MidphaseI can't believe this is the solution. Thanks a lot!
Make your ground plane a solid.
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Technical Discussion » Water mesh penetrating ground
- benC
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Technical Discussion » Water mesh penetrating ground
- benC
- 49 posts
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Hi All!
I am working on a water sim on a beach and the water mesh is penetrating the ground plane and causing some artifacts in rendering. I wonder if anyone has fixed this problem before.
Thanks!
I am working on a water sim on a beach and the water mesh is penetrating the ground plane and causing some artifacts in rendering. I wonder if anyone has fixed this problem before.
Thanks!
PDG/TOPs » Screenshot model library in TOPs
- benC
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OpenGL would be closer to the viewport screenshot but they are not exactly the same. Just fetch the node to the TOP from a ROP network.
PDG/TOPs » Screenshot model library in TOPs
- benC
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I don't know how's the sop part of the file looks like so I could be wrong, but I could think of two things that could be causing problems:
- The geometry file name attribute didn't pass it to the file node in sop correctly
- Flipbook could have problems working with pdg since it's integrated with the viewport, use Opengl or mantra instead
PDG/TOPs » Echo messages from the Nuke RPC server back to Hou/PilotPDG
- benC
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I haven't tried nuke command chain but I am working on maya command chain. For Maya and probably with an old syntax, it's reportResultData(data,datatype)
https://www.sidefx.com/docs/houdini/nodes/top/sendcommand.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/top/sendcommand.html [www.sidefx.com]
PDG/TOPs » Loading a Houdini File via TOPs
- benC
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tpetrickOh, didn't know it can be done this way. I always thought I have to start a Houdini command chain.
You can't load a .hip file into the same process that's actively cooking nodes. For the Python Script TOP, you'll need to have the Python Script running out of process in order safely load the file by setting the "Evaluate Script During" parameter to "Cook (Out of Process)".
PDG/TOPs » Export Animated gif with Image Magick and FFMPEG TOP nodes
- benC
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Naga PavanBrandonAHi I am trying to export gif from flipbooks using the FFmpeg mp4 output so by wirting extension as .gif, output is giving lower quality and lower size gif with jpeg option while
I've attached a .hip file that demonstrates how to configure the FFmpeg node to create a gif from a series of images. You will need a more recent version of Houdini 18.0 as it uses the updated FFmpeg nodes. I will file an RFE to add a preset to the FFmpeg node for creating a gif.
Let me know if you have any other questions.
with png option it is output full quality as filp book but far large size gifs like 60mb for 120 frames,
any suggestions to reduce the size while keeping the quality
https://www.tokeru.com/cgwiki/index.php?title=GeneralUtilties#Gifs [www.tokeru.com]
https://engineering.giphy.com/how-to-make-gifs-with-ffmpeg/ [engineering.giphy.com]
These are good guides on reducing the gif sizes
This process involes generating a palatte before the gif so it only keeps minimal number of color in the gif. I haven't try it in TOPS before but it should work with custom commands in two ffmpeg nodes.
PDG/TOPs » Caching work item data in TOP network
- benC
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Hi All!
I am using the pdg network to fetch data from Maya, the process works but it takes a while. Is it possible to cache out the data so it doesn't reset every time I change something upstream?
Thanks!
I am using the pdg network to fetch data from Maya, the process works but it takes a while. Is it possible to cache out the data so it doesn't reset every time I change something upstream?
Thanks!
Technical Discussion » [Flip] Hidding mesh near collider underwater
- benC
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I changed the collision transparency to 1 so the water will pass through the collider, it helps a lot with shape, however it cause a dip in the surface of the flat tank. I keep the particles to move outside collision so I guess it still have some kind of interaction. I will try turning that off as well in next pass.
Technical Discussion » [Flip] Hidding mesh near collider underwater
- benC
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Hi All!
I am working on a ocean sim using the flat tank from the shelf, I have a whale moving around to disturb the water surface. The end result I am looking for is just the surface of the ocean, however the surface near the collider is always generated as well. The simulation is not high enough to match the collider details so I have to find a way to remove it. Anyone know a way to remove the surface generated near the collider?
Thanks!
I am working on a ocean sim using the flat tank from the shelf, I have a whale moving around to disturb the water surface. The end result I am looking for is just the surface of the ocean, however the surface near the collider is always generated as well. The simulation is not high enough to match the collider details so I have to find a way to remove it. Anyone know a way to remove the surface generated near the collider?
Thanks!
HOULY Daily Challenge » Day 6 | Motion: Swing
- benC
- 49 posts
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Tiny flip riding on long grass, enjoying a moment in the sunset after a long exhausting day.
Everything except the background image was generated in Houdini. The grass was procedurally modeled and instanced, the motion was driven by vellum simulation. Rendered in Redshift.
Everything except the background image was generated in Houdini. The grass was procedurally modeled and instanced, the motion was driven by vellum simulation. Rendered in Redshift.
Edited by benC - July 6, 2020 16:15:55
HOULY Daily Challenge » Day 5 | Motion: Wave
- benC
- 49 posts
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Edited by benC - July 6, 2020 15:31:09
HOULY Daily Challenge » Day 3 | Elements: Water
- benC
- 49 posts
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HOULY Daily Challenge » Day 2 | Elements: Wind
- benC
- 49 posts
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HOULY Daily Challenge » Day 1 | Elements: Earth
- benC
- 49 posts
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The earth gives us shelter, food, life and flip
Edited by benC - July 2, 2020 12:43:50
PDG/TOPs » Redshift setup with pdg
- benC
- 49 posts
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I just started learning PDG and got into a problem with redshift in the file.
I wasn't rendering with it, just trying to run some files with a cop network and it's giving me errors like redshift node type not found. How should I set up the graph so the task can run with redshift nodes on it?
OS: Linux Centos 7
Houdini Version: 18.0.348
Thanks,
Ben
I wasn't rendering with it, just trying to run some files with a cop network and it's giving me errors like redshift node type not found. How should I set up the graph so the task can run with redshift nodes on it?
OS: Linux Centos 7
Houdini Version: 18.0.348
Thanks,
Ben
Technical Discussion » Integrating pycharm and Houdini
- benC
- 49 posts
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Technical Discussion » [Python] HDA namespace and version
- benC
- 49 posts
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rafalThis explains everything, thanks for the quick response!
The version described in the documentation of the namespaces is different than version returned by hou.HDADefinition.version() function. See https://www.sidefx.com/docs/houdini17.0/assets/versioning_systems.html [www.sidefx.com]
Btw, for parsing the namespaced operator name, you can useornode.type().nameComponents()hou.hda.componentsFromFullNodeTypeName()
Technical Discussion » [Python] HDA namespace and version
- benC
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https://www.sidefx.com/docs/houdini17.0/assets/namespaces.html [www.sidefx.com]
From this HDA documentation it mentioned that the version number of the asset should be formatted as : node_name
https://www.sidefx.com/docs/houdini17.0/hom/hou/HDADefinition.html [www.sidefx.com]
So I am assuming if I use the version()function it should returns from the name.
However this is not the case, it only return the version field in the type definition. Did I missed any internal function I can use?
Here is my helper function to fetch the version number.
From this HDA documentation it mentioned that the version number of the asset should be formatted as : node_name
https://www.sidefx.com/docs/houdini17.0/hom/hou/HDADefinition.html [www.sidefx.com]
So I am assuming if I use the version()function it should returns from the name.
However this is not the case, it only return the version field in the type definition. Did I missed any internal function I can use?
Here is my helper function to fetch the version number.
def get_version(node): """ Returns the version number of HDA if found Args: node: Houdini Node Object Returns: version Number None when no version number was found """ name_split = node.type().definition().nodeTypeName().split("::") split_length = len(name_split) if split_length == 1: return None elif split_length == 2: if name_split[1].isdigit(): return float(name_split[1]) else: return None elif split_length == 3: if name_split[2].isdigit(): return float(name_split[2]) return None
Technical Discussion » [Python] Control Parameters in Ramp UI
- benC
- 49 posts
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