Hey advaitk8,
I did some Rnd for this fx some month ago with flip.
-Try to play with viscosity of the flip object, something around 1-3.
-2 micro solver could be usefull, surface tension plug in volume velocity input of the flip solver and stick on collision which can be activate on the flip solver node under volume motion/collision.
If you want realistic motion, play with the surface instead of adding force with curves which will make it fake.
good luck.
Doum
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Technical Discussion » Blood drippings on the wall
- dominikmk
- 26 posts
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SI Users » 6/7 weeks in, thoughts using Houdini?
- dominikmk
- 26 posts
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owlYzarc
or you can define variable i.e. $SHOT (Edit>Aliases And Variables…) and set all of your paths to :
${HIP}/Textures/${SHOT}/texture.ext
and just change $SHOT variable according to your needs
Hi owlYzarc,
Is it possible to put Hscript in variable ? something like SHOT = hou.hipFile.name().split(“_”)?
SI Users » 6/7 weeks in, thoughts using Houdini?
- dominikmk
- 26 posts
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cryprosporidium
after about a month using H, i can say some UI features are just great and very practical. interface overally feels best out there. Mantra and lighting tools are superb. i was also working with some volumetrics and was surprised how fast i was able to get good looking results that i would never achieve using SI. so far, everything is great and overally i like it a lot for many reasons. BUT when it came to handling larger scenes with lots of objects and external files, this is where i hit the wall real hard this is a point im very anxious to resolve and find a good workflow to make the life easier. very typical scenario is when i have a scene done and want to do some changes to it - load different caches, change camera, save it as a new shot and render it. sounds simple, but unfortunatelly, i havent found any way how to view and edit all the caches or all textures used in the scene, (for example), other than manually search for them, clicking on each object separately and typing a new path for each of them. which is… when you have, say, few hundred entries to change… well, you get the picture saving the scene as a new shot into different folder (bcs we got folder per shot) turned out to be pretty bad idea too and took me another few hours of finding and fixing broken links to external files. im not sure if i just overlooked something, or this kind of tasks require completely different approach in Houdini? anyway, if you guys can share your workflows for this i will appreciate it greatly. also for those who are familiar with SI terminology, how would you substitute for things like External files manager? this are functionalities i miss badly in Houdini and i think it would not be too hard to implement? Data tree is virtually asking for it
Hi cryprosporidium, I'm not really the pipeline guy here and I'm also alone at the moment using houdini, so no tool yet for pipeline stuff, but I can tell you some trick i'm using to update version of cache easily. You can at the /obj level create a null and add some custom parameter(the little gear beside the name of the node in parameter window) on it which you will use to drive cache's version
ie a null obj with param (string type) called version : “v003”
link this channel to the Geometry file param and insert chs expression like `chs(“/obj/null/version”)` in the name.
Or you can use textport with opchange which will act like search and replace. type it in textport to get the help about that.
If you know python, you can write your own script to load latest version of caches…
Hope it help a bit
Cheers
Doum
Technical Discussion » How to make viscous fluid stick onto a flat surface?
- dominikmk
- 26 posts
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Hello yaohao,
did you try the stick collision under the flip solver/volumetab/collision ? You can also vizualise your collision in the flip object under guide tab and check collision. maybe you don't have enough res in your sim to get desire result.
Hope it help.
good luck
Doum
did you try the stick collision under the flip solver/volumetab/collision ? You can also vizualise your collision in the flip object under guide tab and check collision. maybe you don't have enough res in your sim to get desire result.
Hope it help.
good luck
Doum
Technical Discussion » How would you do this...
- dominikmk
- 26 posts
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takita
PostPosted: Wed Apr 16, 2014 1:22 pm Post subject:
I've gotten decent “cell-like” results from projecting a sphere's points that intersects it's neighbor on to the plane of intersection between the two spheres and then smoothing the resulting mesh.
This I did in Softimage, but I see no reason why the same (or similar) could not be done in Houdini.
-T
Hey takita,
Nice to see you here. Could be nice if you can post a snip of your icetree . I would like to give it a shot in Houdini.
Thanks
Technical Discussion » POP Source for RBD Packed Object
- dominikmk
- 26 posts
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Maybe I forgot to say, I'm not a master in houdini and even less in dop context. Maybe there is another more straightforward way to emit rbd objects.
I understand that you are maybe lost. I think you come from softimage ? no? I think I saw your name on the list a couple of time? or maybe not.
At first, it could take some time to understand how it works, but once you start getting it, erverything seem easier to accomplish than other softwares.
good luick with your learning and do not hesitate to post here or on odforce, people are not afraid to share there knowledge.
CHeers
Doum
I understand that you are maybe lost. I think you come from softimage ? no? I think I saw your name on the list a couple of time? or maybe not.
At first, it could take some time to understand how it works, but once you start getting it, erverything seem easier to accomplish than other softwares.
good luick with your learning and do not hesitate to post here or on odforce, people are not afraid to share there knowledge.
CHeers
Doum
Technical Discussion » POP Source for RBD Packed Object
- dominikmk
- 26 posts
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Hey Grant,
I checked your hip file. The way your emitting the cubes seem to works, but your are not using the packed primitive at it best.
In your case, if you take a look at the details view, you can see at each frame a new DOP objects is added and you loose the advantage of the packed primitive. Basically it make one primitive per ie cube, but store it in only one DOP object.
If you check the attached file.
I setuped the emission differently using a sop solver and a multi solver. I set back the creation frame in the Packed obj to 1, but I'm adding to it each frame with the sop solver. If you check inside, it's taking the the dop obj and merge the new created cubes each frame.
If you want to get more about packed primitives, take a look at this video from Sidefx.
https://vimeo.com/80840429 [vimeo.com]
Cheers
Doum
I checked your hip file. The way your emitting the cubes seem to works, but your are not using the packed primitive at it best.
In your case, if you take a look at the details view, you can see at each frame a new DOP objects is added and you loose the advantage of the packed primitive. Basically it make one primitive per ie cube, but store it in only one DOP object.
If you check the attached file.
I setuped the emission differently using a sop solver and a multi solver. I set back the creation frame in the Packed obj to 1, but I'm adding to it each frame with the sop solver. If you check inside, it's taking the the dop obj and merge the new created cubes each frame.
If you want to get more about packed primitives, take a look at this video from Sidefx.
https://vimeo.com/80840429 [vimeo.com]
Cheers
Doum
Technical Discussion » Change mapping for orbit,pan,zoom (no third button)
- dominikmk
- 26 posts
- Offline
Is there any way to change the mapping for these 3 operations, orbit,pan and zoom. I'm using a surface pro and I don't have a third button to accomplish the pan operation.
Until I can get a 2 buttons stylus, I need to change this to be able to use houdini.
I think there is no options available to change this, but I'm asking anyway.
Thanks in advance if someone got a solution
Doum
Until I can get a 2 buttons stylus, I need to change this to be able to use houdini.
I think there is no options available to change this, but I'm asking anyway.
Thanks in advance if someone got a solution
Doum
Technical Discussion » Cloth vs. surfacemassdensity
- dominikmk
- 26 posts
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Which node inside the cloth object I have to change to disable this behavior, of the massdensity affecting the drag/stiffness/damping ?
trying to get some strings falling faster from the tips and I can't get it to work properly.
Thanks
Doum
trying to get some strings falling faster from the tips and I can't get it to work properly.
Thanks
Doum
Technical Discussion » Cloth object in H 12.5.567
- dominikmk
- 26 posts
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hey rafaels!
I understand your problem with cloth, it's reacting weird from build to build since 12.5.376.
Did you try to update your target geo with a sop solver plugged in a multisolver?
Uncheck the import target object in the cloth object, but you can set the target stiffness and damping there. plug the cloth obj in a multsolver with a sop solver and the cloth solver. use a obj merge in the sop solver to get the target null of you cloth. use a vop sop to bind the P –> targetP and v –>targetv.
do not forget to change your sop solver to always instead of initial.
Hope it will help.
Doum
I understand your problem with cloth, it's reacting weird from build to build since 12.5.376.
Did you try to update your target geo with a sop solver plugged in a multisolver?
Uncheck the import target object in the cloth object, but you can set the target stiffness and damping there. plug the cloth obj in a multsolver with a sop solver and the cloth solver. use a obj merge in the sop solver to get the target null of you cloth. use a vop sop to bind the P –> targetP and v –>targetv.
do not forget to change your sop solver to always instead of initial.
Hope it will help.
Doum
Technical Discussion » Slower Cloth Sim since we passed build 12.5.376
- dominikmk
- 26 posts
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Hey all,
Could someone confirm that the sim cloth slow down since we passed build 12.5.376(with this one it was faster). it's look 2 times slower (with build 12.5.530), but I notice this slowdown since 12.496.
I've notice a better precision in the sim in latest build, maybe it's the cause of this slowdown. Could we get at least same speed as in 12.5.376 with result of 12.5.530
Corrected me if I'm wrong
Doum
Could someone confirm that the sim cloth slow down since we passed build 12.5.376(with this one it was faster). it's look 2 times slower (with build 12.5.530), but I notice this slowdown since 12.496.
I've notice a better precision in the sim in latest build, maybe it's the cause of this slowdown. Could we get at least same speed as in 12.5.376 with result of 12.5.530
Corrected me if I'm wrong
Doum
Houdini Lounge » Houdini on a Microsoft Surface Pro (2)?
- dominikmk
- 26 posts
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Houdini Lounge » Houdini on a Microsoft Surface Pro (2)?
- dominikmk
- 26 posts
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Technical Discussion » pointsop "instance" load from disk cache?
- dominikmk
- 26 posts
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Technical Discussion » pointsop "instance" load from disk cache?
- dominikmk
- 26 posts
- Offline
Thx Rob!
I just found this thread will searching with google for instancefile.
I'll have a look at it and try to demistify this.
One last question that I think is not mention in the thread. Do you think rbd point object will work using the attribute instancefile? Or I'll have to find an other solution?
Have a nice weekend !
Doum
I just found this thread will searching with google for instancefile.
I'll have a look at it and try to demistify this.
One last question that I think is not mention in the thread. Do you think rbd point object will work using the attribute instancefile? Or I'll have to find an other solution?
Have a nice weekend !
Doum
Technical Discussion » pointsop "instance" load from disk cache?
- dominikmk
- 26 posts
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sorry I'm not sure if I understand well…
Where do I use the instancefile():
- do I create it with an attribcreate and name it instancefile() or it the value that I name instancefile()?
Or I set it in the point sop - add instance - at the place where I load the geo?
thanks
Where do I use the instancefile():
- do I create it with an attribcreate and name it instancefile() or it the value that I name instancefile()?
Or I set it in the point sop - add instance - at the place where I load the geo?
thanks
Technical Discussion » pointsop "instance" load from disk cache?
- dominikmk
- 26 posts
- Offline
hey guys and girls,
Is there a way to enter a disk path in the pointsop instance value to load .bgeo geometry as instance???
I have a cache on disk which look like( piece.1.bgeo, piece.2.bgeo, piece.3.geo …etc) and I want to get these file cache as my instance in the pointsop. Is it possible?
Thanks
Doum
Is there a way to enter a disk path in the pointsop instance value to load .bgeo geometry as instance???
I have a cache on disk which look like( piece.1.bgeo, piece.2.bgeo, piece.3.geo …etc) and I want to get these file cache as my instance in the pointsop. Is it possible?
Thanks
Doum
Technical Discussion » Solved !Rop alembic and "Use Motion Blur"
- dominikmk
- 26 posts
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Hey all,
I hope someone can shed some light on this. I'm trying to understand the motion blur in the rop alembic OUT node.
I need to make them match with XSI, that why I need to understand them better.
Here what I think, correct me if I'm wrong…
- If I check the “use motion blur” box :
Samples : 0
Linear interpolation with no motion blur sub-frames. (ie frame: 5 / 6 )
Samples : 2
2 sub-frames (ie frame: 5 / 5.33 / 5.66 / 6 )
The Shutter also give me interrogation:
The XSI default is set to 0.25 - 0.75. Do I need to make my ROP alembic Shutter match with the one from XSI ?
thanks
Doum
After some test, I've clarified the meaning of these setting and make them match in XSI(arnold).
- If I check the “use motion blur” box :
Samples : 2
mean 1 sub-frames and the next frame. (ie frame: 5 / 5.5 / 6 )
Samples : 4
mean 3 sub-frames and the next frame. (ie frame: 5 / 5.25 / 5.5 / 5.75 / 6 )
For the shutter part, it's seam to clip between the values you give. Sorry, I'm not able to explain in number what it would gives, but I let it to the default values 0-1.
I hope it could help someone
I hope someone can shed some light on this. I'm trying to understand the motion blur in the rop alembic OUT node.
I need to make them match with XSI, that why I need to understand them better.
Here what I think, correct me if I'm wrong…
- If I check the “use motion blur” box :
Samples : 0
Linear interpolation with no motion blur sub-frames. (ie frame: 5 / 6 )
Samples : 2
2 sub-frames (ie frame: 5 / 5.33 / 5.66 / 6 )
The Shutter also give me interrogation:
The XSI default is set to 0.25 - 0.75. Do I need to make my ROP alembic Shutter match with the one from XSI ?
thanks
Doum
After some test, I've clarified the meaning of these setting and make them match in XSI(arnold).
- If I check the “use motion blur” box :
Samples : 2
mean 1 sub-frames and the next frame. (ie frame: 5 / 5.5 / 6 )
Samples : 4
mean 3 sub-frames and the next frame. (ie frame: 5 / 5.25 / 5.5 / 5.75 / 6 )
For the shutter part, it's seam to clip between the values you give. Sorry, I'm not able to explain in number what it would gives, but I let it to the default values 0-1.
I hope it could help someone
Technical Discussion » SOLVED!Digital asset and alembic render bouton link in param
- dominikmk
- 26 posts
- Offline
Hey guys,
I'm trying to create a digital asset with a “Render” button in it parameter link to the one of the alembic sop located inside the digital asset. I don't know why ,but it's seem to unlink it when I export the digital asset. Someone know why ?
I'm also trying to make my paths relative in the channels tabs,(like instead of “/obj/geo/bobo/param” I set “bobo/param”). Is it correct? The link button unchecked each time I save the digital asset. It still seems to link the right param.
If someone knows a way to do it in scripting(hscript or python), I'm interested too, but take in account that I'm a newbie .
I'm also wondering how to set new otl in my preferences. To make them load each time I create a new scene.
thanks
Doum
Problem solved!
I've created my alembic node inside a ROP network which give me a render button in it's parameter and this one look to work link to the button of my digital asset.
Cheers!
I'm trying to create a digital asset with a “Render” button in it parameter link to the one of the alembic sop located inside the digital asset. I don't know why ,but it's seem to unlink it when I export the digital asset. Someone know why ?
I'm also trying to make my paths relative in the channels tabs,(like instead of “/obj/geo/bobo/param” I set “bobo/param”). Is it correct? The link button unchecked each time I save the digital asset. It still seems to link the right param.
If someone knows a way to do it in scripting(hscript or python), I'm interested too, but take in account that I'm a newbie .
I'm also wondering how to set new otl in my preferences. To make them load each time I create a new scene.
thanks
Doum
Problem solved!
I've created my alembic node inside a ROP network which give me a render button in it's parameter and this one look to work link to the button of my digital asset.
Cheers!
Technical Discussion » cloth target geo in negative frame
- dominikmk
- 26 posts
- Offline
Bug submited to sidefx.
bug #55515
If someone need a workaround, anim gave me one on odforce.
http://forums.odforce.net/index.php?/topic/17761-cloth-target-geo-in-negative-frame-doesnt-export-correctly-to-dop/#entry107742 [forums.odforce.net]
Cheers
bug #55515
If someone need a workaround, anim gave me one on odforce.
http://forums.odforce.net/index.php?/topic/17761-cloth-target-geo-in-negative-frame-doesnt-export-correctly-to-dop/#entry107742 [forums.odforce.net]
Cheers
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