Found 33 posts.
Search results Show results as topic list.
Houdini Engine for Unity » n00b question: DOPS in Unity
- rodpacker
- 35 posts
- Offline
Houdini Indie and Apprentice » H15.5 indie offline licensing?
- rodpacker
- 35 posts
- Offline
Hey all,
yonks ago I used to own a couple apprentice HD versions. Back then there was an option to get it licensed offline aka on a work machine that wasn't hooked up to the net. It wasn't as straight forward as the normal online licensing, but it worked well.
Is this still a possibility with Houdini Indie these days or do you have to be online with the machine at all times for it to run Indie?
cheers
yonks ago I used to own a couple apprentice HD versions. Back then there was an option to get it licensed offline aka on a work machine that wasn't hooked up to the net. It wasn't as straight forward as the normal online licensing, but it worked well.
Is this still a possibility with Houdini Indie these days or do you have to be online with the machine at all times for it to run Indie?
cheers
Houdini Engine for Unity » n00b question: DOPS in Unity
- rodpacker
- 35 posts
- Offline
Hi,
fairly new to this so wondering how much (if at all) of DOPS can be run in Unity.
I.e. does the ripple solver and or flip work in Unity? What about pyro and such.
thx
fairly new to this so wondering how much (if at all) of DOPS can be run in Unity.
I.e. does the ripple solver and or flip work in Unity? What about pyro and such.
thx
Technical Discussion » noisy vopsop as post upres?
- rodpacker
- 35 posts
- Offline
Hi,
I remember watching a tute a while back that used a smart way of “upresing” a fluid- volume on SOP-level using a vopsop that applied noise based on normals, but cannot remember how exactly/which tute
has anybody seen this / can point me to the right direction?
highly appreciated!
I remember watching a tute a while back that used a smart way of “upresing” a fluid- volume on SOP-level using a vopsop that applied noise based on normals, but cannot remember how exactly/which tute
has anybody seen this / can point me to the right direction?
highly appreciated!
Houdini Indie and Apprentice » making every polygone of a model it's own object?
- rodpacker
- 35 posts
- Offline
Houdini Indie and Apprentice » making every polygone of a model it's own object?
- rodpacker
- 35 posts
- Offline
Hi guys,
I am trying to convert each polygon of a model I have into an independent RBD.
I am confident to set up the rest of the scene other then splitting the polygones in a way that they keep their exact shape (basically so there is the exact same polys but without any shared edges).
I am sure I have done it before aaaages ago, but just can't remember how
sorry for the n00b question
cheers
Rodpacker
I am trying to convert each polygon of a model I have into an independent RBD.
I am confident to set up the rest of the scene other then splitting the polygones in a way that they keep their exact shape (basically so there is the exact same polys but without any shared edges).
I am sure I have done it before aaaages ago, but just can't remember how
sorry for the n00b question
cheers
Rodpacker
Technical Discussion » need help fast
- rodpacker
- 35 posts
- Offline
Have you checked if your licenses installed properly through the license administrator?
Technical Discussion » need help fast
- rodpacker
- 35 posts
- Offline
hey mate,
I'm assuming u've gone through this:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16738 [sidefx.com]
also have u tried to completely de- and re-install Houdini?!
I'm assuming u've gone through this:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16738 [sidefx.com]
also have u tried to completely de- and re-install Houdini?!
Technical Discussion » quit out glitch
- rodpacker
- 35 posts
- Offline
hey mate,
if I was u I'd post up the file u're workin' on so the sesi guys or others get to have a look.
Your description kinda leaves too many options for errors to solve this I'd assume?!
cheers
if I was u I'd post up the file u're workin' on so the sesi guys or others get to have a look.
Your description kinda leaves too many options for errors to solve this I'd assume?!
cheers
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Hi Michiel,
am happy as with H10.0.416. Just since I promised to post a screenshot with sphere guides turned on, see below.
As I mentioned before, especially in pointy corners (e.g. left bottom bit of the A) I didn't get any filling.
So yeah that slider u mentioned would be a great improvement to have both worlds.
cheers for ur help again
rodpacker
am happy as with H10.0.416. Just since I promised to post a screenshot with sphere guides turned on, see below.
As I mentioned before, especially in pointy corners (e.g. left bottom bit of the A) I didn't get any filling.
So yeah that slider u mentioned would be a great improvement to have both worlds.
cheers for ur help again
rodpacker
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
THX! 10.0.416 works perfect for me again.
I hadn't had time to get that spheres screenshot alst night - will get it up today.
cheers
rodpacker
I hadn't had time to get that spheres screenshot alst night - will get it up today.
cheers
rodpacker
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Hi Michiel,
thanks for your reply.
Yes, having looked at the different set-ups I thought that that's what has been changed. It totally makes sense and setting things up a bit quicker for most cases as well.
However especially for filling up logos with pointy corners it caused some issues for me (in combination of needing to do lowish-res particle sims that is).
I highly agree a slider that enables users to decide themselves is a VERY good idea.
I will enable the spheres as guides and post another screen shot of that later on today.
(BTW using non SDF's as collision objects didn't work for my setup in H10 the way I needed either.)
Again, I highly appreciate your efforts and fast response and will be downloading H10.0.416 as soon as it's online.
cheers
rodpacker
(sorry my boss was still logged on to the forums on my machine hence the repost under my name now)
thanks for your reply.
Yes, having looked at the different set-ups I thought that that's what has been changed. It totally makes sense and setting things up a bit quicker for most cases as well.
However especially for filling up logos with pointy corners it caused some issues for me (in combination of needing to do lowish-res particle sims that is).
I highly agree a slider that enables users to decide themselves is a VERY good idea.
I will enable the spheres as guides and post another screen shot of that later on today.
(BTW using non SDF's as collision objects didn't work for my setup in H10 the way I needed either.)
Again, I highly appreciate your efforts and fast response and will be downloading H10.0.416 as soon as it's online.
cheers
rodpacker
(sorry my boss was still logged on to the forums on my machine hence the repost under my name now)
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Hi Michiel,
thanks for your helpful tips. I am currently simming a version whithout using SDFs.
However, I did do another test overnight using the exact same file in H9.5.379 and H10.0.410 and it looks like H9.5 gives me a way more “accurate” particle interaction as shown in the two images below.
I guess I'll be using 9.5 for these sims again
cheers
rodpacker
thanks for your helpful tips. I am currently simming a version whithout using SDFs.
However, I did do another test overnight using the exact same file in H9.5.379 and H10.0.410 and it looks like H9.5 gives me a way more “accurate” particle interaction as shown in the two images below.
I guess I'll be using 9.5 for these sims again
cheers
rodpacker
Technical Discussion » Rendering Voxels N00b Question ...
- rodpacker
- 35 posts
- Offline
Hi guys,
I've also been playing around with voxel fluids lately and have a setup you would get e.g. in an Aquarium were liquid is pored in through a static hose.
I am using the fluid container boundaries as my invisible aquarium glass walls.
I am getting a fluid movement I like and am using the basic liquid surface that automatically gets asigned in H10 (with a few minor color adjustments).
Where I am getting the shader to look as expected in the areas that don't interact/touch the fluid container “walls” I can not seem to get any transparency, reflection or refraction to work where the fluid does get restricted by the container.
What am I doing wrong here?
thanks a lot for any help
cheers
rodpacker
I've also been playing around with voxel fluids lately and have a setup you would get e.g. in an Aquarium were liquid is pored in through a static hose.
I am using the fluid container boundaries as my invisible aquarium glass walls.
I am getting a fluid movement I like and am using the basic liquid surface that automatically gets asigned in H10 (with a few minor color adjustments).
Where I am getting the shader to look as expected in the areas that don't interact/touch the fluid container “walls” I can not seem to get any transparency, reflection or refraction to work where the fluid does get restricted by the container.
What am I doing wrong here?
thanks a lot for any help
cheers
rodpacker
Technical Discussion » How to time-offset Filenodes (read)?
- rodpacker
- 35 posts
- Offline
Just finally had the time to test it … and well, yeah I wish I could write my own timewarper - bummer would have been so handy!!!!
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Hi Michiel,
I ran a bunch of tests with 10.0.410 on MacOSX and it doesn't seem like much (if not anything) has changed for my file?
I guess the only option I have now is lowering the particle separation?
Thanks a lot for your help
cheers
rodpacker
I ran a bunch of tests with 10.0.410 on MacOSX and it doesn't seem like much (if not anything) has changed for my file?
I guess the only option I have now is lowering the particle separation?
Thanks a lot for your help
cheers
rodpacker
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Technical Discussion » How to time-offset Filenodes (read)?
- rodpacker
- 35 posts
- Offline
mrbag
Check out the SOPs with “time” in the name. Timeshift and Timewarp can be quite handy for this kind of thing.
mrBag,
SWEET!!! Thanks for pointing me to these ones - very helpful for the matrix style effects I gotta do next - especially the timewarp function looks great !!!
It also gets rid of the nasty frameblending artifacts that post usually ends up with after other retiming and I'll b able to retime fluid sims with ease - YEAH!!!
cheers
rodpacker
Technical Discussion » How can I reduce the collision distance of fluids and RBD?!?
- rodpacker
- 35 posts
- Offline
Hi Michiel,
thanks a lot for having a look into this for me! Highly appreciated.
I will give the particle increase a go over the weekend and let the 8Core churn through it while I'm gone to see how much closer this can get me
thanx again for your help and it would be very interesting to know if there is any bugfixes
cheers
rodpacker
thanks a lot for having a look into this for me! Highly appreciated.
I will give the particle increase a go over the weekend and let the 8Core churn through it while I'm gone to see how much closer this can get me
thanx again for your help and it would be very interesting to know if there is any bugfixes
cheers
rodpacker
Technical Discussion » How to time-offset Filenodes (read)?
- rodpacker
- 35 posts
- Offline
tjeeds
Yep, if you don't have padded frames you can just use the backticks to insert an expression in your filename, so to offset it by 10 frames would look like this:
file.`$F+10`.bgeo
However, if you do have padded frame numbers you need to use the padzero function:
file.$F4.bgeo
would become
file`padzero(4, $F+10)`.bgeo
PERFECT!!!! THANX!!!! I did try this route but it didn't even come to my mind to use the backticks not even to think of padzero
this serves exactly what I need!
thanks a lot
rodpacker
-
- Quick Links