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MARDINI Daily Challenge 2021 » Day 6 Animation | Motion | Flow
- robonilla
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MARDINI Daily Challenge 2021 » Day 5 Animation | Motion | Crash
- robonilla
- 84 posts
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MARDINI Daily Challenge 2021 » Day 4 Animation | Motion | Escape
- robonilla
- 84 posts
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MARDINI Daily Challenge 2021 » Day 3 Animation | Motion | Leap
- robonilla
- 84 posts
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MARDINI Daily Challenge 2021 » Day 2 Animation | Motion | Grow
- robonilla
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MARDINI Daily Challenge 2021 » WELCOME! + RULES
- robonilla
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So is the deadline each day midnight EST or EDT? Since its gonna change mid March and I don't live there I'm kinda confused.
In the initial rules said EDT, but in the Day 1 Bounce forum initial post says it's EST... so ..
Is is fair to say that if it's time stamped before 12:00 am of next day on the forum post I'm safe?
In the initial rules said EDT, but in the Day 1 Bounce forum initial post says it's EST... so ..
Is is fair to say that if it's time stamped before 12:00 am of next day on the forum post I'm safe?
MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
- robonilla
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HOULY Daily Challenge » Day 3 | Elements: Water
- robonilla
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HOULY Daily Challenge » Day 2 | Elements: Wind
- robonilla
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Very late again .. hopefully will catch up someday
Day 2: Wind
Day 2: Wind
Edited by robonilla - July 4, 2020 03:55:12
HOULY Daily Challenge » Day 1 | Elements: Earth
- robonilla
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Somehow fashionably late became very late… still better than never though!
Fun challenges !
Day 01: Earth
Fun challenges !
Day 01: Earth
Technical Discussion » PolyReduce node - Tolerance odd behaviour
- robonilla
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Hi,
I have been playing with the polyreduce node and found some odd behaviour which I'm not sure if it's intended or buggy.
I was testing if there was any difference in reduction and speed between passing along a whole geometry with a bunch of meshes , or do a compiled loop through each mesh with the same polyreduce settings.
If I'm reducing just by percentage it does what is expected, same result on both.
But when using the option Continue Reducing Within Quality Tolerance I get a completely different results, with smaller meshes being less reduced than bigger ones when reducing per piece loop.
Is the tolerance value influenced by the bounds f the mesh that is passed along? Or anyone has any idea on why would the results differ from doing it to the whole mesh compared to piece by piece?
I've attached a simple scene showing the difference.
Thanks in advance!
–
Rolando
I have been playing with the polyreduce node and found some odd behaviour which I'm not sure if it's intended or buggy.
I was testing if there was any difference in reduction and speed between passing along a whole geometry with a bunch of meshes , or do a compiled loop through each mesh with the same polyreduce settings.
If I'm reducing just by percentage it does what is expected, same result on both.
But when using the option Continue Reducing Within Quality Tolerance I get a completely different results, with smaller meshes being less reduced than bigger ones when reducing per piece loop.
Is the tolerance value influenced by the bounds f the mesh that is passed along? Or anyone has any idea on why would the results differ from doing it to the whole mesh compared to piece by piece?
I've attached a simple scene showing the difference.
Thanks in advance!
–
Rolando
Edited by robonilla - July 31, 2019 02:27:07
Technical Discussion » VEX Procedural Volume doesnt render if outside /mat ?
- robonilla
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Hello,
I am almost sure its a bug so I already logged it through the site, however I thought it could be just a change in workflow and wanted to ask here if someone came across the same trouble.
I am attaching a scene with the problem containing this:
In it there are 4 boxes.
Each box is rendered as a procedural volume noise and each has a different material assigned to it
The box materials are as follows:
1. vex procedural volume from /SHOP/ network
2. vex procedural volume inside shopnet created inside the box geometry
3. vex procedural volume from /MAT/ network
4. vex procedural volume inside matnet created inside the box geometry
1,2,3 render as expected but i cant seem to make 4 render no matter what.
Also as a side note, the vex prodcedural volume nodes don't have the IFD bounds parameters as they did in 15.5 so i had to add them. I don't know if it is intended or a miss in H16
I created the scene on Hou FX 16.0.504 but also tested it on 16.0.540 and didn't work either.
Best regards
Rolando
I am almost sure its a bug so I already logged it through the site, however I thought it could be just a change in workflow and wanted to ask here if someone came across the same trouble.
I am attaching a scene with the problem containing this:
In it there are 4 boxes.
Each box is rendered as a procedural volume noise and each has a different material assigned to it
The box materials are as follows:
1. vex procedural volume from /SHOP/ network
2. vex procedural volume inside shopnet created inside the box geometry
3. vex procedural volume from /MAT/ network
4. vex procedural volume inside matnet created inside the box geometry
1,2,3 render as expected but i cant seem to make 4 render no matter what.
Also as a side note, the vex prodcedural volume nodes don't have the IFD bounds parameters as they did in 15.5 so i had to add them. I don't know if it is intended or a miss in H16
I created the scene on Hou FX 16.0.504 but also tested it on 16.0.540 and didn't work either.
Best regards
Rolando
Houdini Learning Materials » Accuracy of Bullet Collisions
- robonilla
- 84 posts
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at the moment the RBD engine does not accept packed primitives so your setup does not work for that engine.
However if you want to use the RBD engine you have to import your objects unpacked with an RBD Object DOP or Fractured RBD Object DOP.
In that case the collision geometry is defined by the collision volumes so to increase accuracy you would just increase the volume divisions on the Collisions->RBDSolver->Volume tab.
However if you want to use the RBD engine you have to import your objects unpacked with an RBD Object DOP or Fractured RBD Object DOP.
In that case the collision geometry is defined by the collision volumes so to increase accuracy you would just increase the volume divisions on the Collisions->RBDSolver->Volume tab.
Houdini Learning Materials » Accuracy of Bullet Collisions
- robonilla
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Your pieces are quite thin, so when the collisions hulls are created and shrink even a bit some of those thin pieces' collision geometry disappear.
The RBD Packed Object DOP pre-shrinks the collision hulls by default to avoid initial interpenetration, You can adjust that shrinking amount with the Collision Padding parameter in the RBD Packed Object DOP of your scene.
Make that number smaller and you should stop having that problem.
The RBD Packed Object DOP pre-shrinks the collision hulls by default to avoid initial interpenetration, You can adjust that shrinking amount with the Collision Padding parameter in the RBD Packed Object DOP of your scene.
Make that number smaller and you should stop having that problem.
Houdini Lounge » Viewport/OpenGL problems continue
- robonilla
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I've been experiencing the same selection problem than stu.
Since I only model at home for personal projects I have no problem attaching the scene with one of the objects that have the problem.
The object selection doesn't seem to have a problem, but if you go into the Sop net, press S for the selection tool and try to select it all it is not able to select it.
In my case if you change the type of selection (ex pts to prims) it seems to work sometimes. However in my when you go up to OBJ level and come back in to SOP the problem appears again and can't select the whole thing.
Please test it to see if you experience the same problem with this file and if you do we can send it as attachment for the bug report.
Since I only model at home for personal projects I have no problem attaching the scene with one of the objects that have the problem.
The object selection doesn't seem to have a problem, but if you go into the Sop net, press S for the selection tool and try to select it all it is not able to select it.
In my case if you change the type of selection (ex pts to prims) it seems to work sometimes. However in my when you go up to OBJ level and come back in to SOP the problem appears again and can't select the whole thing.
Please test it to see if you experience the same problem with this file and if you do we can send it as attachment for the bug report.
Technical Discussion » How would you do this...
- robonilla
- 84 posts
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This is pretty interesting
Here is my attempt, I came up with it after seeing owlYzarc use of voronoi, But in my case I got rid of the forEach loops.
It can be use with eetu's way of ray-smooth at the end, or with vdb-fracture… in my case I prefer how the vdb one looks
and it also solves the problem with eetu's for non planar cases.
check it out
Here is my attempt, I came up with it after seeing owlYzarc use of voronoi, But in my case I got rid of the forEach loops.
It can be use with eetu's way of ray-smooth at the end, or with vdb-fracture… in my case I prefer how the vdb one looks
and it also solves the problem with eetu's for non planar cases.
check it out
Technical Discussion » Concave to Concave in Bullet!!!!
- robonilla
- 84 posts
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Attach an RBD Auto Freeze Dop and that should do the trick, i'm almost sure it works for both solvers.
Houdini Learning Materials » Accuracy of Bullet Collisions
- robonilla
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thanks goldleaf
I always wondered how that compound option worked
very illustrative.
Edit: also I posted an answer for NimaNolan's problem on his other thread in case anyone that passes through with similar questions is interested
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=146509#146509 [sidefx.com]
I always wondered how that compound option worked
very illustrative.
Edit: also I posted an answer for NimaNolan's problem on his other thread in case anyone that passes through with similar questions is interested
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=146509#146509 [sidefx.com]
Technical Discussion » Concave to Concave in Bullet!!!!
- robonilla
- 84 posts
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ohh you meant that Compound geo..
ok after figuring out how it worked (actually by watching the other thread you posted where goldleaf provided an example) I assembled your scene to work with ODE primitives
I changed both the tray and the apple, you could create better representations having less primitives but I did it quickly just for demonstration sake.
Note that before baking the ODE I specify each type of the primitives I want to be used by a point attribute primType. You can check the values for each prim on http://www.sidefx.com/docs/houdini13.0/nodes/sop/bakeode [sidefx.com]
With this approach all jitter is gone because we stopped using the concave plate.
the process is the same to the proxy geo one I sent before, but instead of creating different hulls for your proxies it uses the internal primitives you specify on the primType.
I never used compund objects bef0re, im used to create lo-res proxies but it was interesting to learn this too.
ok after figuring out how it worked (actually by watching the other thread you posted where goldleaf provided an example) I assembled your scene to work with ODE primitives
I changed both the tray and the apple, you could create better representations having less primitives but I did it quickly just for demonstration sake.
Note that before baking the ODE I specify each type of the primitives I want to be used by a point attribute primType. You can check the values for each prim on http://www.sidefx.com/docs/houdini13.0/nodes/sop/bakeode [sidefx.com]
With this approach all jitter is gone because we stopped using the concave plate.
the process is the same to the proxy geo one I sent before, but instead of creating different hulls for your proxies it uses the internal primitives you specify on the primType.
I never used compund objects bef0re, im used to create lo-res proxies but it was interesting to learn this too.
Technical Discussion » Concave to Concave in Bullet!!!!
- robonilla
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if by compound you mean to create proxy geometries for each piece and have that as a separate hull, yes we can.
Look at the attached scene. I created in the apple network a proxy apple made of 2 separate geometries, the apple and the stem. Then use that in the as the DOP object. If you check “Create convex Hull per set of Connected Primitives” if will create a separate hull for each piece.
And then just import the sim back to SOP, and move the hi-res apple as you were doing before with the Dop import set as Transform Input Geometry. Just be sure to match the pivots of your proxy and hi-res to get matching transformations.
I couldn't get rid completely of the jitter, i think is still a problem of bullet solver handling the concave platter. You could either make a proxy geo for the platter too to avoid using concave collisions, or use the rbdsolver since its not a heavy simulation and it does give you really accurate sism.
Some other thing to consider: remember that Houdini manages units as meters, so your apple in that scene is around 1 meter radius falling 4 meters onto a 10 meter plate. If you want accurate movement i would recommend to match the scale to real world or change your units on the scene (if you change your units, is better to do it before creating the Autodop since all the default values are dependent to the units)
Look at the attached scene. I created in the apple network a proxy apple made of 2 separate geometries, the apple and the stem. Then use that in the as the DOP object. If you check “Create convex Hull per set of Connected Primitives” if will create a separate hull for each piece.
And then just import the sim back to SOP, and move the hi-res apple as you were doing before with the Dop import set as Transform Input Geometry. Just be sure to match the pivots of your proxy and hi-res to get matching transformations.
I couldn't get rid completely of the jitter, i think is still a problem of bullet solver handling the concave platter. You could either make a proxy geo for the platter too to avoid using concave collisions, or use the rbdsolver since its not a heavy simulation and it does give you really accurate sism.
Some other thing to consider: remember that Houdini manages units as meters, so your apple in that scene is around 1 meter radius falling 4 meters onto a 10 meter plate. If you want accurate movement i would recommend to match the scale to real world or change your units on the scene (if you change your units, is better to do it before creating the Autodop since all the default values are dependent to the units)
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