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Technical Discussion » Crowd Agent *Custom* Avoidance
- wolf_cub_one
- 44 posts
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I'm running into that same issue too. What I've done for now is have them do a pcopen lookup of their neighbors and slow down if they are within a certain distance and if there is a certain amount of neighbors near them. Also, I have a flow field that they follow. It helps but there are still issues. Still, I hope to hear if anyone else has a solution to this.
Houdini Lounge » Unique name attribute in voronoi fracture?
- wolf_cub_one
- 44 posts
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Hey Herve,
Here you go. I redid your scene. Just make them RBD Fracture Objects first and then use Glue Adjacent.
Say Hello to Jacob.
cheers
Here you go. I redid your scene. Just make them RBD Fracture Objects first and then use Glue Adjacent.
Say Hello to Jacob.
cheers
Houdini Lounge » Unique name attribute in voronoi fracture?
- wolf_cub_one
- 44 posts
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Hey Herve,
Hope you are well.
From your file, this looks correct. Delete all the groups except for one. For example,@name=piece0. You should get one group made up of several primitives that belong to piece0.
What I did was create a new primitive attribute(Foo) and set it's value to $PR. This will give each prim a unique Foo value. The in a foreach sop set to Each Attribute Value with the Attribute set to Foo. Go inside, copy the first Value from the each node and set it as the group name: group`stamp(“..”, chs(“../forstamp”) + “1”, 0)`. That should do it.
Hope that makes sense. Here is your file.
cheers
Hope you are well.
From your file, this looks correct. Delete all the groups except for one. For example,@name=piece0. You should get one group made up of several primitives that belong to piece0.
What I did was create a new primitive attribute(Foo) and set it's value to $PR. This will give each prim a unique Foo value. The in a foreach sop set to Each Attribute Value with the Attribute set to Foo. Go inside, copy the first Value from the each node and set it as the group name: group`stamp(“..”, chs(“../forstamp”) + “1”, 0)`. That should do it.
Hope that makes sense. Here is your file.
cheers
Houdini Indie and Apprentice » How to export to 3ds L-system growth plant animation
- wolf_cub_one
- 44 posts
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I've never had to convert to w3d so I don't know much about it. Usually what I do in Max is that once I get it into Max, I save it into another format for whatever the final program needs to read it. In your case you brought it in as an obj sequence when fbx from Houdini failed, well now from Max you can export out as fbx or some other file type.
good luck
good luck
Houdini Indie and Apprentice » How to export to 3ds L-system growth plant animation
- wolf_cub_one
- 44 posts
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Hey amsuf,
If you have already tried using different export settings for fbx and nothing works, you might have to export them as obj sequences. It's has been awhile since I had to work in Max, but that should work.
good luck
If you have already tried using different export settings for fbx and nothing works, you might have to export them as obj sequences. It's has been awhile since I had to work in Max, but that should work.
good luck
Technical Discussion » use stamp function in L_system
- wolf_cub_one
- 44 posts
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Hi,
If I understand you correctly, the problem is in the syntax of your expression. You need to use the parameter name in quote:
stamp(“../lsystem3”,“stampB”,0)
good luck
If I understand you correctly, the problem is in the syntax of your expression. You need to use the parameter name in quote:
stamp(“../lsystem3”,“stampB”,0)
good luck
Technical Discussion » Dynamically adding new geo to a dops sim
- wolf_cub_one
- 44 posts
- Offline
Hey Dean,
Glad it works. I actually tried different expressions in the group mask field but nothing worked. Thanks for updating us. Such a simple expression but it works.
cheers
Glad it works. I actually tried different expressions in the group mask field but nothing worked. Thanks for updating us. Such a simple expression but it works.
cheers
Technical Discussion » Dynamically adding new geo to a dops sim
- wolf_cub_one
- 44 posts
- Offline
Hey Dean,
I think the problem is that you need to also dynamically update the creation frame. Here is your scene revised with a fix. I set it up to continue creating up to frame 5, just for a quick test. Remember to change it back for the final test. The big issue is that at the dop level, it continuously adds the objects at each creation frame which will really slow things down. Not sure how to delete these duplicated objects. Anyway, that issue is bypassed at the object level. Just look at the scene file, and hopefully, you'll understand what I mean. It's not perfect but may work for your situation.
HTH
I think the problem is that you need to also dynamically update the creation frame. Here is your scene revised with a fix. I set it up to continue creating up to frame 5, just for a quick test. Remember to change it back for the final test. The big issue is that at the dop level, it continuously adds the objects at each creation frame which will really slow things down. Not sure how to delete these duplicated objects. Anyway, that issue is bypassed at the object level. Just look at the scene file, and hopefully, you'll understand what I mean. It's not perfect but may work for your situation.
HTH
Houdini Indie and Apprentice » jEdit syntax highlighting mode for VEX?
- wolf_cub_one
- 44 posts
- Offline
Had the same problem awhile ago also. Here is the post with the solution:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=9708&highlight=jedit [sidefx.com]
cheers
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=9708&highlight=jedit [sidefx.com]
cheers
Houdini Indie and Apprentice » pyro FX animation skipping
- wolf_cub_one
- 44 posts
- Offline
Hey Andrew,
Sorry if I am missing something, but why are you even starting at frame 1190? I understand that some studios start their shots at frame 1000, but that doesn't mean you have to do everything at that frame.
From my experience, we just run our simulations at whatever frame we want and then use a renamer program to rename the padding of our renders to match the start frame. As long as it matches the camera and actions there should be no issues.
regards
Sorry if I am missing something, but why are you even starting at frame 1190? I understand that some studios start their shots at frame 1000, but that doesn't mean you have to do everything at that frame.
From my experience, we just run our simulations at whatever frame we want and then use a renamer program to rename the padding of our renders to match the start frame. As long as it matches the camera and actions there should be no issues.
regards
Technical Discussion » Please make cloth easier to use.
- wolf_cub_one
- 44 posts
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Have to agree with you on this one. Houdini's cloth system need to be improved. Maya's n-cloth is really good. It gets you 90% of the way there and the other 10% is a little extra work.
Houdini Indie and Apprentice » Restricting the height of sliding particles?
- wolf_cub_one
- 44 posts
- Offline
Hey Wintergreen,
You could cheat and change the behavior to bounce and then lower the Gain Normal to something like 0.3. This will still give you your sliding particles.
good luck on your project
You could cheat and change the behavior to bounce and then lower the Gain Normal to something like 0.3. This will still give you your sliding particles.
good luck on your project
Technical Discussion » Question on Masterclass pyro FX
- wolf_cub_one
- 44 posts
- Offline
Hey circusmonkey,
You probably already know the answer by now, but I just started looking at this video.
With regards to:
1 - smooth(length($X,$Y,$Z),ch(“mySpareFloatValue”), 1)
This looks correct from what Mario is doing in the video. I added the spare channel with the name featherStart and a label Feather Start so my expression would be:
1 - smooth(length($X, $Y, $Z,), ch(“./featherStart”), 1)
With regards to :
Lastly Mario uses a max function for the temperature SDF. max ( 0 , $V / “ some value ”).
He uses the max function and that “some value” he obtains from using the volumemax expression:
In a textport type:
echo `volumemax(“/obj/sphere_object1/isooffset1/”, 0)`
This will return maximum value of all voxels which in this case is 0.916852.
cheers
You probably already know the answer by now, but I just started looking at this video.
With regards to:
1 - smooth(length($X,$Y,$Z),ch(“mySpareFloatValue”), 1)
This looks correct from what Mario is doing in the video. I added the spare channel with the name featherStart and a label Feather Start so my expression would be:
1 - smooth(length($X, $Y, $Z,), ch(“./featherStart”), 1)
With regards to :
Lastly Mario uses a max function for the temperature SDF. max ( 0 , $V / “ some value ”).
He uses the max function and that “some value” he obtains from using the volumemax expression:
In a textport type:
echo `volumemax(“/obj/sphere_object1/isooffset1/”, 0)`
This will return maximum value of all voxels which in this case is 0.916852.
cheers
Technical Discussion » RBD Glue Object
- wolf_cub_one
- 44 posts
- Offline
circusmonkey
With the internal glue set to -1 my rbd glue object still breaks apart ! before even hitting the floor when used with the blend solver set up. I cannot see any reason for this to happen any ideas ?
r
Hey circusmonkey,
I think I see what you are trying to do. I think the problems is how you are blending between the two states. One state uses $FF < 25 and the other is what is not $FF < 25. I think the latter state is the problem. What you need is a state that is perpetual that will blend with a state that is defined by $FF < 25. I changed it to $FF > 1 instead of not $FF < 25. I hope that this makes sense. Here is the updated file.
Cheers
Technical Discussion » textured hair color
- wolf_cub_one
- 44 posts
- Offline
pinkwerks
Yes! This is a nice solution. Thank you.
My pesky brain however is still puzzled where the surface color is actually transferred to the hairs in the first place. Any illumination on this would be conceptually helpful. Is this something that happens behind the scenes in the fur SOP? Or perhaps is there a node in the fur network that explicitly gives the hair a default color independent of the textured hair SHOP?
Pinkwerks,
Like I said before, I usually don't use the shelf tools for hair and fur so I didn't even bother to look at it. However since you asked, I took a closer look at it and found where it's getting the color–simple really when you think about it. Since in your case it appears to be getting it from the grid(the skin in this case), all you have to do to break this connection is to look at the skin tab on the fur node in your example. In the Transfer Attributes field, it has a * which indicated that all the attributes for your Skin (/obj/grid_object1) is being transferred to the fur. Just delete the * and now nothing gets transferred to the fur from the Skin object and you will get the result you wanted.
cheers
Technical Discussion » textured hair color
- wolf_cub_one
- 44 posts
- Offline
Normally, I don't use the shelf tool to make hair or fur so I don't have this problem. Still this should be simple to fix. Hopefully, this is more of what you wanted to accomplish.
HTH
HTH
Technical Discussion » textured hair color
- wolf_cub_one
- 44 posts
- Offline
Houdini Lounge » Squishy Object Question
- wolf_cub_one
- 44 posts
- Offline
Houdini Lounge » Squishy Object Question
- wolf_cub_one
- 44 posts
- Offline
I asked this at Odforce and got no answer so I'm hoping someone can give me an answer here:
Just started playing with the squishy object today. I'm sure this is really simple but I can't seem to get rid of the guides on the squishy object in the render. Thanks for any help.
Just started playing with the squishy object today. I'm sure this is really simple but I can't seem to get rid of the guides on the squishy object in the render. Thanks for any help.
Houdini Lounge » cmiVFX | Video Player Ubuntu issue with Fluid FX video
- wolf_cub_one
- 44 posts
- Offline
Not sure what that error message means. I have no problems playing the video while I have Houdini running. Maybe it's an issue with the graphics card. I use ENVY to automatically set my driver. Maybe this can solve your current problem.
Though I agree that it sucks to be online to view the video, CMI is doing the best it can to offer the best video training while protecting it's investment from pirating. You should e-mail them about download them. I heard it's a little bit extra. From my experience they are quick to respond.
Good luck to both of you
Though I agree that it sucks to be online to view the video, CMI is doing the best it can to offer the best video training while protecting it's investment from pirating. You should e-mail them about download them. I heard it's a little bit extra. From my experience they are quick to respond.
Good luck to both of you
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