Hey all,
I upgraded to Houdini 19 last week on both my desktop and laptop and it's been working really well. However, last night my Dell laptop automatically updated windows 10 and now geometry is not being shown in the viewport. I uninstalled and reinstalled the Nvidia GPU drivers with no luck. When I add a basic primitive to the scene it shows up for a split second before disappearing. Any thoughts on why this might be happening or what I should do at this point?
Thanks!
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Houdini Lounge » No geometry in viewport
- peter john
- 9 posts
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Technical Discussion » Animate vellum rest length scale
- peter john
- 9 posts
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Thanks Tanto,
This is exactly what I was looking for. I didn't realize it was a separate node, I should have looked a little closer
This is exactly what I was looking for. I didn't realize it was a separate node, I should have looked a little closer
Technical Discussion » Animate vellum rest length scale
- peter john
- 9 posts
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Hello jlait & mzigaib, I'm trying to do something similar with the stiffness parameter but I'm not having much luck. Attached is a project file, would you take a look and tell me what I'm doing wrong?
Thanks!
Thanks!
Edited by peter john - Nov. 22, 2018 21:49:59
Technical Discussion » Expand POP network group
- peter john
- 9 posts
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BabaJ
So in your popnet I disabled your popsprite and popcolor.
Then after your popnet in a pointwrangle do the work to gradually add more points to your collide group.
Then give them color in next wrangle and at the end turn them into sprites.
This works really well! My one concern is that the particles don't remain in the group indefinitely after they enter it. Is there anything like the “Preserve Group” checkbox in the POP group that could be added to the attribute wrangle's code to fix this?
Thanks.
Technical Discussion » Expand POP network group
- peter john
- 9 posts
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Technical Discussion » Expand POP network group
- peter john
- 9 posts
- Offline
Hello all,
I'm working on a project where an object collides with particles in a pop network. I'm using a collision detection sop to add the struck particles to a group and then having a pop force drop them to the floor. However, I'd like to expand this group over time to include neighboring particles but I'm having difficulty figuring out how to do it. I had a go at writing some vex but it's a bit over my head. Any thoughts on how I could achieve this effect?
Thanks.
I'm working on a project where an object collides with particles in a pop network. I'm using a collision detection sop to add the struck particles to a group and then having a pop force drop them to the floor. However, I'd like to expand this group over time to include neighboring particles but I'm having difficulty figuring out how to do it. I had a go at writing some vex but it's a bit over my head. Any thoughts on how I could achieve this effect?
Thanks.
Technical Discussion » Karman Vortex Street Sim
- peter john
- 9 posts
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I'm looking to re-create a karman vortex street in Houdini. I don't have much experience with this sort of thing, does anyone know a good resource to learn how? Here's an example of what I'd like to create:
Thanks!
Thanks!
Technical Discussion » Animating Voroni Fracture Points and Fixing the Resulting Geo
- peter john
- 9 posts
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Thank you for the responses!
Vu your fix works really well. I hadn't messed around with Normal modes and have taken some time to learn more about them. I was using the VDB to make the shape a bit more organic but the smooth sop you suggested works well too.
Vu your fix works really well. I hadn't messed around with Normal modes and have taken some time to learn more about them. I was using the VDB to make the shape a bit more organic but the smooth sop you suggested works well too.
Technical Discussion » Animating Voroni Fracture Points and Fixing the Resulting Geo
- peter john
- 9 posts
- Offline
Hello Everyone,
I'm relatively new to houdini so I apologize if this has been asked and answered somewhere else.
I’m looking to have voroni shapes move along the surface of an object by animating the fracture points. My issue begins when I use the divide sop to remove shared edges after the fracture. This allows me to use the resample and smooth sop to refine the shape. However if I extrude and bevel further down the line the primitives become bent and mangled due to the lack of subdivisions (especially when the original object is round). I’ve attempted to drop down a remesh sop to add subdivisions but they do not move with the animated mesh.
Attached is a project file. The look is very close to what I’d like to achieve just without, you know, those primitive errors. Also, if there is a better way to achieve this effect by starting over I’d love to know.
Thank you!
I'm relatively new to houdini so I apologize if this has been asked and answered somewhere else.
I’m looking to have voroni shapes move along the surface of an object by animating the fracture points. My issue begins when I use the divide sop to remove shared edges after the fracture. This allows me to use the resample and smooth sop to refine the shape. However if I extrude and bevel further down the line the primitives become bent and mangled due to the lack of subdivisions (especially when the original object is round). I’ve attempted to drop down a remesh sop to add subdivisions but they do not move with the animated mesh.
Attached is a project file. The look is very close to what I’d like to achieve just without, you know, those primitive errors. Also, if there is a better way to achieve this effect by starting over I’d love to know.
Thank you!
Edited by peter john - May 16, 2018 13:34:14
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