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Technical Discussion » can you rotate fluid containers?
- amazingjay
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Technical Discussion » can you rotate fluid containers?
- amazingjay
- 56 posts
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I'm at work right now and don't have access to Houdini. You might want to post your file and describe what you want to happen, so others may see.
Technical Discussion » can you rotate fluid containers?
- amazingjay
- 56 posts
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menoz
I'm in H12 and I can't find a way to rotate or move a fluid object with one of those node you mentioned.
I haven't used H12, but I think it should be the same. IF you want to do any transformation to ‘em, make sure you’re on frame number 1.
Technical Discussion » Dynamics and Rigid Body Objects
- amazingjay
- 56 posts
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Technical Discussion » Dynamics and Rigid Body Objects
- amazingjay
- 56 posts
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I have 2 Rigid Body Objects (both cubes). Once I hit play on the timeline, both objects fall downwards due to gravity. Is there a way for one object to be pulled by gravity let's say after the first 30 frames?
Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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asnowcappedromance
well you could go back to use the dopfield expression, work in a SOP Solver and stamp your $OBJID variables in order to treat objects seperately !!!!
Can you make a simple HIP file example of that? (pls?)
Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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Follow up question: What if you have 2 falling objects? Would you need to create another chopnetwork? It seems that only a single “export” node can be activated at any given time inside a chopnetwork.
Any ideas?
Any ideas?
Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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Got any idea what node I can find that in? Or would I need to create a new node for that?
(Attached is a simple falling object.)
(Attached is a simple falling object.)
Houdini Indie and Apprentice » Vertical position of a falling Rigid Body Object....
- amazingjay
- 56 posts
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Hi all!
How do I get the vertical position in space of a falling rigid body object? For some reason the “translate x” position doesn't update if an object is a rigid body. Help anyone?
Thanks!
How do I get the vertical position in space of a falling rigid body object? For some reason the “translate x” position doesn't update if an object is a rigid body. Help anyone?
Thanks!
Technical Discussion » fire from a source surface?
- amazingjay
- 56 posts
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How can one produce fire from surface? I'm able to produce fire by using a cube/sphere and choosing “source from objects”, but when I tried it with a grid it wouldn't work.
Of course, I can always change the height of a cube to make it similar to a grid, but I'm just curious about the general functionality of fire (and other fluids) if a flat plane or surface can be the source.
thanks!
Of course, I can always change the height of a cube to make it similar to a grid, but I'm just curious about the general functionality of fire (and other fluids) if a flat plane or surface can be the source.
thanks!
Technical Discussion » Time Frame and Simulation Problem
- amazingjay
- 56 posts
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I am currently trying to add a smoke effect to a shot that has 245 frames. I need to make the smoke start at frame 192. I have two questions below that I hope anyone can shed some light on:
1. Is there a way for Houdini to understand that frame 192 is frame 1 as far as simulation goes? For example, I can't even adjust the size of my smoke container unless I'm in frame 1. ( The shot is pretty complicated because the camera is moving, so what the camera sees in frame 1 is different compared to frame 192. Hence, resizing the container in frame 1 is futile.)
2. The other alternative that I have in mind… is there an easy way for frame 192 to become frame 1 (as far as the animation of all objects in the scene is concerned)? If this is easily achievable, I can just then start the effects at frame 1. Though, I reckon that this is pretty messy because I might need to go through the graph editor for each animated controller/object).
Any help is very much appreciated. Thanks!
1. Is there a way for Houdini to understand that frame 192 is frame 1 as far as simulation goes? For example, I can't even adjust the size of my smoke container unless I'm in frame 1. ( The shot is pretty complicated because the camera is moving, so what the camera sees in frame 1 is different compared to frame 192. Hence, resizing the container in frame 1 is futile.)
2. The other alternative that I have in mind… is there an easy way for frame 192 to become frame 1 (as far as the animation of all objects in the scene is concerned)? If this is easily achievable, I can just then start the effects at frame 1. Though, I reckon that this is pretty messy because I might need to go through the graph editor for each animated controller/object).
Any help is very much appreciated. Thanks!
Houdini Lounge » How to render a frame in 300 dpi (for print).
- amazingjay
- 56 posts
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Hi All,
I need to render a single frame in 300dpi, but I do not know how. I understand that I can set the size (width x length) of the frame, but I'm not sure if there are any settings for the dpi. (I actually rendered a frame in 1280x720p and it has 1dpi – I guess, that's the default?)
Can anyone shed some light on this? I'm a noob with all the “300 dpi” info when it comes to print.
I need to render a single frame in 300dpi, but I do not know how. I understand that I can set the size (width x length) of the frame, but I'm not sure if there are any settings for the dpi. (I actually rendered a frame in 1280x720p and it has 1dpi – I guess, that's the default?)
Can anyone shed some light on this? I'm a noob with all the “300 dpi” info when it comes to print.
Technical Discussion » When should we render particles as Sprites?
- amazingjay
- 56 posts
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Technical Discussion » When should we render particles as Sprites?
- amazingjay
- 56 posts
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I'm currently working on particles right now for a school project, and I'm wondering what advantages does rendering particles as Sprites offer.
Anyone?
Anyone?
Houdini Indie and Apprentice » can Digital Asset be updated?
- amazingjay
- 56 posts
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tamte
do not use Gear icon on DA to mess with parameters they will not become part of definition and thus not get propagated to other instances
Learned it the hard way, just now. Good thing this thread is still available to point out my mistake.
Technical Discussion » Glass material has no opacity?
- amazingjay
- 56 posts
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found it! it's more of like this:
http://forums.odforce.net/index.php?showtopic=5792 [forums.odforce.net]
…apparently, I need to use the “vex glass” shader.
http://forums.odforce.net/index.php?showtopic=5792 [forums.odforce.net]
…apparently, I need to use the “vex glass” shader.
Technical Discussion » Glass material has no opacity?
- amazingjay
- 56 posts
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I'm trying to render a glass object, so I can composite it afterward with Photoshop (or the like).
I applied houdini's default glass shader to the object and I rendered it out… however, the glass appears to be pure black. Does anyone know how I can have the glass render the opacity/translucency?
I applied houdini's default glass shader to the object and I rendered it out… however, the glass appears to be pure black. Does anyone know how I can have the glass render the opacity/translucency?
Technical Discussion » Match Current Definition vs. Save Operator Type
- amazingjay
- 56 posts
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