Collision issue.
Why does my falling debris seem to 'float' above the surface after collision?
You can see from the cast shadow that the debris is not actually in contact with the collsion heightfield.
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Technical Discussion » RBD Collision objects floating above collision surface
- art3mis
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Technical Discussion » Randomize rotation within a RBD Bullet Solver
- art3mis
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I have falling debris that I also need to randomly rotate (animate) using VEX in a POP wrangle inside my RBD Bullet Solver.
It seems there are at least 3 steps
1) Determine a random rotation or axis per ptnum
2) Determine a random rotation magnitude per ptnum (increase the angle over time?)
3) Apply this rotation (convert to a quaternion or matrix3 then use to define p@orient or 3@transform ?)
Can any VEXperts help?
It seems there are at least 3 steps
1) Determine a random rotation or axis per ptnum
2) Determine a random rotation magnitude per ptnum (increase the angle over time?)
3) Apply this rotation (convert to a quaternion or matrix3 then use to define p@orient or 3@transform ?)
Can any VEXperts help?
Edited by art3mis - Oct. 1, 2023 18:32:12
Houdini Indie and Apprentice » RBD simulation - erratic animation after collision
- art3mis
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Need help from any RBD experts.
I have the correct setup now for using Convex Decomposition for proxy geometry but my animation after collision seems wildly erratic.
It's as though my geometry has no mass-inertia.
Can anyone suggest what might be happening? Pretty sure it must be a RBDBulletSolver setting but so far haven't been able to fix.
I have the correct setup now for using Convex Decomposition for proxy geometry but my animation after collision seems wildly erratic.
It's as though my geometry has no mass-inertia.
Can anyone suggest what might be happening? Pretty sure it must be a RBDBulletSolver setting but so far haven't been able to fix.
Edited by art3mis - Sept. 12, 2023 11:52:06
Solaris and Karma » Erro on saving MaterialX
- art3mis
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19.5.711 Windows
When I right click-Save to save out a MaterialX file I get a script error
Child name is not unique: surface
When I right click-Save to save out a MaterialX file I get a script error
Child name is not unique: surface
Solaris and Karma » Adding animation to Layout LOP instances
- art3mis
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If using the Layout LOP with instanceable references Is there some way of ‘adding’ animation to individual instances?’
I am trying to create a landscape with rocks, boulders, trees etc falling vertically into place at random intervals.
I am trying to create a landscape with rocks, boulders, trees etc falling vertically into place at random intervals.
Houdini Learning Materials » MaterialX Essentials (Nodes Pack)
- art3mis
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Thanks for sharing!
Minor corrections I believe are needed on the MtlxImage node signatures in the example .hip. For Roughness and Height maps I believe you should change the Signature to Float from Color.
And if using a Normal map, use Vector instead of Color.
Minor corrections I believe are needed on the MtlxImage node signatures in the example .hip. For Roughness and Height maps I believe you should change the Signature to Float from Color.
And if using a Normal map, use Vector instead of Color.
Edited by art3mis - Aug. 26, 2023 10:58:39
Solaris and Karma » Editing imported .mtlx files
- art3mis
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Is there a way of editing imported .mtlx files at the shader level?
Importing these MaterialX materials from the AMD site
https://matlib.gpuopen.com/main/materials/ [matlib.gpuopen.com]
I was hoping to use a EditMaterial Network LOP but it doesn't seem to work.
Importing these MaterialX materials from the AMD site
https://matlib.gpuopen.com/main/materials/ [matlib.gpuopen.com]
I was hoping to use a EditMaterial Network LOP but it doesn't seem to work.
Solaris and Karma » Scene Graph feedback
- art3mis
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Successfully imported a MaterialX file and created a material variant.
Applying the material to a simple grid and using Tommy as a size reference.
Does my Scene Graph look correct if I simply want to be able to show hide Tommy in my destination DCC?
Applying the material to a simple grid and using Tommy as a size reference.
Does my Scene Graph look correct if I simply want to be able to show hide Tommy in my destination DCC?
Edited by art3mis - Aug. 23, 2023 08:41:13
Houdini Indie and Apprentice » Converting CopyStamp to CopyToPoints + ForLoop
- art3mis
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Need some help converting a CopyStamp to the newer CopyToPoints+ForLoop method.
This is the tutorial I am following
https://vimeo.com/402969394 [vimeo.com]
And the attached shows the CopyToPoints node I need to update.
Really rusty with For Loops. Not getting the random variation as determined by the $F value in PointReplicate>Offset.
Spent a couple hours trying several options but so far no luck!
This is the tutorial I am following
https://vimeo.com/402969394 [vimeo.com]
And the attached shows the CopyToPoints node I need to update.
Really rusty with For Loops. Not getting the random variation as determined by the $F value in PointReplicate>Offset.
Spent a couple hours trying several options but so far no luck!
Image Not Found
Edited by art3mis - July 31, 2023 18:45:17
Technical Discussion » Importing USD from Unreal
- art3mis
- 350 posts
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Any Unreal users able to tell me whether instances are maintained when importing an Unreal USD scene?
Technical Discussion » TOPs PDF File Cache -tasks never executed but no errors
- art3mis
- 350 posts
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TOPS PDG question. What are some common causes for your TOP network render to fail (no tasks completed) even though there are no errors ( all green icons)?
This happens repeatedly for me when running a FileCache TOP on a simulation. All tasks get executed very quickly but nothing is cached.
Doublechecked and my DOP Network and Default Object paths are correct.
This happens repeatedly for me when running a FileCache TOP on a simulation. All tasks get executed very quickly but nothing is cached.
Doublechecked and my DOP Network and Default Object paths are correct.
Technical Discussion » Relationship between Mass Scale and Particle Separation
- art3mis
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I'm trying to find the relationship between Particle Separation and Mass scale to keep consistent looking simulations.
This is important when quickly iterating with large Particle Separation values used to keep sim times small.
Changing ONLY Particle Separation will chnage the actual look of your sim, not just the reaolution.
Any FLIP experts care to chime in?
This is important when quickly iterating with large Particle Separation values used to keep sim times small.
Changing ONLY Particle Separation will chnage the actual look of your sim, not just the reaolution.
Any FLIP experts care to chime in?
Houdini Indie and Apprentice » Collision for FLIP simulation
- art3mis
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Still wrestling with collision geometry for a FLIP sim. Tried reducing my Voxel (VDB) size in my Collision Source but didn't seem to help. Also, when should you use Surface Collisions (Geometry) vs Volume Collisions (VDB) as your Collision Detection type?
Houdini Indie and Apprentice » Houdini to Unreal workflows
- art3mis
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Anyone expereinced with Houdini to Unreal workflows?
Looking for some sort of comparison table to help determine when to use different export options for animated or deforming meshes.
- VAT
- alembic
- fbx via rbd to fbx
- fbx via dembones skinning converter
So many options!
Looking for some sort of comparison table to help determine when to use different export options for animated or deforming meshes.
- VAT
- alembic
- fbx via rbd to fbx
- fbx via dembones skinning converter
So many options!
Houdini Indie and Apprentice » Simple geometry creation and order of nodes
- art3mis
- 350 posts
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Modelling noob question. The last time I did any modelling in Houdini was before covid!
Simple extruded arc.
1. Is my node order correct, ie normal followed by facet and uvtexture?
2. Does it matter if use use Face or Cylindrical texture type for an extruded arc like this?
And lastly
3. why do the UV Quick Shade and Labs UV Visualize give different results?
Aren't they both doing the same thing?
Simple extruded arc.
1. Is my node order correct, ie normal followed by facet and uvtexture?
2. Does it matter if use use Face or Cylindrical texture type for an extruded arc like this?
And lastly
3. why do the UV Quick Shade and Labs UV Visualize give different results?
Aren't they both doing the same thing?
Houdini Indie and Apprentice » Custom distortion of UVs on mesh
- art3mis
- 350 posts
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I am trying to alter the UVs on a curved wall mesh so that the left and right edges are increasingly stretched horizontally.
The attached should make this clear.
In the bottom half you can see the green box (which is a rendertexture on the curved wall mesh) is stretched horizontally in the center and appears 'squished' towards the left and right sides. From the viewpoint of the camera it has to appear as a consistent square regardless of where it is poistioned left to right.
The top half shows the capture setup with a Ortho Projection camera centered left to right in the curved wall mesh.
How can I alter the UVs on this mesh to get my intended result?
The attached should make this clear.
In the bottom half you can see the green box (which is a rendertexture on the curved wall mesh) is stretched horizontally in the center and appears 'squished' towards the left and right sides. From the viewpoint of the camera it has to appear as a consistent square regardless of where it is poistioned left to right.
The top half shows the capture setup with a Ortho Projection camera centered left to right in the curved wall mesh.
How can I alter the UVs on this mesh to get my intended result?
Houdini for Realtime » Maps Baker for multi UDIM assets
- art3mis
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Can anyone tell me if Maps Baker can be used to create a texture atlas using multi and single UDIM meshes as inputs? QuickMaterial SOP properly recognizes UDIM textures but having a problem with my renders. Diffuse and Roughness maps are pink. Only AO seems to render correctly.
Double checked and BaseColor and Roughness are correctly linked to my UDIM textures in the QuickMaterial SOP.
And I assume 3rd input Cage is optional?
Double checked and BaseColor and Roughness are correctly linked to my UDIM textures in the QuickMaterial SOP.
And I assume 3rd input Cage is optional?
Houdini for Realtime » Match number of points to number of vertices in Unreal
- art3mis
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Instancing problem. I am using a target mesh created or modified in H to instance crowd agents in Unreal.
In Unreal I am instancing based on vertices.
So I need some way in Houdini of ensuring the number of points on my mesh will equal the number of vertices after importing to Unreal.
In H I also need to use a Divide SOP with Compute Dual enabled to center all my points before exporting.
In the attached I have 200 points in H, but after importing to Unreal as FBX I am getting 398 vertices.
Any help appreciated as have been working on this workflow all week and need to hit the ground running first thing in the New Year!
In Unreal I am instancing based on vertices.
So I need some way in Houdini of ensuring the number of points on my mesh will equal the number of vertices after importing to Unreal.
In H I also need to use a Divide SOP with Compute Dual enabled to center all my points before exporting.
In the attached I have 200 points in H, but after importing to Unreal as FBX I am getting 398 vertices.
Any help appreciated as have been working on this workflow all week and need to hit the ground running first thing in the New Year!
Edited by art3mis - Dec. 31, 2021 09:50:22
Houdini for Realtime » VAT3 Documentation?
- art3mis
- 350 posts
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Technical Discussion » Lost UV's after a RBD Unpack operation
- art3mis
- 350 posts
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Trying to understand why I seem to have lost my UV's after a RBD Unpack operation.
The attached images should make this clear.
The attached images should make this clear.
Edited by art3mis - Oct. 11, 2021 18:42:56
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