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Found 14518 posts.

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Houdini Indie and Apprentice » How should I approach this simulation (Pop Solver vs Flip Solver).

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Karol_Osinski_CGI
2 posts
Offline
 June 4, 2021 02:47:05
Hello everyone! This is my
first post. Glad to be
here

This is first Houdini project.

I am trying to achieve the melting glass effect followed by RBD simulation of falling lamp. I am looking to achieve something between glass and honey as I find real melted glass properties not so interesting.

I am using Pop Solver (I initially followed this tutorial https://www.youtube.com/watch?v=K7UAVUzRP4Q) but I find it difficult to achieve what I want, do you think this is the most efficient way to approach such effect? Should I go for Flip Solver instead perhaps?

Any suggestions are be highly appreciated.

Have a good day guys!
Edited by Karol_Osinski_CGI - June 4, 2021 14:25:57
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Houdini Lounge » Searching for python syntax...

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kriegmesser74
41 posts
Offline
 June 3, 2021 13:25:38
How do you turn "on" or "off" autokey button on timeline with python?

Edit: After some more digging trough help, it seems that I need to use hotkeys... is there a way to store a hotkey value in a python variable?

Edit nr. 2 After MORE digging it seems that I have to go trough hou.getPreference... now the question is which one of the anim. preferences names is Auto Key checkbox?

Edit nr. 3 Well after MORE DIGGING trough the mess the hou.getPreferenceNames() (or whatever) puked on me, here they are, the almighty preference variable names (regarding animation):

'anim.underlinescoped.val'
'anim.followscopedchannelreferences.val'
'anim.underlinescopedcolor.val'
'anim.includeconstraints.val'
'anim.includechild.val'
'anim.includeanim.val'
'anim.autoupdatechannels.val'
'anim.setautoscope.val'
'anim.nopendingkey.val'
'anim.autokeytuples.val'
'anim.slope.val'
'anim.firstfunc.val'
'anim.autofunc.val'
'anim.autoslope.val'
'anim.holdlastkey.val'
'anim.firstfunc.menu'
'anim.setfirstkey.val'
'anim.addedfunc.val'
'anim.addedfunc.menu'
'anim.keepchannelselection.val'
'anim.setkey.val'
'anim.rotationfunc.val'

Now... the trick is to know which one of these names corresponds to auto key state, my bet is on 'anim.autoupdatechannels.val' ... what is yours? Really people at Sidefx... I mean... really? The lack of documentation on this s%#t is criminal.
Now the next step (if my choice of the name is correct) is to hou.get blabla switch to hou.set blabla and hope that the markings "AUTO" on the button switches on or off? Is this how it's suppose to work? Some syntax would be nice...

Edit nr.4
Well after turning on and off a few of parameters, and some cross-checking of checkboxes it seems that Auto key does not have it's own function?!?!?! Tell me that I'm wrong!? Back to digging last night and I found this old thread https://www.sidefx.com/forum/topic/20561/?page=1#post-272064 [www.sidefx.com] from 2009, now it seems that is impossible to call a hotkey from within a HDA? Has that changed in newer versions of Houdini?
Edited by kriegmesser74 - June 8, 2021 12:40:27
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Houdini Jobs » DupeVFX (London) - Houdini Generalist & Pipeline TD

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danwnewlands
41 posts
Offline
 June 3, 2021 09:11:34
DupeVFX (London) - Houdini Generalist & Pipeline TD

Generalist

Dupe are currently building the 3D team to prepare for some of our biggest projects to date. In the past year we have been slowly shifting our way over to using Houdini as our main package, so we are looking specifically for mid-senior houdini generalists that have a good understanding of the full shot pipeline in Houdini.

So the main role would be working on some shows we have in production right now, one of which is Havoc: https://www.whats-on-netflix.com/news/tom-hardys-netflix-movie-havoc-what-we-know-so-far/ [www.whats-on-netflix.com] - that involves some very extensive full cg work and general environment work. On top of that we have a minimal 3d pipeline right now and in the past year we have been using USD/Solaris on a couple of productions to understand and build the base of our pipeline.

We want solid Houdini generalists to work with us in Solaris and, along with the team, help guide the pipeline team to build our new USD setup.

Senior Pipeline

We are also looking for senior pipeline TDs to join the pipeline crew, these dont have to be people with houdini backgrounds but just throwing it out there. Houdini API knowledge is a bonus but not essential.

Links

Apply for generalist role: https://dupevfx.bamboohr.com/jobs/view.php?id=26&source=dupevfx [dupevfx.bamboohr.com]

Apply for pipeline: https://dupevfx.bamboohr.com/jobs/view.php?id=23&source=dupevfx [dupevfx.bamboohr.com]

Thanks all!
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Houdini Indie and Apprentice » Exporting Blend shapes USD to Nvidia Audio2Face

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John31
72 posts
Offline
 June 2, 2021 17:26:34
Hello,

I've been trying to get the blendshapes exported from Houdini using USD. So I can Import it to Audio2Face. However, the model is always coming without blendshapes. Appreicate any ideas and thoughts in exporting USD in general.
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News » Houdini 18.5 Production Build updated to 18.5.596

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chrism
2596 posts
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 June 2, 2021 14:33:13
Hidey ho! The Houdini 18.5 Production Build has been updated to 18.5.596. Enjoy!

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=18.5&categories=&body=&version=18.5&build_0=563&build_1=596&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
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Houdini for Realtime » Quick Material with multiple IDs not updating

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InternetFelix
5 posts
Offline
 June 2, 2021 05:44:23
Hello there,

I'm building a photogrammetry landscape pipeline and I use the baker and quick materials to bake out diffuse color of the landscape.
I import my meshes and setup the materials fine but I have discovered that quick materials don't update immediately after being setup by python. I have to change a material name back and forth to get all the material IDs to show up in the viewport. I have tried to do the same in python but it dose not seem to trigger the same update

I can't seem to find much documentation on the quick material Has anyone ales had the same problem and found a solution?
Is there some api call I can call to force the node to update except from cook in python?
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Technical Discussion » delete edge segment

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isjtar
14 posts
Offline
 June 1, 2021 16:35:14
Hi,

Maybe I'm going at this wrong, but I have the following problem. I have a bunch of edges going in more or less straight angles.
Edge grouping by angle didn't work, I would like to know why, but I have managed to select the points.
Now when I delete the points, the edge just shifts to the next. I want to remove the segment entirely.

Any ideas?


Many thanks,

Isjtar

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Technical Discussion » Why aren't my wires sticking together?

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shareware
41 posts
Offline
 May 31, 2021 13:41:39
I've attached a simple wire DOP, trying to achieve the classic plant moving in the wind.
I'm having trouble attaching the branches to the stem with a hard constraint.

I've set up a simple polyline with the right attributes as far as I know, but the branches fly off. Any help appreciated
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Technical Discussion » Navigation and controls tutorials for free

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10digits
2 posts
Offline
 May 31, 2021 02:50:06
I am looking for free tutorials that explain navigation and controls of Houdini from character to environment to animation for video.. I know there are seveal different ways to do things, Im looking to learn anyway
Thanks
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Houdini Lounge » KineFX retarget problem EP2

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goose7
79 posts
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 May 29, 2021 13:26:32
This is a little strange..And I can't upload a hip file because the source file is on another device(gonna upload it on Monday)
I cannot export the correct animated skeleton, if we export the animation after the skeleton blend node
Another import node that import that animation adds already deleted joints to it.

Step to create the problem
1.So I prepare the walking animation and its rest pose



2.I already take out the game character's root on the ground



3.The retargeting is succesful



4.I can blend the result and export the animation X only



5.Import animation X with the FBX Animation Export
The root is back..It even get two roots for me..



How can I just preserve the animation result on the target skeleton?
Edited by goose7 - May 29, 2021 13:26:45
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3rd Party » Houdini HDK SOP Potrace Bitmap Vectorization(SOP Compilable)

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childadrianpan
12 posts
Offline
 May 29, 2021 09:10:53
Youtube Dome: https://youtu.be/ASoE9gd4sR0 [youtu.be]
Selling Link: https://gum.co/oqkSJ [gum.co]

FUNCTION:

This SOP(Support SOP Compilable) provides a much better bitmap vectorization method than the intrinsic "trace" SOP.
And It also has the ability to trace the volumes or heightfields from the input0 of the sop.

Instruction and example file are also provided.


USAGE INSTRUCTION:

1. When switch to "From Image" this sop will trace an image from the path.

2.When switch to "From Volumes" this sop will trace the volume primitves from input0, also support heightfield since the heightfield is exactly a kind of volume.

PROMISING:

If you have paid, you could get further updates to support the latest production-ready houdini version for free from me (Houdini 18.5.563 or newer on Windows).

if you have paid and there is any issue of installation and bugs, email me or comment on youtube, you will get help.

e-mail:

ChildAdrianPan@gmail.com
Edited by childadrianpan - May 29, 2021 09:11:37
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Houdini Lounge » privacy policy notification on this site doesnt go away

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napelazam
2 posts
Offline
 May 29, 2021 08:36:55
i accept it every time but it comes every time i reload this site.
ublock is deactivated

chrome
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Technical Discussion » Is it possible to modify pre built characters

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10digits
2 posts
Offline
 May 29, 2021 01:26:07
Is it possible to modify prebuilt characters that are imported from the 'tab' to change appearance and other characteristics?

Also who or where is the best place to learn for free the controls to create characters, environments and animate them?

Thanks a million
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Technical Discussion » Exporting RBD to FBX

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firefly9000
169 posts
Offline
 May 28, 2021 18:02:16
So I have a simple explosion which is then exported to fbx via the RBD to FBX node.

Plays just fine inside Houdini but no matter what I cannot get it to export properly as an FBX.

I've read the excerpts here and watched the video ( https://www.sidefx.com/forum/topic/76065/?page=1#post-326696 [www.sidefx.com] ) and tried it out, and although it got me closer I still don't have a working FBX representation of my RBD sim.

Even a stripped down version of a simple box RBD fracture still is problematic.

Things I've tried:

RBD to FBX node (not working at all for me). All I get is an 'empty' FBX file.

ROP FBX Output node with "Build Hierarchy From Path Attribute" checked on and an Assemble node before it to create the path and name attribute for the prims.

This gives me a freeze frame of the first frame in the output. So if I export at frame 2 (my sim starts at 2) then I get a static FBX of frame 2.

Funny though because I can see the animation file inside Unity (or in Windows 3d Viewer I see a playbar that plays) but when I play it it's all static, as in the playhead moves but the pieces stay frozen in place.

I'm attaching the hip file (it's just a file node, assembled and output to FBX) along with the files to ingest (bgeo.sc sequence).

Am I missing something. Is there anything else that needs to be done in order for this to work?

Could this be a bug?

Thank you
Edited by firefly9000 - May 30, 2021 18:40:05
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Houdini Jobs » Lostboys Montreal is Hiring a Teaching Assistant

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mrCatfish
738 posts
Offline
 May 28, 2021 15:00:45
Lostboys (Campus D'Effets Visuels MTL) is looking for a new Houdini FX TD to work as a teaching assistant starting September 2021.

You need to be an expert in at least a few aspects of Houdini and fluent in English.

This is a great job for a recent grad or junior TD. You will get tons of experience in Houdini and be skilled in all aspects of VFX and Houdini, as well as making great industry contacts.

For more info, contact contact@campusvfx.com
Edited by mrCatfish - May 28, 2021 15:03:40
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Houdini Indie and Apprentice » Heightfield particle collision and spawn

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mhuang97
1 posts
Offline
 May 28, 2021 14:41:13
Hi, I'm extremely new to Houdini and I'm trying to create sand winds like in here: https://www.reddit.com/r/Houdini/comments/kh7ytl/approach_to_creating_dunes_like_these/ [www.reddit.com]

My approach is to create particles (sand grains) that spawn on the heightfield, before being blown by a wind simulation or something (or instead of individual grains, just a smoke simulation)

What I have so far is a Procedural desert heightfield. I followed a tutorial to set up a smoke simulation that advects to a pyro,, but I'm struggling with setting up collisions and figuring out how to spawn the smoke/sand procedurally on the heightfield.

My pyro sim:

image.thumb.png.abb8b9404e72e80e18be049cbf165951.png

My heightfield:

image.thumb.png.4afdc349e191c41d95db8b47032e2066.png

Any help would be much appreciated! I can elaborate on any part so I can get advice better.
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Technical Discussion » Hqueue cannot open file

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swamiforlife
6 posts
Offline
 May 28, 2021 01:14:42
Hello
I have a PDG network to render out some cloth simulations using hqueuescheduler.
All my render clients and server are using Windows 10 and all have access to the shared network folder.
But i keep getting the below error on all clients
10:35:13.537: PDG_START: ropgeometry1_ropfetch1_1;-1
*** Starting:
"C:/Program Files/Side Effects Software/Houdini 18.5.351/bin/hython.exe" //dserver/f/pdgtemp/pdgtemp/12336/scripts/rop.py json

10:35:44.858: Running Houdini 18.5.351 with PID 7080
10:35:44.859: Loading .hip file Y:/pdgtemp/PDG_Vellum.hip.
10:35:44.859: Cannot find file Y:/pdgtemp/PDG_Vellum.hip
10:35:44.911: Traceback (most recent call last):
File "//dserver/f/pdgtemp/pdgtemp/12336/scripts/rop.py", line 1357, in <module>
main()
File "//dserver/f/pdgtemp/pdgtemp/12336/scripts/rop.py", line 1353, in main
run_job(settings)
File "//dserver/f/pdgtemp/pdgtemp/12336/scripts/rop.py", line 1134, in run_job
hou.hipFile.load(hip_local, ignore_load_warnings=True)
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\hou.py", line 48301, in load
return _hou.hipFile_load(self, file_name, suppress_save_prompt, ignore_load_warnings)
OperationFailed: The attempted operation failed.
Unable to open file: Y:/pdgtemp/PDG_Vellum.hip


** Finished with Exit Code 1

# ---- Running onError ----

# ---- Finished running onError ----
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Technical Discussion » Crowd random color texture for agent with differents shaders

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Sebastien Levieux
66 posts
Offline
 May 27, 2021 15:58:08
Hello guys, how can I fix this random basecolor texture, it doesn't work at all. The mesh is done with different parts and shaders...

Edited by Sebastien Levieux - May 27, 2021 15:58:36
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Technical Discussion » How do you fix a smoke to object?

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binn
2 posts
Offline
 May 27, 2021 11:31:23
I want to convert this part to smoke.
It's well fixed on the Sop node. but it go to Dopnet and convert to smoke, it doesn't fix.
I think it's a Collision problem but i don't know why.. please help me..
smokeobject_sparse node -> It looks weird when I only turn on Collision tab.
Here's the file.

Thank you very much.
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Houdini Lounge » Tidal wave VFX, HOW TO slide points along the mesh surface?

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Nikodim Fomich
70 posts
Offline
 May 27, 2021 11:05:18
Hi everyone, my question is how can I slide points along the surface of the mesh in a specific direction?
I provided a short video of my Flipbook so you can see what I am trying to accomplish. I am making a tidal wave that is suppose to crash down on a city. So I made a water mesh out of a clipped Tube and put some noise through it (Point Vop) and than I applied points to be my surface foam (whitewater) by Point Vop-Point Cloud-Point Deform-Ray nodes. The only problem is my noise is moving upwards like the wave would but my points are just stuck to one position only and they deform with the mesh but don't travel; with the noise. I heard of "XYZ dist" but I have no clue what that even means.
Any ideas?

Thank you.
Edited by Nikodim Fomich - May 27, 2021 11:08:27
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