean Rowe
- 39 posts
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Have you checked the collision guide under the flipobject node? That gives you the correct representation of the collision object.
Technical Discussion » Can I change points number size?
- Sean Rowe
- 39 posts
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I'm pretty sure you can't change the point number, but you can set an id attribute and reference that in your setup instead.
Houdini Indie and Apprentice » Fill object with particles
- Sean Rowe
- 39 posts
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Yep!
1 - Convert your original object into a volume with an IsoOffset node
2 - Scatter points inside your volume with a Scatter node with how many points you want
3 - Convert your points to VDB with a VDBfromParticles node, you'll have to adjust some setting to make the SDF visible.
4 - Convert to a mesh with a ConvertVDB node set to Polygons.
You may need to adjust the shape of your VDB before you convert it to polygons. There are a bunch of nodes you can use like VDB Reshape, VDB Smooth etc
1 - Convert your original object into a volume with an IsoOffset node
2 - Scatter points inside your volume with a Scatter node with how many points you want
3 - Convert your points to VDB with a VDBfromParticles node, you'll have to adjust some setting to make the SDF visible.
4 - Convert to a mesh with a ConvertVDB node set to Polygons.
You may need to adjust the shape of your VDB before you convert it to polygons. There are a bunch of nodes you can use like VDB Reshape, VDB Smooth etc
Technical Discussion » Info on pythonrc.py ?
- Sean Rowe
- 39 posts
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Houdini Learning Materials » Orient objects around a curve
- Sean Rowe
- 39 posts
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Place a polyframe between curve1 and copy1, then rename the Tangent Name to “up”
Edited by Sean Rowe - May 18, 2017 17:51:42
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