I want to apply an animated "camera visibility" texture to the whole scene, so only some parts of the scene will be rendered at once. The idea is to have many such renders of the same scene, but at different time offsets. So, is it possible to make such a texture or how can I fake this? Note, that I want the whole scene to contribute to the rendering of the image pieces.
My intuition is to use ray importing in MaterialX shader with some filtering for camera rays only. It's not necessary to produce pieces with alpha channel. I assume, they can be combined together to form the final image with blend mode set to "add".
Found 13422 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Animated camera visibility texture
- crotopus
- 2 posts
- Offline
Houdini Indie and Apprentice » Guides as hair
- gordig
- 36 posts
- Offline
In C4D, there's a checkbox on a hair object to generate hairs "as guides". The apparent absence of that in Houdini is very frustrating to me, because juggling density/total hair count, max guide count, influence radius and influence decay is often far more challenging than it needs to be when I really want Houdini to just recognize the guides I imported as hair. Is there any way to make that happen?
Technical Discussion » Weird wave with flip sop
- Mau5bay
- 1 posts
- Offline
Hi guys,
Does anyone know why thoses weird waves are forming in my sim ?
It appear every time my collider is diving and make wave.
I'm using "pressure driven" mode in the waterline tab of the flip solver SOP.
I tried lot of thing but nothing works...
Thank's a lot !
Does anyone know why thoses weird waves are forming in my sim ?
It appear every time my collider is diving and make wave.
I'm using "pressure driven" mode in the waterline tab of the flip solver SOP.
I tried lot of thing but nothing works...
Thank's a lot !
Houdini Learning Materials » When will the EPC videos be posted online?
- BenjaminYdeVintecc
- 5 posts
- Offline
Greetings,
EPC (Everything Procedural Conference) was between 15-19 April 2024 and a only the GROT video has been pushed online.
When will the rest of the videos of the workshop be available?
As noted on the following url here [www.sidefx.com]
"Workshops and Conference presentations will be recorded and posted after the event."
Regards
Benjamin
EPC (Everything Procedural Conference) was between 15-19 April 2024 and a only the GROT video has been pushed online.
When will the rest of the videos of the workshop be available?
As noted on the following url here [www.sidefx.com]
"Workshops and Conference presentations will be recorded and posted after the event."
Regards
Benjamin
Technical Discussion » hou.contextOptionConfig returns empty string
- blaven
- 18 posts
- Offline
Hello:
If I create a context option, and then query it's config, it returns an empty string until the context options editor panel is shown.
>>> hou.setContextOption("test","")
>>> hou.contextOptionConfig("test")
''
Then I show the context options editor:
>>> hou.contextOptionConfig("test")
'{"label": "", "type": "text", "order": 11, "comment": "", "menu_items": , "autovalues": false, "menu_source": "", "minimum": 0, "maximum": 10, "min_locked": false, "max_locked": false, "hidden": false}'
This is in windows 11 with houdini 20.0.653. I wasn't sure if there was something I was doing wrong or a way to work around this?
I should add, my end goal is to create a context option that is a string_menu, but the only way I see to be able to do that is to set the contextOptionConfig's type and menu items?
Thanks!
If I create a context option, and then query it's config, it returns an empty string until the context options editor panel is shown.
>>> hou.setContextOption("test","")
>>> hou.contextOptionConfig("test")
''
Then I show the context options editor:
>>> hou.contextOptionConfig("test")
'{"label": "", "type": "text", "order": 11, "comment": "", "menu_items": , "autovalues": false, "menu_source": "", "minimum": 0, "maximum": 10, "min_locked": false, "max_locked": false, "hidden": false}'
This is in windows 11 with houdini 20.0.653. I wasn't sure if there was something I was doing wrong or a way to work around this?
I should add, my end goal is to create a context option that is a string_menu, but the only way I see to be able to do that is to set the contextOptionConfig's type and menu items?
Thanks!
Edited by blaven - June 2, 2024 22:29:25
Houdini Indie and Apprentice » ambientcg.com materials library
- alecaille
- 25 posts
- Offline
https://ambientcg.com/ [ambientcg.com] has a massive PBR textures library, in USDC and mtlx format.
How can I integrate it in Material Linker like GPUOpen ?
How can I integrate it in Material Linker like GPUOpen ?
Technical Discussion » Camera Visibility Texture
- crotopus
- 2 posts
- Offline
Hi!
I'm looking for a way to make an animated camera visibility texture, which will play nicely with motion blur. The idea is to capture the lighting changes over time in one frame.
I'm looking for a way to make an animated camera visibility texture, which will play nicely with motion blur. The idea is to capture the lighting changes over time in one frame.
Technical Discussion » How to disable UI font text anti-aliasing?
- vacuum34
- 1 posts
- Offline
As title says. How to disable text smoothing in UI? Is there any command or option in Houdini files or in preferences?
On 1080p it too blurry I think, increasing the font size isnt a proper option. All programs, System itself, except for Houdini, have crisp and clear font. This very hurting.
For example, In Blender and Cinema 4D, I can use the patched bitmap-font Verdana, that disables the font rendering itself, so font look crisp and pixel-perfect, not hurting eyes and head.
Already disabled "Smooth edges of screen font" checkbox in Performance Windows Options, but smoothing is still prevents.
On 1080p it too blurry I think, increasing the font size isnt a proper option. All programs, System itself, except for Houdini, have crisp and clear font. This very hurting.
For example, In Blender and Cinema 4D, I can use the patched bitmap-font Verdana, that disables the font rendering itself, so font look crisp and pixel-perfect, not hurting eyes and head.
Already disabled "Smooth edges of screen font" checkbox in Performance Windows Options, but smoothing is still prevents.
PDG/TOPs » Dicing only 1 frame instead of evry frame.
- NicTanghe
- 199 posts
- Offline
Hello a while back i read somewhere in the changelogs that there was a variable you could check so that the geometry is only diced once and not every frame. I cant however seem to find anny info on it.
Does someone know what this variable is and where to set it ?
Does someone know what this variable is and where to set it ?
Technical Discussion » Network View: Create multiple Background Images?
- olivierth
- 1013 posts
- Offline
Hi!
I often put some reference images in my network view but I have to import one at a time. Is there a way I can select a bunch of images at the same time?
-Olivier
I often put some reference images in my network view but I have to import one at a time. Is there a way I can select a bunch of images at the same time?
-Olivier
Technical Discussion » Fallback from HOUDINI_USER_PREF_DIR if drive not found
- Mark Wallman
- 669 posts
- Offline
Hi. I am using the variable HOUDINI_USER_PREF_DIR to a custom drive in Windows environment variable. Is they some way to have a fallback variable to default to the Windows username...if the drive goes offline. Best. Mark
News » Houdini 20 Production Build updated to 20.0.724
- chrism
- 2498 posts
- Offline
Hidey ho! The Houdini 20 Production Build has been updated to 20.0.724.
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=688&build_1=724&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=688&build_1=724&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Houdini Indie and Apprentice » Combining blend shapes with soft body
- gordig
- 36 posts
- Offline
I'm having trouble getting the two to play well together. I've got a character set up with facial blend shapes (I'm using a Skeleton Blend with a bunch of Rig Poses, but have also set up a Character Blend Shapes from an earlier iteration) that I've also set up for a Tetrahedral Soft Body simulation, that is then feeding a Point Deform to drive a higher-resolution mesh. At some point, I noticed that the blend shapes weren't surviving that entire process, and I've tried a variety of solutions, none of which I find satisfactory:
I'm hoping that I've just got the order of operations wrong, because this feels like an absolutely solvable problem.
- Setting the radius really low on a Point Capture - deforms the mesh and still doesn't fully capture the expressions
- Separating the face from the rest of the body so that the face isn't simulated, then combining them afterwards - leaves a gap between the face and body that appears to get larger over the course of the animation
- Joint Deforming the tetrahedral mesh before simulating - leaves several points that remain static over the course of the animation
- Joint Deforming the mesh AFTER simulating but before the final Point Deform - the mesh just goes completely crazy
I'm hoping that I've just got the order of operations wrong, because this feels like an absolutely solvable problem.
Houdini Learning Materials » Trouble making fracture separate
- Kyparon
- 1 posts
- Offline
Hello, I'm very new to Houdini and started out following Robert Magee's bomb tutorial here: https://www.sidefx.com/tutorials/foundations-destruction-fx/ [www.sidefx.com]
I'm stuck on the blow up the bomb part. I got my geo fractured and followed the tutorial to get the settings set up, but I can't even get it to drop and fall apart. It just rolls. I was only able to get it to separate when I set all glue values to 0, but I don't think he does that in the tutorial.
What might I be doing wrong?
I'm stuck on the blow up the bomb part. I got my geo fractured and followed the tutorial to get the settings set up, but I can't even get it to drop and fall apart. It just rolls. I was only able to get it to separate when I set all glue values to 0, but I don't think he does that in the tutorial.
What might I be doing wrong?
Houdini Engine for Unreal » Trouble setting UProperty GeneratedFoliageDefaultSettings
- TRex92
- 36 posts
- Offline
I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!
My vex code is in a detail wrangle as follows:
I've also tried setting using the string value as follows:
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";
I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
Houdini Indie and Apprentice » Volume Trails Keep Flickering
- justinngreen
- 2 posts
- Offline
Hello, I am visualizing my vector field using volume trails and I am noticing this flickering. The tutorial I followed doesn't have this flickering. I was wondering if anyone had any ideas.
Houdini Engine API » HAPI won't return the expected number of attribute values
- arthur.cousseau
- 5 posts
- Offline
Hello,
I've created this topic in Technical Discussion but it could also belong to this category:
Click here to go [www.sidefx.com]
I've created this topic in Technical Discussion but it could also belong to this category:
Click here to go [www.sidefx.com]
Edited by arthur.cousseau - May 30, 2024 09:44:09
Technical Discussion » HAPI won't return the expected number of attribute values
- arthur.cousseau
- 5 posts
- Offline
Hello,
I'm creating 2 tetrahedrons in my geo, with a Prim attribute named 'X', of type float.
The first tetra has 'X' = 4 and the 2nd one has 'X' = 42, as you can see here :
Later on, I'm using HAPI in C++ to retrieve the value of this attribute in my geo.
Surprisingly, I get an array such as: {4, 4, 4, 4, 42, 42, 42, 42} when I'm expecting {4, 42}
From what I understand, this is because my 2 tetras have 8 points in total:
I'm saying this because I had only 1 tetra in my geo in the first place, and I got 4 values instead of 1.
But I don't get how the number of points can have an impact on the number of values of my 'X' attribute?
I wonder if I'm missing the big picture here and simply not getting the philosophy of Houdini.
I think it's pretty unlikely that HAPI has a bug on such a core feature.
As a matter of fact, when using HAPI in python, with the code:
I do get the expected values:
But that's not the case with the C++ HAPI which is returning {4, 4, 4, 4, 42, 42, 42, 42} as I said earlier.
And I'm only interested in a C++ solution.
What am I doing wrong then? Thanks.
I'm creating 2 tetrahedrons in my geo, with a Prim attribute named 'X', of type float.
The first tetra has 'X' = 4 and the 2nd one has 'X' = 42, as you can see here :
Later on, I'm using HAPI in C++ to retrieve the value of this attribute in my geo.
Surprisingly, I get an array such as: {4, 4, 4, 4, 42, 42, 42, 42} when I'm expecting {4, 42}
From what I understand, this is because my 2 tetras have 8 points in total:
I'm saying this because I had only 1 tetra in my geo in the first place, and I got 4 values instead of 1.
But I don't get how the number of points can have an impact on the number of values of my 'X' attribute?
I wonder if I'm missing the big picture here and simply not getting the philosophy of Houdini.
I think it's pretty unlikely that HAPI has a bug on such a core feature.
As a matter of fact, when using HAPI in python, with the code:
geo.primFloatAttribValues('X')
(4.0, 42.0)
But that's not the case with the C++ HAPI which is returning {4, 4, 4, 4, 42, 42, 42, 42} as I said earlier.
And I'm only interested in a C++ solution.
What am I doing wrong then? Thanks.
Edited by arthur.cousseau - May 30, 2024 09:46:26
Houdini Indie and Apprentice » Materials fail in render view after unpacking (Mantra)
- Cola8
- 11 posts
- Offline
Hello, I can't find what am I doing wrong. When I unpack my models they look weird in render view.
Here are the screenshots the first is after unpack and the second when I don't unpack.
Here are the screenshots the first is after unpack and the second when I don't unpack.
Edited by Cola8 - May 30, 2024 08:29:33
Technical Discussion » Twisting cracking plant
- hugoaboab
- 4 posts
- Offline
Hi, I'm trying to make a sunflower stem twist and crack. I have my sunflower (and a twist animation), but I don't know where to begin. The idea behind the effect is to get the tension of the stem rotating and breaking during the movement. Do you guys know what type of setup can be used to get that kind of effect?
-
- Quick Links