Okay good!
But your question… That's where I'm exactly being stacked too..
I've tried an idea exporting HDF5 format and including some object at some first frames to avoid empty error. It seemed exporting Alembic worked well without any errors but the error came out as I inserted it into Maya, which is “// Error line 1 particleShape1 Object not found for -object flag. // ”.
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Houdini Learning Materials » Houdini to Maya Export
- auratuslemma
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Houdini Indie and Apprentice » Exporting Whitewater particles to Maya
- auratuslemma
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Houdini Learning Materials » Houdini to Maya Export
- auratuslemma
- 25 posts
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How about changing Alembic format type to HDF5?
I've got some problems when I export fluids mesh to Maya but it worked )
I've got some problems when I export fluids mesh to Maya but it worked )
Houdini Learning Materials » How do I scale smoke down
- auratuslemma
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As the hip file I've attached, I tried to affect smoke size by pscale… Although looks it's working, but not the result that I want.
I want to get very keen and low density smoke at the head point.
How do I solve this?
Thank you.
I want to get very keen and low density smoke at the head point.
How do I solve this?
Thank you.
Technical Discussion » Inheritance attribute between bounding boxes.
- auratuslemma
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Hi
I'm wondering if it's possible to inherit attributes like velocity and density inside bounding boxes.
There's a way using clustering but it just needs cluster points and even those boxes has same sized boxes.
I just need 1 box for fixed area and very detailed volume in addition to 1 box for flexible area which is rough enough. So then raised an idea of inheriting attributes between varied bounding boxes.
Has anybody got ideas?
Thank you.
I'm wondering if it's possible to inherit attributes like velocity and density inside bounding boxes.
There's a way using clustering but it just needs cluster points and even those boxes has same sized boxes.
I just need 1 box for fixed area and very detailed volume in addition to 1 box for flexible area which is rough enough. So then raised an idea of inheriting attributes between varied bounding boxes.
Has anybody got ideas?
Thank you.
Houdini Learning Materials » Create nodes into plural node.children with Python.
- auratuslemma
- 25 posts
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Have solved the problem by just easy way
snode = hou.selectedNode()
for node in snode:
node.createNode(“null”)
snode = hou.selectedNode()
for node in snode:
node.createNode(“null”)
Houdini Learning Materials » Create nodes into plural node.children with Python.
- auratuslemma
- 25 posts
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I was trying to use functions like:
ssubnet = hou.selectedNode()
for node in ssubnet:
ngeo = hou.node(ssubnet).createNode(“geo”)
but the variables can't apply the directly by node() method(because the variable defined as tuple type?)
ssubnet = hou.selectedNode()
for node in ssubnet:
ngeo = hou.node(ssubnet).createNode(“geo”)
but the variables can't apply the directly by node() method(because the variable defined as tuple type?)
Houdini Learning Materials » Create nodes into plural node.children with Python.
- auratuslemma
- 25 posts
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I consider getting plural subnets directly with hou.selectedNode() and intended to look up the plural their children simultaneously as creating NetworkBox and new Nodes like Box …but seems I've got wrong idea.
Anybody's got ideas?
Thank you.
Anybody's got ideas?
Thank you.
Technical Discussion » Stamping each density per life value.
- auratuslemma
- 25 posts
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I've been exploring with creating density attribute from $LIFE and fetch that value into parm and multiply…
But seem to be it doesn't work properly.
But seem to be it doesn't work properly.
Technical Discussion » How to get Max and Min from Ramp Parm(Sprine)
- auratuslemma
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Thank you Ratmann but I cloudn't get your idea…
Does it mean controlling float array data with vex script? It seems Min & Max VEX don't work with float array in Ramp Parm…
Does it mean controlling float array data with vex script? It seems Min & Max VEX don't work with float array in Ramp Parm…
Technical Discussion » Stamping each density per life value.
- auratuslemma
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Hi
Recently got nice cloud fx with volume and density controller though, I'm wondering how can volume density be instanced by its life value? I'd like to affect them by damping density.
Does it need Volume Stamp SOP?? Supposed to be I don't understand the actual behaviour of it yet…
Here is hip file attached.
Needing your help please ?
Recently got nice cloud fx with volume and density controller though, I'm wondering how can volume density be instanced by its life value? I'd like to affect them by damping density.
Does it need Volume Stamp SOP?? Supposed to be I don't understand the actual behaviour of it yet…
Here is hip file attached.
Needing your help please ?
Technical Discussion » How to get Max and Min from Ramp Parm(Sprine)
- auratuslemma
- 25 posts
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Just got some idea using Ramp Parm for altering start and end of particles forming and affect them Max and Min. I know that parm VEX has Key Position & Key Value, which are float array. Is it possible to use it for phasedly adjusting? Or any other options?
Technical Discussion » How do I create like this alpha...
- auratuslemma
- 25 posts
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Technical Discussion » How do I create like this alpha...
- auratuslemma
- 25 posts
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I've been creating the alpha texture in COP like this.
Although it's available to be created in 3ds Max, it seems there isn't like that setting in Houdini.
Anyone got idea??
Although it's available to be created in 3ds Max, it seems there isn't like that setting in Houdini.
Anyone got idea??
Technical Discussion » Cloud Rig with density control by a Volume VOP
- auratuslemma
- 25 posts
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Houdini Indie and Apprentice » Does the open VDB work in Smoke or Pyro FX?
- auratuslemma
- 25 posts
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Technical Discussion » Cloud Rig with density control by a Volume VOP
- auratuslemma
- 25 posts
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Just got a problem with cloud rig and volume VOP for the density control. I've expected the height of bounding box can be controlled by bbpos linearly but it can't.
I wanted to customise it to control density top and bottom with Sprine Ramp. Some assumption I've tried made it closer but not perfect as I actually desire.
Has anybody got idea?? ?
I wanted to customise it to control density top and bottom with Sprine Ramp. Some assumption I've tried made it closer but not perfect as I actually desire.
Has anybody got idea?? ?
Houdini Indie and Apprentice » Does the open VDB work in Smoke or Pyro FX?
- auratuslemma
- 25 posts
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May I ask how do I transfer that VDB to DOP using grid?
I'm sorry for the stupid question ?
I'm sorry for the stupid question ?
Houdini Indie and Apprentice » Does the open VDB work in Smoke or Pyro FX?
- auratuslemma
- 25 posts
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I'm recently trying to create a volume at a standstill with smoke or pyro FX like cutting through inside fog.
Just wondering if Smoke solver or Pyro solver can use Open VDB object as a source of them or there is any approaches without Open VDB…
Just wondering if Smoke solver or Pyro solver can use Open VDB object as a source of them or there is any approaches without Open VDB…
Houdini Indie and Apprentice » Attach FLIP animation to animated SOP Geometry
- auratuslemma
- 25 posts
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I appreciate the brilliant stuff!
I didn't even realise using Point SOP in SOP solver and the expression at the Velocity parameter.
But one thing I didn't mention for the animated geo… I am very sorry for that. The object or objects will be scanned geo by object tracking. So that it will be an animation backed and moving as shaking or more else happens.
So now, maybe my proper question is how can I get velocities from animated objects and adapt the velocities to Point SOP, which you created very kindly.
Thank you! )
I didn't even realise using Point SOP in SOP solver and the expression at the Velocity parameter.
But one thing I didn't mention for the animated geo… I am very sorry for that. The object or objects will be scanned geo by object tracking. So that it will be an animation backed and moving as shaking or more else happens.
So now, maybe my proper question is how can I get velocities from animated objects and adapt the velocities to Point SOP, which you created very kindly.
Thank you! )
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