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Technical Discussion » Solaris getting explorevariants to randomize instances
- mrCatfish
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Note that this flattens the stage, which means your USD files get huge, amongst other things. Here is a better approach: https://www.sidefx.com/forum/topic/94812/ [www.sidefx.com]
Houdini Jobs » Houdini Generalists - 3D Anamorphic Billboard Project
- mrCatfish
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- Uk-based content agency with Portland office is looking to build a small team to create 3D Anamorphic Billboard animations using existing modelled and lookdev'd assets. (Please Google 3D Anamorphic Billboards if you're not sure what these are.)
- Involves a few core shots 3-4 and many adaptation output deliverables (50+) for different screen formats ranging from 15-30 seconds in length.
- Camera, lighting, rendering and some basic comp and FX will be required.
- We require one strong lead with good technical skills who can oversee a smaller team of artists while also producing content
- We also require a small team of artists to help produce the content and iterate adaptations.
- Must be legally able to contract to work in UK or US
- Rates to be discussed
- Work to commence asap and deliver on a rolling basis between early April and end of May.
Edited by mrCatfish - Jan. 30, 2024 08:27:51
Technical Discussion » Stacks in RBD
- mrCatfish
- 732 posts
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If you play the scene you may see them intesect immediately if there are not enough substeps to resolve the collisions.
Technical Discussion » Stacks in RBD
- mrCatfish
- 732 posts
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To me the gaps seem to be very small but distinct. I made them this small so the coins don't have to fall down on each other in the beginning of the simulation. With the collision representation objects it is the same. Am I missing some intersecting meshes here? Or can there be a "too close" to each other?
Make sure you always look at the bullet representation of the collider, not the geo going into the sim.
Technical Discussion » Stacks in RBD
- mrCatfish
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Okay, a couple of issues here. First of all, the stack of chips was 26cm high... which is pretty small. Bullet HATES tiny sims. You can either use the Bullet World Scale, or do what I did and scale this up about 10x so it is now 2.6m high. You may now have to increase gravity to get the behaviour you want, but I think it will be okay.
Next, your coins were slightly intersecting. I used the found_overlap trick [tokeru.com] to remove these intersections and then sim.
Seems to be good now.
Next, your coins were slightly intersecting. I used the found_overlap trick [tokeru.com] to remove these intersections and then sim.
Image Not Found
Seems to be good now.
Technical Discussion » Stacks in RBD
- mrCatfish
- 732 posts
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npetitYou know, I knew there was a way to do this, but I forgot! Thanks for the reminder!
You can use a RBD Configure SOP, under "Collision Shapes" set the Geometry Representation to Cylinder, no need to unlock the RBD Bullet Solver SOP to do that.
Technical Discussion » Stacks in RBD
- mrCatfish
- 732 posts
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Here is an example hip file... I cracked open the rbd bullet solver and in the RBD Packed Object node, changed the geo representation to "cylinder," which is much more efficient and will allow you to reduce padding to 0. Then turn the global substeps up to two (or higher), which will prevent the intial settling bounce.
After the assemble node, you may want to put in a point jitter (with 0 in Y) and jitter the position of the coins in the stack slightly to get a more interesting look.
After the assemble node, you may want to put in a point jitter (with 0 in Y) and jitter the position of the coins in the stack slightly to get a more interesting look.
Image Not Found
Edited by mrCatfish - Nov. 7, 2023 11:00:55
Technical Discussion » Stacks in RBD
- mrCatfish
- 732 posts
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Technical Discussion » Constraints Not Following Deforming RBD Objects
- mrCatfish
- 732 posts
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Is this what you are looking for?
I had this issue a long time ago when teaching a similar effect... trying to get a plane to disintegrate when it hit the ground while maintaining the anim for the part of the plane that did not disintegrate.
Key here is to use the extract transform setup to make the geo animated instead of deforming (this is a good trick to greatly speed up any "deforming" geo sim anyway). Also, lock the constraints at the rest frame.
Note the attrib transfer for active/deforming. You could add another for when the cubes hit the ground. Also you can make a more sophisticated attrib transfer where the two objects collide, this is obviously just proof of concept.
Note the bullet solver SOP is unlocked so I could change it to "animated static" geo. This option is not promoted to the top.
Full disclosure, I didn't figure this out myself, Sidefx helped me with the solution.
Sean
I had this issue a long time ago when teaching a similar effect... trying to get a plane to disintegrate when it hit the ground while maintaining the anim for the part of the plane that did not disintegrate.
Key here is to use the extract transform setup to make the geo animated instead of deforming (this is a good trick to greatly speed up any "deforming" geo sim anyway). Also, lock the constraints at the rest frame.
Note the attrib transfer for active/deforming. You could add another for when the cubes hit the ground. Also you can make a more sophisticated attrib transfer where the two objects collide, this is obviously just proof of concept.
Note the bullet solver SOP is unlocked so I could change it to "animated static" geo. This option is not promoted to the top.
Full disclosure, I didn't figure this out myself, Sidefx helped me with the solution.
Sean
Edited by mrCatfish - June 12, 2023 14:23:58
Houdini Jobs » Cinesite Montreal - Senior FX TDs and Houdini Pipe TDs
- mrCatfish
- 732 posts
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Cinesite is looking for Senior Houdini FX TDs and Houdini Pipeline TDs.
https://www.cinesite.com/job-vacancies/?location=montreal [www.cinesite.com]
https://www.cinesite.com/job-vacancies/?location=montreal [www.cinesite.com]
Technical Discussion » Automatize file export
- mrCatfish
- 732 posts
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Technical Discussion » Control DOF of camera?
- mrCatfish
- 732 posts
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The "fstop" on the Sampling tab of the camera controls the strength of the blur, just like a real camera.
Houdini Jobs » Lead Houdini Instructor - Montreal Canada - Full Time
- mrCatfish
- 732 posts
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Lostboys School of VFX in Montreal is looking for a Lead Houdini Instructor.
This role is best suited for Canadians or US residents, (who qualify for NAFTA visas), but anyone else who is legally able to work in Canada will be considered.
A full curriculum is provided so your role is mostly delivering this curriculum. As you go on, of course, it is expected that you would further develop, improve and maintain this curriculum.
If interested, please contact Ria Ambrose at ria@lostboys-studios.com
- Must have a deep understanding of all aspects Houdini.
- Must have industry experience of preferably at least five years.
- Must have a professional demo reel.
- Must be able to teach classes in front of small groups of students.
- Must be fluent in English.
- Ability to speak French an asset.
- Bonus if you have Linux sysadmin or other tech abilities.
This role is best suited for Canadians or US residents, (who qualify for NAFTA visas), but anyone else who is legally able to work in Canada will be considered.
A full curriculum is provided so your role is mostly delivering this curriculum. As you go on, of course, it is expected that you would further develop, improve and maintain this curriculum.
If interested, please contact Ria Ambrose at ria@lostboys-studios.com
Edited by mrCatfish - Feb. 27, 2023 09:18:06
Technical Discussion » opchange issue
- mrCatfish
- 732 posts
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Yeah, opchange isn't for renaming... you can make a list of the files you want to rename with "opfind -t" then loop over them using opname to rename. Not at Houdini right now, but something like..
set nodes = `execute("opfind -t *geo*")` set count = 0 foreach x ($nodes) opname $x foo{$count} set count = $count + 1 end
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- mrCatfish
- 732 posts
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Why do you want timeslice on? Is this just a proof of concept for some much larger setup? Because AFAIK memory savings are the only reason for using it, and in this example it just makes life harder.
Currently the only workaround I can see if you are going to use timeslice is to insert a "record" CHOP after the object CHOP... but then you are probably removing all the benefits of timeslicing.
Currently the only workaround I can see if you are going to use timeslice is to insert a "record" CHOP after the object CHOP... but then you are probably removing all the benefits of timeslicing.
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- mrCatfish
- 732 posts
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Here is a more procedural way. Please middle click on the nodes for explanation.
I have also fleshed out yesterday's suggestion... it is a bit more fiddly, but it's a good technique to know.
The only reason I know all this stuff is because I used CHOPs a lot in the early 2000s on a kid's TV show where we re-used a lot of motion clips. And CHOPs is a time-warp that hasn't really changed in over 20 years.
- Take orig anim make sure to use extend options to interpolate slope.
- Create a single channel with a constant value of 1 which starts well before the scene.
- Mult the orig channel with this
- You have to do this to "harden" the slope created by extending it via the extend CHOP. Otherwise the lag CHOP doesn't see the extended channel.
- Your lag will no longer jump.
I have also fleshed out yesterday's suggestion... it is a bit more fiddly, but it's a good technique to know.
The only reason I know all this stuff is because I used CHOPs a lot in the early 2000s on a kid's TV show where we re-used a lot of motion clips. And CHOPs is a time-warp that hasn't really changed in over 20 years.
Edited by mrCatfish - Feb. 21, 2023 09:09:27
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- mrCatfish
- 732 posts
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I'd just lay down a channel CHOP, then right click and "Edit data channels," edit to make a nice smooth ease-in from 1-10 or so, and then mult your lag channel by that with a math CHOP.
Sean
Sean
Houdini Jobs » Houdini Teaching Assistant - Montreal Canada
- mrCatfish
- 732 posts
- Offline
Lostboys School of VFX in Montreal is looking for a Houdini Teaching Assistant.
This role is best suited for Canadians or US residents, (who qualify for NAFTA visas), but anyone else who is legally able to work in Canada will be considered.
You do not necessarily need any industry or production experience, but of course that is a bonus.
Lostboys offers a great working environment and a lot of chances to improve your knowledge of Houdini and make valuable industry connections.
If interested, please contact Ria Ambrose at ria@lostboys-studios.com
- Must have a good understanding of Houdini.
- Must have a demo reel.
- Must be able to teach classes in front of small groups of students.
- Must be fluent in English.
- Ability to speak French an asset.
- Bonus if you have Linux sysadmin or other tech abilities.
This role is best suited for Canadians or US residents, (who qualify for NAFTA visas), but anyone else who is legally able to work in Canada will be considered.
You do not necessarily need any industry or production experience, but of course that is a bonus.
Lostboys offers a great working environment and a lot of chances to improve your knowledge of Houdini and make valuable industry connections.
If interested, please contact Ria Ambrose at ria@lostboys-studios.com
Edited by mrCatfish - Feb. 20, 2023 08:38:21
Technical Discussion » Node networks to hscript / Python
- mrCatfish
- 732 posts
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Technical Discussion » Movement of a fluid along a certain trajectory
- mrCatfish
- 732 posts
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Of course if you want fine control of the curve paths, you can simply use the draw curve SOP to draw your path directly on the geo, and then use the volume velocity from curves SOP to make the velocity fields for your fluid to flow along. EDIT: Whoops I see that Enivob's link used the draw curve tool.
Edited by mrCatfish - Feb. 6, 2023 08:43:28
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