Hello !
I use Houdini 16.5.268.
When I use Move pivot to center I get this error :
Traceback (most recent call last):
File “object_centerpivot”, line 31, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.268/houdini/python2.7libs\hou.py”, line 42614, in setCurrentState
return _hou.SceneViewer_setCurrentState(*args, **kwargs)
OperationFailed: The attempted operation failed.
Invalid state name.
Any help would be greatly appreciated
Found 18 posts.
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Technical Discussion » Move Pivot to center error, need help !
- aados
- 18 posts
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Technical Discussion » VEXpresssion
- aados
- 18 posts
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Simple question (maybe) ?
I know of gl_wireframe and gl_lit, in terms of expressions of viewport shading.
But do anyone know of the command for shaded or smooth by any chance ?
Thanks
Bjorn
I know of gl_wireframe and gl_lit, in terms of expressions of viewport shading.
But do anyone know of the command for shaded or smooth by any chance ?
Thanks
Bjorn
Technical Discussion » Question FLIP Container , splash
- aados
- 18 posts
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Hi!
I have a fluid-container, and I have a rigid-body object interacting with the contained fluid. Creating a splash.
Really original
My questions is, how do I get the splash-particles to NOT collide with container walls, but continue their “travel” out of the container instead of crashing with the container wall ?
I have Waterline turned on, but it does not seem to do anyting
I have a fluid-container, and I have a rigid-body object interacting with the contained fluid. Creating a splash.
Really original
My questions is, how do I get the splash-particles to NOT collide with container walls, but continue their “travel” out of the container instead of crashing with the container wall ?
I have Waterline turned on, but it does not seem to do anyting
Technical Discussion » Animation - Ghosting
- aados
- 18 posts
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Thanks alot guys !
I am pretty new to Houdini, coming from Softimage
“Onion skinning” is what I was looking for !
Friedasparagus : Thanks for the heads-up, it seems the bug you talked about is still around, it hides the current frame if “full deformation” is on. But I`ll survive hopefully
Cheers
I am pretty new to Houdini, coming from Softimage
“Onion skinning” is what I was looking for !
Friedasparagus : Thanks for the heads-up, it seems the bug you talked about is still around, it hides the current frame if “full deformation” is on. But I`ll survive hopefully
Cheers
Technical Discussion » Animation - Ghosting
- aados
- 18 posts
- Offline
Hello !
I was wondering how one would go about getting a ghosting effect when working with animation in Houdini?
Like this.
http://softimage.wiki.softimage.com/xsidocs/cm0b25b2.jpg [softimage.wiki.softimage.com]
Any idea ?
Is there any inbuilt feature in Houdini 16 that I do not know of maybe ?
I played around with the trailsop but it seems quite expensive.
Any help is greatly appreciated
I was wondering how one would go about getting a ghosting effect when working with animation in Houdini?
Like this.
http://softimage.wiki.softimage.com/xsidocs/cm0b25b2.jpg [softimage.wiki.softimage.com]
Any idea ?
Is there any inbuilt feature in Houdini 16 that I do not know of maybe ?
I played around with the trailsop but it seems quite expensive.
Any help is greatly appreciated
3rd Party » VDB with Redshift
- aados
- 18 posts
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3rd Party » VDB with Redshift
- aados
- 18 posts
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Hey
Any idea on how to go about rendering VDB with REDSHIFT ?
Nothing appears, I have the same material applied to the VDB as the sphere.
The sphere renders fine.
Any ideas ?
Thank you
Any idea on how to go about rendering VDB with REDSHIFT ?
Nothing appears, I have the same material applied to the VDB as the sphere.
The sphere renders fine.
Any ideas ?
Thank you
Technical Discussion » Modelling - detach polygon
- aados
- 18 posts
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Thanks mate ! Really appreciate it.
How would one make a new object from the “detached” polys, and removing them from the original one ?
Is there a simple work around ?
How would one make a new object from the “detached” polys, and removing them from the original one ?
Is there a simple work around ?
Technical Discussion » Modelling - detach polygon
- aados
- 18 posts
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Hi!
I am currently exploring the modelling side of Houdini and was wonderin if there is a method for detaching a polygon for example. I have tried both duplicate and extract ( extract seems to be connect to the original object) and with both methods I have to go into the original mesh to delete the polygon i just duplicated.
Is there any other straight-forward method to simply detachin a polygon into a new object, deleting the polygon from the orginal obj/mesh ?
I feel like I am missing something.
Cheers
Bjornvvb
I am currently exploring the modelling side of Houdini and was wonderin if there is a method for detaching a polygon for example. I have tried both duplicate and extract ( extract seems to be connect to the original object) and with both methods I have to go into the original mesh to delete the polygon i just duplicated.
Is there any other straight-forward method to simply detachin a polygon into a new object, deleting the polygon from the orginal obj/mesh ?
I feel like I am missing something.
Cheers
Bjornvvb
Houdini Indie and Apprentice » Ocean and FLIP-simulation
- aados
- 18 posts
- Offline
Hi again!
Any Idea why the “…fluid_extended” grid is not displaced at Render-time ?
See attachment.
Any Idea why the “…fluid_extended” grid is not displaced at Render-time ?
See attachment.
Houdini Indie and Apprentice » Ocean and FLIP-simulation
- aados
- 18 posts
- Offline
Houdini Indie and Apprentice » Ocean and FLIP-simulation
- aados
- 18 posts
- Offline
Hi everyone!
I am completely new to Houdini and have a few questions about Ocean and FLIP.
In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf.
1. How would I go about blending the FLIP and the Ocean ?
2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops of the FLIP-sim ?
Thank you in advance !
I am completely new to Houdini and have a few questions about Ocean and FLIP.
In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf.
1. How would I go about blending the FLIP and the Ocean ?
2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops of the FLIP-sim ?
Thank you in advance !
Technical Discussion » Ocean and FLIP-simulation
- aados
- 18 posts
- Offline
Hi everyone!
I am completely new to Houdini and have a few questions about Ocean and FLIP.
In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf.
1. How would I go about blending the FLIP and the Ocean ?
2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops of the FLIP-sim ?
Thank you in advance !
I am completely new to Houdini and have a few questions about Ocean and FLIP.
In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf.
1. How would I go about blending the FLIP and the Ocean ?
2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops of the FLIP-sim ?
Thank you in advance !
Technical Discussion » Ocean Render, black spots
- aados
- 18 posts
- Offline
Houdini Indie and Apprentice » Oceans
- aados
- 18 posts
- Offline
Houdini Indie and Apprentice » Oceans
- aados
- 18 posts
- Offline
Thanks again for your help !
As you probably understand I am completely new to Houdini, just trying to transist from Modo.
I do not seem to find clear information on how to go about connecting a flip-sim (this case a flat-tank) to a
small ocean surface, so that the size off the simulation and particle positions corresponds with the surface of the underlying ocean.
If I create a “Small ocean”, select it, and then go on and create a “Ocean Flat tank” this happens. See att.
Basically I want to be able to create, say a rock in the middle of the ocean, with foam and spray being created around it, but only limited to a certain area. And I want this to be running with a “Small ocean” or “Large ocean” as a driving surface.
Alot of questions here, but as I said, I`m new to Houdini and eager too learn
Thanks again for your patience.
Bjorn
As you probably understand I am completely new to Houdini, just trying to transist from Modo.
I do not seem to find clear information on how to go about connecting a flip-sim (this case a flat-tank) to a
small ocean surface, so that the size off the simulation and particle positions corresponds with the surface of the underlying ocean.
If I create a “Small ocean”, select it, and then go on and create a “Ocean Flat tank” this happens. See att.
Basically I want to be able to create, say a rock in the middle of the ocean, with foam and spray being created around it, but only limited to a certain area. And I want this to be running with a “Small ocean” or “Large ocean” as a driving surface.
Alot of questions here, but as I said, I`m new to Houdini and eager too learn
Thanks again for your patience.
Bjorn
Edited by aados - Feb. 24, 2017 07:10:17
Houdini Indie and Apprentice » Oceans
- aados
- 18 posts
- Offline
ndickson
It seems that you have to select the “save_spectra” node, and click “Save to Disk”, though make sure you've saved your HIP file in a reasonable place first, else it'll create a “geo” directory in whatever the current working directory is. The displacement shader is referencing ocean spectrum geometry, and the idea is to generate the spectrum once and cache it out, so that it doesn't need to be regenerated all the time.
Thank you for your help, it works now !
Cheers
Bjorn
Houdini Indie and Apprentice » Oceans
- aados
- 18 posts
- Offline
When I create a small or large ocean from the shelf, it displays correctly in the viewport. But in the RenderView it is flat, Any suggestions ?
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