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Technical Discussion » H18 lopnet scene import cameras
- alsegura
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Technical Discussion » H18 lopnet scene import cameras
- alsegura
- 24 posts
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I'm testing H18 for the first time and trying to import a camera in lopnet that was created and animated at object level. This camera I'm importing it using a “Scene_import_cameras” node. When rendering using karma it looks pretty blurred (like it has depth of field or something). If I render the same object without the camera it looks correct. My test is on Volumes and instanced spheres to points. If I create the camera inside LOP I don't have the issue. Since H18 is a new world, I wonder if there is a proper way to import a obj camera inside lop or a way to fix the blurred look using scene camera import.
Thank you,
-Al Segura
Thank you,
-Al Segura
Technical Discussion » Double Surface on Flattening Mesh
- alsegura
- 24 posts
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Hi there,
I'm experiencing this super annoying problem when flattening surface using particle fluid surface in Houdni17.
Problem is a random double surface (top and bottom) when I only want top one. I'm working on a character splashes and everything its working just fine except that I can't find a reason why these random frames are showing double surfacing. In my setup, because characters run long distance I decided to use animated tank tracking the character position and regenerating particles per frame, then I meshing using flatten geometry surface option and “Use Bounding Box” checked with correct bbox values and centroid. I'm also using narrow band in my sim. Any help? this is kind of frustrating since it makes no sense at all.
I'm experiencing this super annoying problem when flattening surface using particle fluid surface in Houdni17.
Problem is a random double surface (top and bottom) when I only want top one. I'm working on a character splashes and everything its working just fine except that I can't find a reason why these random frames are showing double surfacing. In my setup, because characters run long distance I decided to use animated tank tracking the character position and regenerating particles per frame, then I meshing using flatten geometry surface option and “Use Bounding Box” checked with correct bbox values and centroid. I'm also using narrow band in my sim. Any help? this is kind of frustrating since it makes no sense at all.
Technical Discussion » referencing perimeter
- alsegura
- 24 posts
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Technical Discussion » referencing perimeter
- alsegura
- 24 posts
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I'm trying to create a depth of field system using a primitive line attached to a null that I would move where I want my focus to be int he world space.
I have a line primitive and I appended a measure sop to get the perimeter… I've created a null and added an empty parameter called perimeter. I need to pass the perimeter value to this new parameter in the null so I can reference it in a the camera focus distance.
I have a line primitive and I appended a measure sop to get the perimeter… I've created a null and added an empty parameter called perimeter. I need to pass the perimeter value to this new parameter in the null so I can reference it in a the camera focus distance.
Houdini Indie and Apprentice » connecting points with smallest distance
- alsegura
- 24 posts
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Can you explain exactly what you are looking for?. You can use expressions and particle combined with “add” SOP to connect them.
Technical Discussion » sin wave
- alsegura
- 24 posts
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Ok I got the answer from sidefx support and I want to post it for any one interested. here it goes:
The fastest and best way to do this in a Digital Asset is to take advantage of Motion Effects:
-Put down a geometry node. Right click in the parameter where you wish to apply a sine wave and choose Motion Effects->Wave.
This will automatically create a chop network with a sine wave exported to the parameter in question. The wave graph can be examined
in the Motion View viewport
-From there you can dive into the motionfx chop network and choose the wave type to Triangle (in the wave1 node)
-Back at the top, you can select both the geometry node and the chop network and shift+c to collapse into a subnet
-Right click and choose create digital asset. Simply promote the wave type parameter to the top of the UI…
The fastest and best way to do this in a Digital Asset is to take advantage of Motion Effects:
-Put down a geometry node. Right click in the parameter where you wish to apply a sine wave and choose Motion Effects->Wave.
This will automatically create a chop network with a sine wave exported to the parameter in question. The wave graph can be examined
in the Motion View viewport
-From there you can dive into the motionfx chop network and choose the wave type to Triangle (in the wave1 node)
-Back at the top, you can select both the geometry node and the chop network and shift+c to collapse into a subnet
-Right click and choose create digital asset. Simply promote the wave type parameter to the top of the UI…
Technical Discussion » sin wave
- alsegura
- 24 posts
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Anyone knows how I can turn a sine wave into a sort of linear tangents wave?. Right now it looks like a “ease-in, ease-out” wave, I need to have a more linear movement, but I don't know how to manipulate that with expressions.
Thanks!
Thanks!
Technical Discussion » by $GROUP
- alsegura
- 24 posts
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This might be a stupid question… Is there any $VARIABLE that allows me to manipulate by group instead of points or primitives?… fit01(rand($GROUP),0,16)
Technical Discussion » fluid density fall-off
- alsegura
- 24 posts
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Technical Discussion » fluid density fall-off
- alsegura
- 24 posts
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How can I control the density fall off on fluids?. I need a sharper edges on my fluid and get rid of the typical blur edge. I tried increasing the “Uniform Divisions” on the Smoke Object and that helps a lot. I'm also increasing the Amplitude on the BillowySmoke Shader to get more definition on shape, but I still have blurred edges on some areas. I wonder is there is some control that I'm missing to manipulate the density fall-off.
Thanks!
Thanks!
Houdini Indie and Apprentice » Connecting two different SOPs
- alsegura
- 24 posts
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Houdini Indie and Apprentice » Connecting two different SOPs
- alsegura
- 24 posts
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Here is the solution to your problem. Check the file I'm attaching and let me know if this is what you're looking for.
Cheers!
Alsegura
Cheers!
Alsegura
Houdini Indie and Apprentice » Connecting two different SOPs
- alsegura
- 24 posts
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why don't you poly-extrude the sphere, instead of trying to connect the points?. After that, you can group faces to have two spheres.
Houdini Indie and Apprentice » Connecting two different SOPs
- alsegura
- 24 posts
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I don't understand your question, but I believe that what you need may rely on the “attribtransfer” (attribute transfer SOP).
Technical Discussion » scaling up metaball with billowy_smoke
- alsegura
- 24 posts
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Technical Discussion » scaling up metaball with billowy_smoke
- alsegura
- 24 posts
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My message was published incompleted!.
Here's my problem:
when I scale my sub network to a large scale (3000) The billowy_smoke parameters change (I guess values needs to be compensated) and render becomes impossibly slow. While I increase size, volumes get more dense and render more slow. I've tried caching out my network with material embedded but got the same problem. Any solution??
Here's my problem:
when I scale my sub network to a large scale (3000) The billowy_smoke parameters change (I guess values needs to be compensated) and render becomes impossibly slow. While I increase size, volumes get more dense and render more slow. I've tried caching out my network with material embedded but got the same problem. Any solution??
Technical Discussion » scaling up metaball with billowy_smoke
- alsegura
- 24 posts
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hi there, I'm working in a file with large units. I need clouds so I'm getting great results using particles with metaball connected to a copy sop, rendering “metaballs as volume”, and using a billowy_smoke
Technical Discussion » gap between particles
- alsegura
- 24 posts
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Technical Discussion » gap between particles
- alsegura
- 24 posts
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How can I close the gap bewteen particles. I tried everything and I'm still having a big gap between them.
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