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Technical Discussion » Newbie struggling with a wet map rending to a texture
- pwquint
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See https://vimeo.com/285813013 [vimeo.com] the end of this video covers converting the point cloud to a texture, your technique is correct and should work. Worth checking for errors in your uv setup, the pchannel setting on the pcopen.
Houdini Learning Materials » Smoke not rising...
- pwquint
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I’ve not looked at your file but the default buoyancy value on the solver changed a few versions ago. Try increasing the buoyancy value, also make sure that your smoke has a default temperature of 1 or greater - that’s set in the smoke source network, not the sop network.
Houdini Learning Materials » Mixing Keyframe animation and dynamic simulations
- pwquint
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Hi
The tutorial on Dops keyframes was made before RBD packed objects existed. In general the easiest way to manipulate packed objects is to use a SOP solver. Inside the solver the packed objects will look like a set of points with attributes on them, one point per object. For example setting the active attribute on a particular point will determine if that object is simulated, changing the position (P attribute) will move it. The RBD packed object helpcard has some details of the attributes.
I did a tutorial on the sop solver some time ago. It is still valid with a minor modification on how you wire in the solver if I remember right. I believe the project file was updated to work in more recent versions of Houdini and is commented.
https://vimeo.com/6660287 [vimeo.com]
The tutorial on Dops keyframes was made before RBD packed objects existed. In general the easiest way to manipulate packed objects is to use a SOP solver. Inside the solver the packed objects will look like a set of points with attributes on them, one point per object. For example setting the active attribute on a particular point will determine if that object is simulated, changing the position (P attribute) will move it. The RBD packed object helpcard has some details of the attributes.
I did a tutorial on the sop solver some time ago. It is still valid with a minor modification on how you wire in the solver if I remember right. I believe the project file was updated to work in more recent versions of Houdini and is commented.
https://vimeo.com/6660287 [vimeo.com]
Edited by pwquint - Aug. 4, 2017 08:20:12
Houdini Indie and Apprentice » Cutoff for CopyOp?
- pwquint
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The copy op works by copying an object to points. The best way to approach what you want is to delete the points that are outside the volume. You can use an attribute from volume node to create an attribute on the points that tells you whether they are in the volume, use a point wrangle or group sop to group the ones outside the volume, and then delete that group.
Houdini Learning Materials » Rendering Mixing Fluids projects: combining different materials (Mantra)?
- pwquint
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The transfer attributes options should be on the output tab of the fluid surface node.
https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidsurface [sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidsurface [sidefx.com]
Houdini Learning Materials » Good screen capturing soft for tutorials?
- pwquint
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Microsoft Expression Encoder 4 is free to download and includes screen capture. It's a bit more stable than camstudio I find, but is a two step process since the capture is to a not widely understood proprietary format that can then be converted to e.g. WMV. All my videos are recorded and then converted using Microsoft expression.
Houdini Learning Materials » Rendering Mixing Fluids projects: combining different materials (Mantra)?
- pwquint
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In general you have a single material for both parts of the fluid but use attributes to modify the look of the material for different parts of the fluid. one of Houdini's great strengths is that materials can be written to pick up attributes from geometry. Some of the built in shaders have a ‘use point color’ option this will pick up the color from an attribute called Cd attached to your geometry.
The example you've worked through gives you a Cd attribute on the fluid points. When you convert the points to a surface you need to ensure that the Cd attribute is transferred - there are options on the fluid surface node to select the attributes to transfer. Then use a material that has a use point color option.
If you really want to use two different materials you will need to separate the fluid particles into two different objects, convert them into surfaces separately and then apply a different material to each.
The example you've worked through gives you a Cd attribute on the fluid points. When you convert the points to a surface you need to ensure that the Cd attribute is transferred - there are options on the fluid surface node to select the attributes to transfer. Then use a material that has a use point color option.
If you really want to use two different materials you will need to separate the fluid particles into two different objects, convert them into surfaces separately and then apply a different material to each.
Technical Discussion » New operator with filepath input list of indeterminate length
- pwquint
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There are probably several approaches here, but you might like to look at the documentation for a multiparm block. It is a special type of folder in the parameter editor that allows the creation of multiple parameters.
Houdini Indie and Apprentice » how to use the new foreach with partition...
- pwquint
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This is a very old tutorial. The effect as mestela has pointed out is more easily achieved in other ways, but I used it back then as a way of illustrating the for each node. It is worth understanding looping, as sometimes there is no other way to achieve the effect.
There is an excellent tutorial on looping from Sidefx:
https://vimeo.com/142494487 [vimeo.com]
The direct answer is that your loop must be using the fetch piece method. Then use the attribute your partition node created, usually ‘class’ as the attribute. Each box is then passed through the loop in sequence.
There is an excellent tutorial on looping from Sidefx:
https://vimeo.com/142494487 [vimeo.com]
The direct answer is that your loop must be using the fetch piece method. Then use the attribute your partition node created, usually ‘class’ as the attribute. Each box is then passed through the loop in sequence.
Houdini Indie and Apprentice » Popnet new context - PopProperty where is Attractor Point?
- pwquint
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I've now updated the project file for this tutorial to show how it's done in H15. In this case the best node to use is pop steer seek. In H15 you don't need to set up force attributes in the points - the seek nodes takes care of that.
Houdini Learning Materials » Peter Quint / PQ Houdini moving to youtube
- pwquint
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Vimeo have now been said the same to me in an email so the axe is lifted. This followed two weeks of reminders that if I didn't upgrade my account would be suspended.
In any case thank you for the support. I will try to keep videos on both YouTube and Vimeo in future.
In any case thank you for the support. I will try to keep videos on both YouTube and Vimeo in future.
Houdini Learning Materials » Peter Quint / PQ Houdini moving to youtube
- pwquint
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Vimeo have started enforcing the rule that if you make tutorials for a product, even if you are not associated with the product's owner, and don't make money from the tutorials, you need a PRO account. So after six years on Vimeo I have a choice: to charge for videos to help meet the high cost of a PRO subscription, or move off Vimeo.
I hope to have all the content back up within a week or two.
https://www.youtube.com/channel/UCadDnwVUjIgXmq9XeLV05wQ [youtube.com]
I hope to have all the content back up within a week or two.
https://www.youtube.com/channel/UCadDnwVUjIgXmq9XeLV05wQ [youtube.com]
Technical Discussion » h15 data parameter in type properties
- pwquint
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No this is to add parameters to a node - the type in this case being the various parameter types listed in the left hand panel. To create attributes (Houdini's term for blind data) use an attributecreate node, or an attributewrangle node.
Houdini Indie and Apprentice » Color/noise stay on fixed place on anim. geo
- pwquint
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Houdini Indie and Apprentice » Color/noise stay on fixed place on anim. geo
- pwquint
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If you are using the point positions to drive your noise, and you're animating or deforming the points at geometry level your object will appear to float through the noise. The solution is to use a Rest SOP, which creates a vector rest attribute with the old point positions, you then use this attribute to drive the noise. The rest position vop can be used to retrieve this is vops.
Another alternative is to set uvs on your object and use the uvs rather than position to drive noise.
Another alternative is to set uvs on your object and use the uvs rather than position to drive noise.
Technical Discussion » Point Cloud with attribute filtering
- pwquint
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I've not looked at your file, but you might be able to group your particles by attribute, and then apply the popvop just to the group that you want. Alternatively you can check attributes as you loop through the points using an if vop.
Technical Discussion » [SOLVED]Play A Crowd Animation 1x?
- pwquint
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I am surprised to hear what you say on stateduration, I've not found that to be the case. The simplest answer is to keyframe some stillness into the end of your clip you would then be able to use stateduration to transition to a state where there is no animation. I may have misunderstood your problem.
Technical Discussion » Use particles velocity for pyro
- pwquint
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This video is two Houdini versions ago. Try https://vimeo.com/38287079 [vimeo.com] and the other videos in that series.
Peter
Peter
Houdini Learning Materials » Tutorial on Mosaic Sprites
- pwquint
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After a long break here's a new tutorial - on one of the more minor, but useful, enhancements in H13. Rendering sprites using different images per particle.
http://vimeo.com/79588680 [vimeo.com]
The project files, for those with no access to google sites, are attached.
Enjoy
Peter
http://vimeo.com/79588680 [vimeo.com]
The project files, for those with no access to google sites, are attached.
Enjoy
Peter
Houdini Indie and Apprentice » Displacement is showing the voronoi pieces
- pwquint
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This may be because the inside surface is being displaced to push through the smooth surface on top. Does the problem disappear if you use a bump map rather than displacement?
You would probably need to reduce the displacement so that those areas near the surface are not displaced. You could drive that kind of variation by using a point attribute that is 1 on the surface, and 0 inside the object and then using that as a value within a bespoke shader.
You would probably need to reduce the displacement so that those areas near the surface are not displaced. You could drive that kind of variation by using a point attribute that is 1 on the surface, and 0 inside the object and then using that as a value within a bespoke shader.
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