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Found 14518 posts.

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Houdini Indie and Apprentice » popping particles and position back

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BlueMoose
4 posts
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 March 1, 2023 20:06:31
So I have been trying to wrap my head around how Albin Merle made this.



I have downloaded his blender file and followed along the best I can with my very limited knowledge of Houdini. I have been learning a lot from trying to recreate this. I am attaching my file here hoping that someone with way more knowledge can give me some pointers. I have my object popping from color and it reattaches back to where it started with its point positions.

My problem is that not all popping is coming out circle shaped like it is exploding out. some areas are going in weird directions. and the reattachment is kinda got this springy effect. I would like it more to bounce around the other particles as it's reattaching. any ideas?



Thanks for any help in advance!

Kyle
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Solaris and Karma » Time shifting payloads later

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IsStuff
238 posts
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 March 1, 2023 16:50:04
So I am making a set of explosions with a volume, frame by frame changing spark geometry and point instanced chunks. I have made the proxy geometry for each of the 3 elements and made 9 different versions of the explosion.

I am trying to make an asset that can be placed down have its variants switched on its 3 elements and be time shifted. I have vdb’s for the pyro and usd’s for all the other elements. I have made a version that can variant switch and be duplicated. As for time shifting that isn’t working as I expected. I am trying to write the asset to disk and re load it in with mixed results. There will be 1-5 explosions per shot used so it is ok to be a bit inefficient.

How can I time offset it. How should I structure it?
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Technical Discussion » Vellum shape match breaks at low density

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stephenmoroz
1 posts
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 March 1, 2023 15:41:00
Hi everyone,

I've been having issues with vellum's new shape match feature and wondered if anyone could help. Essentially I've got a strap with a metal buckle on it. The buckle is a single shape match piece, as I don't want it to deform. However I've found that under tension the grains still get pulled apart. This only happens when the mass of the shape match grains is set quite low, however I need it to be this low otherwise the buckle acts as if it's super heavy and weighs down on the strap too much.

I have created an example scene to demonstrate, using a simple box as the buckle.

I'd be very grateful for any help in fixing this!
Edited by stephenmoroz - March 1, 2023 16:45:33
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Houdini Jobs » FX Department Supervisor - Digital Domain Vancouver/Montreal

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amyquek
6 posts
Offline
 March 1, 2023 14:17:30
To all Houdini wizards with leadership experience!

Digital Domain Vancouver/Montreal is looking for an FX Department Supervisor to join our team! If you've got the skills to wrangle complex simulations AND lead a team of talented FX artists, we want to hear from you!

If this is of interest to you, reach out to our Senior Recruiter, Amy Quek at aquek@d2.com.

Here is the job description:
http://careers.digitaldomain.com/description/23_2_1633.pdf [careers.digitaldomain.com]

Please share with your network who may be looking for their next opportunity.
Edited by amyquek - April 13, 2023 18:47:22
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Houdini for Realtime » Calling createNode() randomly stall Houdini's main thread

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fveilleux
4 posts
Offline
 March 1, 2023 10:29:55
Hi, we've been running on that bug for a while and it's now a production blocker.
Calling createNode() from a worker thread, while cooking, will randomly stall Houdini's main thread.

The setup:
- some HDA will request a cook on a node.
- out cook_manager will accomodate, from it's own thread with :
        #set all display-flag except target node's
CleanDisplayFlagExcept(node)

#get display interface
node.displayNode().cook(force=True)

#make a end-of-cook callback
cook_done = asyncio.Event()
def cook_done_lambda(): cook_done.set()

#trigger cook
hou.ui.addTriggerUpdateCallback(cook_done_lambda)
hou.ui.triggerUpdate()

#wait on for cook to end
await cook_done.wait()

#create a bunch of nodes for some reason
for i in range(0, 1024):
result = await self._asyncio_loop.run_in_executor(None, CreateNode, ("xyz", str(i)))
- But, randomly, the cook_done.wait() will fail.
Meaning I can see the cook is still running but the TriggerUpdateCallback was called ?!
It is always at that moment that I see Houdini's mainthread and my worker thread stall, on a call to node.createNode()

Any hint or advise will be greatly appreciated. This is a blocker

See call stack in attachment.

Thank you

Francois
Edited by fveilleux - March 1, 2023 10:30:38
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Technical Discussion » HDA edit mode (ENTER key) invoke edit mode on internal SOP?

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cruiserandmax
36 posts
Offline
 Feb. 28, 2023 23:02:42
Is there any way to setup a SOP HDA so that when the <ENTER> key is used (to enter "edit" mode) the edit mode of a targeted SOP within the HDA becomes active for use?
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日本語フォーラム » RigidBodyをforceアトリビュートを使用しても壊れない件

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naohan
7 posts
Offline
 Feb. 28, 2023 20:37:37
お世話になっております。
下記URLの破壊のようにノードを組んでみたんですが、Constraintを設定する(今回はGlue)とforceを読み込んではいるんですが壊れません
https://www.youtube.com/watch?v=Li9uj9Lxt4A [www.youtube.com]

ノードやパラメータで何か不備がありましたらご教授頂けると幸いです
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Technical Discussion » Hair procedural node issues - with imported groom object

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STBAN
1 posts
Offline
 Feb. 28, 2023 19:13:14
Hi everyone,

I seem to be having issues with the Hair Procedural Node in Solaris. I looked at the test scene from Houdini and can't apply it to mine.

If anyone can help me with this, it would be amazing!
I put my scene below if you wanted to take a look.

Thanks in advance
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Houdini for Realtime » Add prims that re-use vertices? (one vertex per point)

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DylanF
1 posts
Offline
 Feb. 28, 2023 12:55:44
Is there a way to add a primitive without adding new vertices? My goal is to export a bunch of triangulated cubes that use 8 vertices each for an unlit effect. The hexahedron primitive type has 8 vertices, but not after it exports as triangles.

This vex is in the right direction, but it ends up with 6 vertices where I'd like 4 (one vertex per point).

int pts[];
push(pts, addpoint(0,{0,0,0}));
push(pts, addpoint(0,{0,1,0}));
push(pts, addpoint(0,{0,1,1}));
push(pts, addpoint(0,{0,0,1}));

void AddTriangulatedQuad(int pt0, pt1, pt2, pt3){
    int triangle0 = addprim(0,'poly');
    addvertex(0, triangle0, pt0);
    addvertex(0, triangle0, pt1);
    addvertex(0, triangle0, pt2);
    int triangle1 = addprim(0,'poly');
    addvertex(0, triangle1, pt0);
    addvertex(0, triangle1, pt2);
    addvertex(0, triangle1, pt3);
}

AddTriangulatedQuad(pts[0], pts[1], pts[2], pts[3]);
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Solaris and Karma » Querying sublayers with GetCompositionAssetDependencies()

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protean
75 posts
Offline
 Feb. 28, 2023 11:08:41
Hi,

So I can get a list of sublayers in a usd with GetCompositionAssetDependencies() [graphics.pixar.com] but is there any way to preserve the ordering? This returns an alphabetical list of sublayers.

Cheers,

J
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Technical Discussion » LAPTOP RECOMMENDATIONS?

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proceduralist
208 posts
Offline
 Feb. 28, 2023 10:46:13
I am planning to buy a laptop. My budget is 1816 USD. It will be hard for me to go beyond that. I want to do VFX and motion graphics work in Houdini and Cinema4D. I cannot afford a PC right now as my lifestyle involves staying out of home and lot of commuting.

Currently I have shortlisted following laptops.


MSI Katana 15, Intel 12th Gen. i7-12650H, 40CM FHD 144Hz Gaming Laptop (16GB/1TB NVMe SSD/ Windows 11 Home/Nvidia GeForce RTX4060, 8GB GDDR6/Black/2.25Kg), B12VFK-299IN
INTEL PROCESSOR BENCHMARK SCORE- 24442
Nvidia GeForce RTX4060 has a benchmark score of 20275




ASUS ROG Strix G15 Advantage Edition Ryzen 9 Octa Core AMD R9-5900HX - (16 GB/1 TB SSD/Windows 10 Home/12 GB Graphics/AMD Radeon RX 6800M) G513QY-HQ008TS Gaming Laptop  (15.6 inch, Original Black, 2.50 kg, With MS Office)
RYZEN PROCESSOR BENCHMARK SCORE- 39264
Radeon RX 6800M has a score of 12,365



Benchmark information source
https://www.cpubenchmark.net/high_end_cpus.html [www.cpubenchmark.net]
https://www.videocardbenchmark.net/high_end_gpus.html [www.videocardbenchmark.net]



Please give suggestions. 



I am a beginner in motion design. I am still in learning stage. The idea is to earn good amount of money with doing basic motion design works, build up a solid portfolio, then buy a PC later that I can use solely for rendering when I come home. 



Sharing some artists profiles. I aspire to do the kind of commercial work that they are doing. 


https://www.instagram.com/media.work/ [www.instagram.com]
https://www.instagram.com/markfancherfx/ [www.instagram.com]
https://www.instagram.com/gn.romain/ [www.instagram.com]
https://www.instagram.com/nickmedukha/ [www.instagram.com]
https://www.instagram.com/subframe_studio/ [www.instagram.com]
https://www.instagram.com/thanu_lee/ [www.instagram.com]
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Technical Discussion » Mantra render not updating, error

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litote
255 posts
Offline
 Feb. 27, 2023 21:11:07
I had an issue with a Mantra render whereby it was rendering the scene incorrectly and not updating when I changed light parameters. Is there a way to clear/refresh it to fix this issue rather than restarting Houdini? This can be done in Maya when there is a render problem.
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Solaris and Karma » Grabbing USD metadata in an expression?

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chasefarthing
8 posts
Offline
 Feb. 27, 2023 18:23:01
Is there an expression I can use to grab the variant selection in an expression for output path?

I know I can use usd_variantselection() in a vex wrangle and the result shows up on the prim. I'm not sure how to grab that in an expression either.

Currently I'm using this in a wrangle:
string selected_shot = usd_variantselection(0, "/Scene", "Shot");
s@productName = "$HIP/render/$HIPNAME/CryptoMatte."+selected_shot+".$F4.exr";

Just wondering if I can skip the wrangle and keep everything in the ROP.
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Houdini for Realtime » Smoothing out VAT to Niagara pipeline

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digiegg3
2 posts
Offline
 Feb. 27, 2023 16:40:04
Hello,
So I've been exploring VATs to use for animated liquids with Niagara and been hitting some issues. Just wanted to express how useful this could be if it all worked out smoothly.
I was able to successfully import VATs to Unreal.
The problem occurs when I try to use it with Niagara.

Motion blur with Fluids doesn't have the support inside the shader, only rigid sims from the documentation I found.

Using VATs through Niagara takes away Gravity/Offset Transforms/Velocity functions as the shader takes over the World Position Offset to play the animations.

Then offset for scale pivot positions and what not due to the position offsets not working.

Perhaps this was never intended to use things like this but wanted to express the desire to do this here. Thanks!

The ultimate goal is to push liquid quality in a game project by using 3D liquids through VAT.
Edited by digiegg3 - Feb. 27, 2023 16:44:08
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Technical Discussion » using sidefx.com as my license server

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Kou3ll3tt3
2 posts
Offline
 Feb. 27, 2023 16:36:10
Now that Houdini is GOLD on Mac hardware - I was wondering if i could use sidefx as my license server and be able to flip between my mac and pc effectively by putting my keys on sidefx.com ?
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Technical Discussion » GLTF / GLB Limitations and exporting issues... Urgent!!!

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ethan_leon
1 posts
Offline
 Feb. 27, 2023 16:29:09
Hi!

I am building a randomized character exporter using pdg that outputs glb files for web and an image for each character. As expected in houdini projects, this is not as straight forward as it sounds and my time to solve this is geting tight.

Context / File Structure

I got 30 Rigged Characters from another 3D artist, blender user, and using mesh names I made a PDG switcher for heads and bodies. Blender materials obviously werent exported, so we baked procedural textures to images and I mirrored materials to redshift. everything working alright here. Then, I polyreduce geometry and map redshift materials to Principled Shader materials for export and such workflow seems to be the right one to export materials within glb.

Issues

  • A) When exporting characters that have static objects (non bone weighted) these get erased from the file, which is weird because blender glb's export support static objects...

    Image 1 shows a character with his static ground in Houdini

    And here (image 2), in windows 3D viewer (as would also happen in blender, unreal, three.js, etc...) ground geometry just disappears, non existent, non editable...
    https://drive.google.com/file/d/1v1nWrY90EzyIY9h7lh7ljXCtZiIRRfnZ/view?usp=share_link [drive.google.com]

  • B) For some kind of reason, some material setups export nan's onto the gltf code, so it cannot get imported anywhere. As far as I've seen this issue occurs mostly with textured materials. When I assign them a single simple material they work just right.

    Textured Character with this issue in Houdini (image 3):
    https://drive.google.com/file/d/1a3Pk-iFbchShpcsrGqSfixsWXnKES5x5/view?usp=share_link [drive.google.com]

    Blender Error Message:
    Bad glTF: json error: Expecting value: line 3183 column 11 (char 46008)

    error in code (iamge 4):
    https://drive.google.com/file/d/13y5YkkmZS2GJ5gQXuquwzGJMhmt7Dz-U/view?usp=share_link [drive.google.com]

    Same character woks fine with a single non-textured material in blender, unreal, etc... And as in topyc A, static objects were not exported (image 5):
    https://drive.google.com/file/d/1I9wBTzMTn_ppQ4sPEFYjh2fVWV7VO9RL/view?usp=share_link [drive.google.com]

  • C) This is actually a request for sideFX... It took me too long to find out that you are only able to export one animation clip with GLTF Character Out SOP, and I need to export multiple clips for more than a thousand characters, such as blender... it would be nice to be able to save a lot of time with that feature... thank you
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Mardini 2023 » Contest Prompts

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rmagee
1336 posts
Offline
 Feb. 27, 2023 10:40:22
Here are the prompts. We are releasing them a bit early to allow you to start planning you month! Looking forward to seeing what you have in store for us!


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Houdini Jobs » Lead Houdini Instructor - Montreal Canada - Full Time

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mrCatfish
738 posts
Offline
 Feb. 27, 2023 09:17:49
Lostboys School of VFX in Montreal is looking for a Lead Houdini Instructor.

  • Must have a deep understanding of all aspects Houdini.
  • Must have industry experience of preferably at least five years.
  • Must have a professional demo reel.
  • Must be able to teach classes in front of small groups of students.
  • Must be fluent in English.
  • Ability to speak French an asset.
  • Bonus if you have Linux sysadmin or other tech abilities.

This role is best suited for Canadians or US residents, (who qualify for NAFTA visas), but anyone else who is legally able to work in Canada will be considered.

A full curriculum is provided so your role is mostly delivering this curriculum. As you go on, of course, it is expected that you would further develop, improve and maintain this curriculum.

If interested, please contact Ria Ambrose at ria@lostboys-studios.com
Edited by mrCatfish - Feb. 27, 2023 09:18:06
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Houdini Engine for Unreal » Assign Temp Name using Attribute Create

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GlenD
118 posts
Offline
 Feb. 27, 2023 07:32:42
Currently I can set up an Attribute Create pointing to a temp folder in my project directory. I also have another Attribute Create that renames the bake name using 'unreal_output_name'. Is it possible to use the same workflow and assign a temp name using the 'unreal_output_name' attribute?

Our current validation process goes through and only allows a certain naming prefix to be submitted. Having to rename different static meshes is not productive.

Can we change the temp name of the static mesh using an Attribute Create?
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Technical Discussion » Remapping MMB to Shift + RMB Without Slow Viewport

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valentine3d02
1 posts
Offline
 Feb. 27, 2023 05:52:35
Hi everyone,

I'm having some difficulty using the MMB to pan around in the 3D viewport in Houdini. To make things easier, I've created an AutoHotkey script that remaps the MMB input to Shift + RMB.

However, I've noticed that when I press Shift to pan around, the viewport movement becomes slow. I'm wondering if there's a way to change this 'slow down viewport movement'-key to something else so that I can pan around more quickly using my new input keys for the MMB. If anyone has any suggestions, I'd greatly appreciate it.

Thank you.
See full post 
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