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Technical Discussion » Velocity Problems in basic Flip Simulation
- jacob clark
- 665 posts
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If you don't need Reseeding turn this option off as it can definitely cause strange spikes in your simulation.
Technical Discussion » what's difference between vex, hscript, expression, python?
- jacob clark
- 665 posts
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rubens.ab.filho
As someone who is just starting out with Houdini, do you think it would be more beneficial to focus on learning VEX instead of other languages like Python?
I would suggest not to bother trying to decided which one to focus on.
Instead focus on what you want to create in Houdini then 'learn' through your projects in which cases one is 'better' than the other to utilize.
In general I tend to use VEX the most these days. Definitely like BabaJ says, it's great to have a goal/project in mind to lever against when learning.
Houdini Lounge » Should we log bugs if we can't send scene files from work?
- jacob clark
- 665 posts
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Hey Man,
Obviously taking time away from your production is to be determined on a case by case basis. In many studios we are paid to produce images, not run quality assurance on software.
That said, I try to do everything in my power to streamline my work, and bug tracking and logging is definitely one of the most efficient ways to do this. I frequently send files, or reports to SESI about bugs that come up day to day. If I can't send a file, I'll send a step by step example for how to reproduce the bug. If I can, I may strip down a scene to just a few polygons if this helps.
Sidefx has a great support team, and they will work with you to try and track the issues down.
-j
Obviously taking time away from your production is to be determined on a case by case basis. In many studios we are paid to produce images, not run quality assurance on software.
That said, I try to do everything in my power to streamline my work, and bug tracking and logging is definitely one of the most efficient ways to do this. I frequently send files, or reports to SESI about bugs that come up day to day. If I can't send a file, I'll send a step by step example for how to reproduce the bug. If I can, I may strip down a scene to just a few polygons if this helps.
Sidefx has a great support team, and they will work with you to try and track the issues down.
-j
Houdini Indie and Apprentice » Remove Aliasing/Circles from Thin VDB/SDF Layer
- jacob clark
- 665 posts
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Pavel did a great demo of this using ‘thin sheets’
https://vimeo.com/120848899 [vimeo.com]
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/page-3#entry131268 [forums.odforce.net]
https://vimeo.com/120848899 [vimeo.com]
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/page-3#entry131268 [forums.odforce.net]
Technical Discussion » Node Memory Stat Info
- jacob clark
- 665 posts
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Hey Guys,
Is there a python or Hscript way to grab the the Memory usage info from a node? In particular, we have noticed some nodes like Paint/Comb can balloon a hip files disk usage.
See attached pic to see exactly what I'm after…
thanks!
-j
Is there a python or Hscript way to grab the the Memory usage info from a node? In particular, we have noticed some nodes like Paint/Comb can balloon a hip files disk usage.
See attached pic to see exactly what I'm after…
thanks!
-j
Technical Discussion » distribution by ramp
- jacob clark
- 665 posts
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Check the attribute randomize sop. One of the options if for ‘Custom Ramp’.
It's a complex node, but it's great!
It's a complex node, but it's great!
Houdini Lounge » how can i make this fluid-goals set up?
- jacob clark
- 665 posts
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Hey Steve,
I've added a couple updates to your file within the DOP network. It's important to note that Houdini volumes are incompressible, and therefore unable to shrink into a shape. To get around this, use a negative divergence field to suck away excess volume. Then add another field as a reveal mask within the goal/negative divergence. This will allow you to see the smoke make it's final target shape.
Take a look, and hope it helps!
cheers,
-j
I've added a couple updates to your file within the DOP network. It's important to note that Houdini volumes are incompressible, and therefore unable to shrink into a shape. To get around this, use a negative divergence field to suck away excess volume. Then add another field as a reveal mask within the goal/negative divergence. This will allow you to see the smoke make it's final target shape.
Take a look, and hope it helps!
cheers,
-j
Technical Discussion » Attrib wrangle tips?
- jacob clark
- 665 posts
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That's great, Cameron!
Are there any other implied differences to using vector vs. v@ ?
Thanks!
-j
Are there any other implied differences to using vector vs. v@ ?
Thanks!
-j
Technical Discussion » Attrib wrangle tips?
- jacob clark
- 665 posts
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Hey Houdini Wizards,
Like many of you I am jumping on the attribwrangle bandwagon. The presets thread is a pure gold mine that I enjoy learning from.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541 [sidefx.com]
I am curious about other tips people have for integrating wrangles into their workflow. In particular, I find myself with a zillion new point attributes hanging around that I may or may not remember to delete. This has the knock off effect of ballooning my disk space usage.
getbbox(v@min, v@max);
v@center = (@min+@max)/2;
v@v = (@P - @center) * ch('mult');
This script alone has added 4 vectors to my network, when I really only wanted 1.
How are people dealing w/ this, any chance there are some slick tricks the houdini wizards have come up with? And really, what else is awesome about wrangle nodes that people have found??
thanks!
-j
Like many of you I am jumping on the attribwrangle bandwagon. The presets thread is a pure gold mine that I enjoy learning from.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541 [sidefx.com]
I am curious about other tips people have for integrating wrangles into their workflow. In particular, I find myself with a zillion new point attributes hanging around that I may or may not remember to delete. This has the knock off effect of ballooning my disk space usage.
getbbox(v@min, v@max);
v@center = (@min+@max)/2;
v@v = (@P - @center) * ch('mult');
This script alone has added 4 vectors to my network, when I really only wanted 1.
How are people dealing w/ this, any chance there are some slick tricks the houdini wizards have come up with? And really, what else is awesome about wrangle nodes that people have found??
thanks!
-j
Houdini Lounge » H14 Python source editor
- jacob clark
- 665 posts
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Yea, houdini isn't good w/ last lines…
Just try to write an hscript function in a cmd file, and you'll see that it always ignores the last line of the file.
Wouldn't hurt shooting it over to SESI if you can reproduce it.
-j
Just try to write an hscript function in a cmd file, and you'll see that it always ignores the last line of the file.
Wouldn't hurt shooting it over to SESI if you can reproduce it.
-j
Houdini Lounge » H14 Python source editor
- jacob clark
- 665 posts
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Houdini Learning Materials » Select Visible Geometry only Option
- jacob clark
- 665 posts
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Hi Guys,
Is there a way to disable the ‘Select Visible Geometry Only’ option by default?
It's a cool option, but for the most part I'd it turned off first.
thanks!
-j
Is there a way to disable the ‘Select Visible Geometry Only’ option by default?
It's a cool option, but for the most part I'd it turned off first.
thanks!
-j
Houdini Lounge » Post your favourite Wrangle SOP presets
- jacob clark
- 665 posts
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And just to remain on topic, here's a quick Point Cloud method to find if a point is inside, or below a surface based on normals.
f@radius = 100000;
i@maxPoints = 10;
i@handle = pcopen(@OpInput2, “P”, @P, @radius,@maxPoints);
@N = pcfilter(@handle,“N”);
v@groundP = pcfilter(@handle,“P”);
v@up = normalize(@P - @groundP);
@Cd = dot(@up,@N);
f@radius = 100000;
i@maxPoints = 10;
i@handle = pcopen(@OpInput2, “P”, @P, @radius,@maxPoints);
@N = pcfilter(@handle,“N”);
v@groundP = pcfilter(@handle,“P”);
v@up = normalize(@P - @groundP);
@Cd = dot(@up,@N);
Houdini Lounge » Post your favourite Wrangle SOP presets
- jacob clark
- 665 posts
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Not to rain on anyone's parade, but have you seen the new Attribrandomize SOP?
It's got just about every randomize preset you could want, and even works w/ Quaternions!
It's got just about every randomize preset you could want, and even works w/ Quaternions!
Technical Discussion » vex arclen
- jacob clark
- 665 posts
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Is there a way to find the arc len of a curve in vex?
Specifically, each points position along the arclen?
thanks!
-j
Specifically, each points position along the arclen?
thanks!
-j
Houdini Learning Materials » Pop Dop rotations
- jacob clark
- 665 posts
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Houdini Learning Materials » Pop Dop rotations
- jacob clark
- 665 posts
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Hey Guys,
What is the best way to approach Particle Rotations in H14 Pop DOPs? I was looking for an equivalent to the POP Rotation node, but can't find anything in the docs…
Thanks!
-j
What is the best way to approach Particle Rotations in H14 Pop DOPs? I was looking for an equivalent to the POP Rotation node, but can't find anything in the docs…
Thanks!
-j
Technical Discussion » Mantra tile imager open failure
- jacob clark
- 665 posts
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I've had that error in the past when Mantra was unable to write to a given location.
Either the destination image path was invalid, or there was a permissions error.
Either the destination image path was invalid, or there was a permissions error.
Technical Discussion » Hacking DOP POP Collisions
- jacob clark
- 665 posts
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Technical Discussion » Hacking DOP POP Collisions
- jacob clark
- 665 posts
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I'm not familiar with old POPs collisions, but I think that's all it's doing. (if maybe using a different code path)
I should have mentioned, I was referring to VOP SDF Pop collisions.
Take a look at #3 in the last file I've uploaded.
I have found one of the best ways to collide particles is to write a custom POP VOP that bounces particles against an sdf. I have put a VERY simple version of this in the POP sim.
The speed gain is tremendous.
Sadly, when I tried to port the same VOP setup to #2, DOPs. The particle integrator did not play well with the custom velocity changes
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