briansIt works great! thanks a lot.
Here is an example
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Houdini Lounge » H20 how to render geo uniform volume with XPU?
- spoopo
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Houdini Lounge » H20 how to render geo uniform volume with XPU?
- spoopo
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Hi,as a new feature in H20,geometry can be rendered as uniform volume but how to render it correctly?
Technical Discussion » How to render mantra with command line in python?
- spoopo
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In order to render a mantra node with hrender cmdline on windows i should open a hcmd.exe and type “csh” then use the hrender command in the shell.
is it possible to do that in python with a subprocess.popen method because i want to create a render manager plugin stuff with python to render a mantra task.Its very easy to implement it using maya cmdline render command with a subprocess.popen but i can't make it
work in houdini yet.Can anyone help?
is it possible to do that in python with a subprocess.popen method because i want to create a render manager plugin stuff with python to render a mantra task.Its very easy to implement it using maya cmdline render command with a subprocess.popen but i can't make it
work in houdini yet.Can anyone help?
Technical Discussion » About xyzdist vex function.
- spoopo
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malbrecht
Moin,
it might be an unhappy math rounding issue with 32bit floating point that only kicks in with those specific position values.
Do you get the same result when channel-linking the position of the point to that of the polygon's point position? If yes, it's a math thing and you may have to do some rounding. If no, then one of the positions is not what you think it is …
Marc
Hi Malbrecht ,I add a new point and link the position with the polygon's closest point's position using an expression, and get the same distance value 0.00019.
the distance between the point and the polygon's closest point(number 3)calculated by the distance() function is 1e-07,that seems to be right.
so this case you mean it is an issue about the math ? I think I need to find another away to go.
Thank you for the reply!
Technical Discussion » About xyzdist vex function.
- spoopo
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Hi guys, I'm using xyzdist() vex function in a point wrangle to calculate the distance between a point and a polygon,but the result is wrong ,don't know if it is a bug or something im missing.Need help .
please see the attached pic.
there's 1 point and 1 polygon (with 4points and 1 primitive)in the scene,the point is just at the polygon's corner's position,overlapped with one point of the polygon.the result of the xyzdist() should be 0 ,but it comes out 0.00019 instead.I copied a sphere with 0.00019 radius onto the single point, and you can see the template in the pic.
Iterated through thousands of points ,all of the result is correct except this one and i isolate the point and polygon out into another new scene but the result is the same.Am i missing something ? thanks!
please see the attached pic.
there's 1 point and 1 polygon (with 4points and 1 primitive)in the scene,the point is just at the polygon's corner's position,overlapped with one point of the polygon.the result of the xyzdist() should be 0 ,but it comes out 0.00019 instead.I copied a sphere with 0.00019 radius onto the single point, and you can see the template in the pic.
Iterated through thousands of points ,all of the result is correct except this one and i isolate the point and polygon out into another new scene but the result is the same.Am i missing something ? thanks!
Edited by spoopo - Feb. 14, 2017 00:58:20
Houdini Lounge » Can houdini run on windows server system?
- spoopo
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Hi everyone,I installed houdini on windows server 2012 but it can not run,just pops out an error message something like “application error 0xc00007b”.I notice that the system surport list does not contain windows server system.Is it the reason for the error? thanks.
Technical Discussion » about displacement,help!
- spoopo
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Technical Discussion » about displacement,help!
- spoopo
- 19 posts
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I've found the solution here .
http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]
http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]
Technical Discussion » about displacement,help!
- spoopo
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yeah,the outside part is flat,inside part is displaced, the problem is the edge between them will have some intersection or gap effect, if i give that edge a black color to force it no displacement,there will not be any detail on it,the detail on the edge part is just what i want.maybe displace all of them only in x and z direction will be ok,but i dont know how to do that.
Technical Discussion » about displacement,help!
- spoopo
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I have tried that and checked the hip file ,that's really a good way for the displacement.But the surface is not displaced so there will not be any turbulent detail on the edges.Is there anyway to displace the interior and the edges on the surface but keep ground surface flat with disp shader? or i have to achieve that using vopsop to displace the model?
cheers!
cheers!
Technical Discussion » about displacement,help!
- spoopo
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Technical Discussion » about displacement,help!
- spoopo
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i didnt try that,what should i do next?
actually i want displace the interior part of some fractured pieces and keep the nice detail on the edges of the flat surface.
actually i want displace the interior part of some fractured pieces and keep the nice detail on the edges of the flat surface.
Technical Discussion » about displacement,help!
- spoopo
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hi there!
i creat a simple cube and wanna displace only one side of it when rendering.but because the other surfaces are not displaced ,the edges intersect eachother.i have tried several method but still cannot get the result i want.could anyone help me with that?i want the displacement to be very detailed so it must be built in shader i think,and dont want to lose the disp detail on the edges as well.thanks so much.
i creat a simple cube and wanna displace only one side of it when rendering.but because the other surfaces are not displaced ,the edges intersect eachother.i have tried several method but still cannot get the result i want.could anyone help me with that?i want the displacement to be very detailed so it must be built in shader i think,and dont want to lose the disp detail on the edges as well.thanks so much.
Houdini Lounge » Shader colour based on bounding box
- spoopo
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hi,you can turn the bounding box into volume and use the volumesamplefromfile in the shader to distinguish which part is inside or outside the volume.dont forget to change the space to “world”.
Houdini Indie and Apprentice » how to displace the surface in world space in vopmaterial
- spoopo
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hi there,
is it possible to displace the surface in world space in the vopmaterial? i found that the displacement is in the camera space by default and i cant change it using the transform node, how to do that, thanks ~
is it possible to displace the surface in world space in the vopmaterial? i found that the displacement is in the camera space by default and i cant change it using the transform node, how to do that, thanks ~
Technical Discussion » how to inherite the source velocity when emitting fluid
- spoopo
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im using $FF for the animation , with default setting of the trail sop the velocity is 0 at 1'st frame. when i change to “central difference”or “forward difference” ,i can get the velocity .
And when i uncheck the “evaluate within frame range” ,i can get the velocity as well .
thank you guys so much.
And when i uncheck the “evaluate within frame range” ,i can get the velocity as well .
thank you guys so much.
Technical Discussion » how to inherite the source velocity when emitting fluid
- spoopo
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i test that again and the “problem” has been solved ,the fluid is emitted at 1'st frame and i found the velocity is not calculated at that frame,when i change the emittion frame to 2,everything is ok,
thanks again
thanks again
Technical Discussion » how to inherite the source velocity when emitting fluid
- spoopo
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hi jeff,
thanks for the reply, yes i have applied a trail sop after the animated object,its a very simple sceen with an animated box and the box emit flip fluid using fluid source , but the fluid still not inherit the velocity.i will attach the file as soon as i can.
btw im using h12.5
thanks for the reply, yes i have applied a trail sop after the animated object,its a very simple sceen with an animated box and the box emit flip fluid using fluid source , but the fluid still not inherit the velocity.i will attach the file as soon as i can.
btw im using h12.5
Technical Discussion » how to inherite the source velocity when emitting fluid
- spoopo
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hi
when I emit fluid using a moving object as the source, how to inherit the source velocity accurately ? the only thing i can do now is setting a vel field and apply the field to the emitted fluid but i can't get the result i want.
some tips? thanks
when I emit fluid using a moving object as the source, how to inherit the source velocity accurately ? the only thing i can do now is setting a vel field and apply the field to the emitted fluid but i can't get the result i want.
some tips? thanks
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