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Work in Progress » Hurricane on Saturn
- josh3light
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Work in Progress » Hurricane on Saturn
- josh3light
- 120 posts
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looks cool Francois, though I don't have the vorticle hdas included in your file. How might one recreate it without those?
Technical Discussion » h15 data parameter in type properties
- josh3light
- 120 posts
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Technical Discussion » h15 data parameter in type properties
- josh3light
- 120 posts
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Yes, and now in the parameter interface there is a “Data” parameter that can be added. Yet there are no options to set anything in the interface once added. This appears to be new in H15.
Attached is a screen-shot of what I'm referring to.
I'm wondering if this parameter is:
- for storing data which is “blind” (or unknown/unrecognized by houdini, yet useful for cooperating with 3rd party libraries etc),
- if there are python or hdk commands to set and retrieve such data
- and what the motivation and use case for this “Data” parameter could be
Attached is a screen-shot of what I'm referring to.
I'm wondering if this parameter is:
- for storing data which is “blind” (or unknown/unrecognized by houdini, yet useful for cooperating with 3rd party libraries etc),
- if there are python or hdk commands to set and retrieve such data
- and what the motivation and use case for this “Data” parameter could be
Technical Discussion » h15 data parameter in type properties
- josh3light
- 120 posts
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In the type properties panel I see there is a new entry in “Create Parameters” / “By Type”:
Data
I imagine this is for “Blind Data”?
How is this new “Data” retrieved and accessed?
Data
I imagine this is for “Blind Data”?
How is this new “Data” retrieved and accessed?
Technical Discussion » undocumented parameters in Gas Particle Move to Iso
- josh3light
- 120 posts
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Technical Discussion » undocumented parameters in Gas Particle Move to Iso
- josh3light
- 120 posts
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Hi, There are some undocumented parameters on the Dop node - Gas Particle Move to Iso:
-Reflect Around Goal Iso
-Remove Normal Velocity (with optional attribute or field)
What do they do?
-Reflect Around Goal Iso
-Remove Normal Velocity (with optional attribute or field)
What do they do?
Houdini Engine for Maya » Asset not updating properly in Maya
- josh3light
- 120 posts
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Is it just me, or is the updating of the timeline broken in houdini engine maya 2016, linux, 14.0.361…?
the same (simple) asset works fine in 2015
the same (simple) asset works fine in 2015
Technical Discussion » unsupported VDB format, HOUDINI13_VOLUME_COMPATIBILITY=1
- josh3light
- 120 posts
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I'm having trouble saving a vdb into the older format. I always get this message in other software when using vdb saved out as .vdb from houdini14 ( I've tried 14.0.233 and 14.0.248):
unsupported VDB file format (expected version 222 or earlier, got version 223)
I've already successfully set the environment variable HOUDINI13_VOLUME_COMPATIBILITY to 1, in bashrc, exporting in the shell, and when in houdini's shell I can successfully echo HOUDINI13_VOLUME_COMPATIBILITY, which returns 1.
I saw a few threads suggesting this workflow, but I didn't see anyone respond that it worked. If it works, maybe something's wrong with my configuration or the way I'm saving it?
If this doesn't work, are there any other options you guys know of to convert the new vdb to an older format? Are there any command line converting tools out there?
unsupported VDB file format (expected version 222 or earlier, got version 223)
I've already successfully set the environment variable HOUDINI13_VOLUME_COMPATIBILITY to 1, in bashrc, exporting in the shell, and when in houdini's shell I can successfully echo HOUDINI13_VOLUME_COMPATIBILITY, which returns 1.
I saw a few threads suggesting this workflow, but I didn't see anyone respond that it worked. If it works, maybe something's wrong with my configuration or the way I'm saving it?
If this doesn't work, are there any other options you guys know of to convert the new vdb to an older format? Are there any command line converting tools out there?
Technical Discussion » Blendshapes in H14 crowd agent?
- josh3light
- 120 posts
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Hi,
Is there any way to use blendshapes in the current H14 agent/crowd system?
I see a “shape library” parameter in the agent sop and rop, but so far it looks like shape library just stores the single geometry and capture regions. I first thought it could be used to store blendshapes somehow.
I've made a simple test of the workflow, and dug through the included examples, and didn't see anything about this.
Is there any way to use blendshapes in the current H14 agent/crowd system?
I see a “shape library” parameter in the agent sop and rop, but so far it looks like shape library just stores the single geometry and capture regions. I first thought it could be used to store blendshapes somehow.
I've made a simple test of the workflow, and dug through the included examples, and didn't see anything about this.
Houdini Lounge » Oh my god this is so much better
- josh3light
- 120 posts
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Now I'm trying to think of which word I originally typed, which was conveniently changed (by the forum software?) to “delicious spam”…
Weird.
Weird.
ndicksonjosh3light*whew* There is also a known issue that if no geometry is selected, it will let you paint into the nothingness, but show up as errored out, because there's no input.
Ok, its working now, I had an old sop otl called “relax” that was a name delicious spam with the new one inside the spray asset…
In that case, if you connect an input afterward, it'll generate points on that geometry as if you had always had that input connected. Same for if you change the input to a different model, so that you can work with lower resolution geometry to paint and then switch it out for higher resolution geometry when you want the real thing. You should get approximately the same points, except in a few edge cases.
Houdini Lounge » Oh my god this is so much better
- josh3light
- 120 posts
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Ok, its working now, I had an old sop otl called “relax” that was a name conflict with the new one inside the spray asset…
Werner Ziemerinkjosh3lightWerner Ziemerink
Play with the new spray paint SOP…too much fun.
http://www.sidefx.com/docs/houdini14.0/nodes/sop/spraypaint [sidefx.com]
When I try to use the spray paint shelf tool on any geometry it always errors out and doesn't paint any points, what are the exact steps to make it work?
not sure why you are getting errors.
I place a grid, jump inside the node and ad a mountain SOP (just to test). With this selected I can use the shelf tool (or connect it myself) and paint away…no problem.
Once I am happy with my points, I can connect any other geometry(lsystem) as second input and untick the “visualize spheres” option.
Instant forest creation without any geometry placement overlap.
Houdini Lounge » Oh my god this is so much better
- josh3light
- 120 posts
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Werner Ziemerink
Play with the new spray paint SOP…too much fun.
http://www.sidefx.com/docs/houdini14.0/nodes/sop/spraypaint [sidefx.com]
When I try to use the spray paint shelf tool on any geometry it always errors out and doesn't paint any points, what are the exact steps to make it work?
Technical Discussion » H14 spline ramp bezier
- josh3light
- 120 posts
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Hi,
In H14, I found that there is a bezier option in the spline ramp. However, it seems to be behaving as split bezier handles. Are there any options to make it behave like a continuous bezier, with locked handles?
In H14, I found that there is a bezier option in the spline ramp. However, it seems to be behaving as split bezier handles. Are there any options to make it behave like a continuous bezier, with locked handles?
Technical Discussion » matching a sheared maya camera
- josh3light
- 120 posts
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Technical Discussion » matching a sheared maya camera
- josh3light
- 120 posts
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Thanks Edward, that worked.
Is it possible to have an animated pretransform? or would I need to rig up a scripting solution for that as well?
Is it possible to have an animated pretransform? or would I need to rig up a scripting solution for that as well?
Technical Discussion » matching a sheared maya camera
- josh3light
- 120 posts
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I need to exactly match a camera from Maya in which the shear parameter on the camera has been modified. This results in the rendered image being stretched and tilted a certain way. Is there any way to force shearing of a transformation matrix in the obj context at all?
Are there any workarounds I could use, like maybe manually setting a pretransform with a scripting command? Is it doable in the HDK? I looked through the help but didn't find anything except a sentence stating that Houdini does not allow shearing in obj parameters.
Are there any workarounds I could use, like maybe manually setting a pretransform with a scripting command? Is it doable in the HDK? I looked through the help but didn't find anything except a sentence stating that Houdini does not allow shearing in obj parameters.
SI Users » project "Houdini, a great modeler"
- josh3light
- 120 posts
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Instead of changing the “consolidate corner points” default of the box sop, maybe its better to add a parameter to the box sop, defaulted on, mimicking the “vertex sop” with “cusp normal” activated.
“consolidate corner points” actually breaks the points apart, while vertex “cusp normal” doesn't effect the geometry structure, while still allowing the expected normal display for the viewport.
“consolidate corner points” actually breaks the points apart, while vertex “cusp normal” doesn't effect the geometry structure, while still allowing the expected normal display for the viewport.
MartybNz
If this is a workaround then Mantra also exhibits the same issue The SmoothShaded viewport is most likely using Phong shading, when a primitive with smooth normals is viewed with a headlight this is the correct shading. I read somewhere that Maya, probably SI, puts down a cube with cusped normals automatically, which then explains why people are not be familiar with this.
You can toggle the ‘Consolidate Corner Points’ checkbox on Box obj, and, if you turn on normals display in the viewport you will see so-called ‘correct’ shading
This is a common complaint on the forums, that for someone testing Houdini says it looks terrible, so maybe it could be changed to default to ‘Consolidate Corner Points’, though the advantage is it does force you to learn more about normals, which is good in the long run.
Technical Discussion » How to render level set surfaces?
- josh3light
- 120 posts
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Ive been trying to troubleshoot this all day, I'm beginning to wonder if this faceting is a limitation/bug of the volume procedural not really sending proper normal information when creating an isosurface when sampling a volume from file.
I can't seem to recreate the normal myself and get it into the surface shader either, in attempts to work around the problem. I have an idea I'd like to explore with combining iso volumes from disk at render time, but this faceting is really making me reconsider if it's possible at the moment…
I can't seem to recreate the normal myself and get it into the surface shader either, in attempts to work around the problem. I have an idea I'd like to explore with combining iso volumes from disk at render time, but this faceting is really making me reconsider if it's possible at the moment…
Technical Discussion » How to render level set surfaces?
- josh3light
- 120 posts
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Okay, so after further exploration…
The volume iso setup works fine now with object or shader properties. But “volumesample from file” in a cvex shader, read by a volume procedural, shows the faceted look. Attached is an image and file + volume/vdb bgeos showing the setups and problems. (Created in 13.0.288, but lower versions should work)
The volume iso setup works fine now with object or shader properties. But “volumesample from file” in a cvex shader, read by a volume procedural, shows the faceted look. Attached is an image and file + volume/vdb bgeos showing the setups and problems. (Created in 13.0.288, but lower versions should work)
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