Hey ho! I thought it might be useful to post a few guidelines on posting to the forums here at sidefx.com.
1) Post something better than a bot. If the entirety of your post is 'nice work' or 'same problem here' or any other phrase that could be tacked onto any thread, it's not really adding to the conversation in a meaningful way. If you have a real compliment on someone's work or advice, use your words and say why you like it or why it was helpful. Obvious bumps to a thread are just lazy. If it's your first forum post ever, it will be rejected. It's the kind of post a bot/spammer would do. Using ChatGPT to write your post is also something a bot would do and is also a good way to get banned.
2) Be civil. You can have productive discussions and even disagreements while being civil, but if you start calling people or their opinions childish, naïve, ignorant, stupid, or any other insult, * Pulls out banhammer * you will be banned. We've had a few good discussions go off the rails and get locked down and it's not something I enjoy doing.
3) Don't argue about which software is better. Every piece of software out there has it's strengths and weaknesses. Accept it and move on. Arguments about it are tiresome and nobody needs to see that.
4) If you've got a bug or suggestion, log it. Don't write a forum post about it. That message at the top of every forum that says READ THIS FIRST? Please read it if you want your bug or suggestion to actually be tracked and assigned to someone to work on. https://www.sidefx.com/forum/topic/25347/ [www.sidefx.com]
Finally, you don't need to get the last word in and there are no awards or medals given for arguing on the internet. If you feel yourself getting angry at something someone has said on the magical interweb, take a deep breath and step away from the keyboard. In through the nose....hold for 5 seconds, out through the mouth. Ahhhh....
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Houdini Lounge » Forum Etiquette
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- chrism
- 2596 posts
- Offline
Technical Discussion » Some of the grains "sticking" to the surface for some reason
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- mantas_kava
- 9 posts
- Offline
Hey guys!
Having some problems working with grains. Any idea what's up with the "stuck" to the surface grains? Looks like they are sliding up and down and then in the end just slides off abruptly. Something is off here.
Using 10 substeps, so it's not that I believe, and for collisions I'm using volume sampling, when inspecting collision geo it looks fine/accurate as well.
What could be the problem then?
P.S. Video preview not showing up for some reason in here. So just click on "Video" bellow to view it.
Video [capture.dropbox.com]
Having some problems working with grains. Any idea what's up with the "stuck" to the surface grains? Looks like they are sliding up and down and then in the end just slides off abruptly. Something is off here.
Using 10 substeps, so it's not that I believe, and for collisions I'm using volume sampling, when inspecting collision geo it looks fine/accurate as well.
What could be the problem then?
P.S. Video preview not showing up for some reason in here. So just click on "Video" bellow to view it.
Video [capture.dropbox.com]
Edited by mantas_kava - Oct. 31, 2023 10:09:29
Technical Discussion » pdg hscript fuctions don't seem to work.
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- evanrudefx
- 266 posts
- Offline
Hello,
It seems a lot of the hscript expressions related to pdg don't work as expected for me.
examples:
1. wedgeattribs

so I would expect a list of the attribute names being wedged. But it only returns the first attribute.

2. pdgattribvals-Returns the space separated list of values for a PDG work item attribute

so I would expect a list of the values. but it only returns the first value

What exactly am I doing wrong?
Thanks
It seems a lot of the hscript expressions related to pdg don't work as expected for me.
examples:
1. wedgeattribs
so I would expect a list of the attribute names being wedged. But it only returns the first attribute.
2. pdgattribvals-Returns the space separated list of values for a PDG work item attribute
so I would expect a list of the values. but it only returns the first value
What exactly am I doing wrong?
Thanks
Houdini Engine for Unreal » Binded Events won't fire.
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- vyudin
- 77 posts
- Offline
Hello!
I can't get any of my custom event fired when I bind it to Houdini Wrapper in Blueprints.
SideFx example is working.
Steps to reproduce:
1. Open SideFx example "/HoudiniEngine/Examples/EUA/EUA_CurveInputExample"
2. Bind/Assign your own Custom Event on PostProcess Delegate (for example).
3. Drop "EUA_CurveInputExample" BP on level.
4. Hit "Run Curve Input Example" button in Details of this BP.
5. Move any point of Curve.
Result: You will get original Event fired, but never - your Custom one.
Also - you can see the different icons on Event.
How can I make it work?
Thank you!
I can't get any of my custom event fired when I bind it to Houdini Wrapper in Blueprints.
SideFx example is working.
Steps to reproduce:
1. Open SideFx example "/HoudiniEngine/Examples/EUA/EUA_CurveInputExample"
2. Bind/Assign your own Custom Event on PostProcess Delegate (for example).
3. Drop "EUA_CurveInputExample" BP on level.
4. Hit "Run Curve Input Example" button in Details of this BP.
5. Move any point of Curve.
Result: You will get original Event fired, but never - your Custom one.
Also - you can see the different icons on Event.
How can I make it work?
Thank you!
Houdini Lounge » Qudruped Apex
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- legw
- 6 posts
- Offline
Hope there will be a Apex quadrup examle, or someone make and sells Apex quadrup modell or tutorials, preferly horse like or canine.
Also intressted in advanced biped Apex examples/tutorials with extra bells and whistles(also ml onnx stuff). you have a customer in me.
Will probly dissect chiken as base. but always good to have different views.
Also intressted in advanced biped Apex examples/tutorials with extra bells and whistles(also ml onnx stuff). you have a customer in me.
Will probly dissect chiken as base. but always good to have different views.
Houdini Engine for Unreal » Round Trip Abitrary Attributes
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- ylindqui
- 14 posts
- Offline
Hi,
I am working on a modular .hda system where the output of one .hda is used for the input of the next inside of Unreal5.3. I would like to create arbitrary prim attributes and have them stay with the geometry from my HoudiniEngine .hda into Unreal, and then from Unreal into another HoudiniEngine .hda.
I would suspect something like color (Cd) would do this, but I am hoping to pass attributes where I choose the name.
Any help is much appreciated!
I am working on a modular .hda system where the output of one .hda is used for the input of the next inside of Unreal5.3. I would like to create arbitrary prim attributes and have them stay with the geometry from my HoudiniEngine .hda into Unreal, and then from Unreal into another HoudiniEngine .hda.
I would suspect something like color (Cd) would do this, but I am hoping to pass attributes where I choose the name.
Any help is much appreciated!
Technical Discussion » Singularity in Computing Curvature for Heighfield
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- vinyvince
- 281 posts
- Offline
Im using a volume wrangle to computer curvature for my heightfield and like the Sidefx node, im getting
Both solution are uncorrect, so my question, is it possible to solve the equation for compute curvature for a 2d volume?
First pic is sidefx method, second mine, third and last are custom but i have to get out volume2d to compute...
Cheers!
Both solution are uncorrect, so my question, is it possible to solve the equation for compute curvature for a 2d volume?
First pic is sidefx method, second mine, third and last are custom but i have to get out volume2d to compute...
Cheers!
Edited by vinyvince - Oct. 29, 2023 12:46:00
Technical Discussion » help with emission
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- agoganjas8a361e9023f74a51
- 2 posts
- Offline
under overall tab is rs material when i attach something on emission color for some reason the emission deactivating
Technical Discussion » Simulating a car suspension with Vellum
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- mangoship
- 6 posts
- Offline
Hi.
I want to simulate a car suspension with Vellum, for which I'm using stitch constraints.
My question is, I'd like to break the suspension joint on impact and break the piece that joints the wheel to the body, but this piece need to be cloth or hair to be able to have breakable welds right? As I said, as of now what holds the wheel to the body now are stitch constraints.
I tried to have hair or cloth but I couldn't make them stiff enough to work as the car suspension, so abandoned the idea for now.
My best guess is that this could be solve fiddling inside the solver, maybe creating new clusters of grain pieces on impact, kind of a 'grains fracture' thing if you will.
I want to simulate a car suspension with Vellum, for which I'm using stitch constraints.
My question is, I'd like to break the suspension joint on impact and break the piece that joints the wheel to the body, but this piece need to be cloth or hair to be able to have breakable welds right? As I said, as of now what holds the wheel to the body now are stitch constraints.
I tried to have hair or cloth but I couldn't make them stiff enough to work as the car suspension, so abandoned the idea for now.
My best guess is that this could be solve fiddling inside the solver, maybe creating new clusters of grain pieces on impact, kind of a 'grains fracture' thing if you will.
Technical Discussion » help with emission
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- agoganjas8a361e9023f74a51
- 2 posts
- Offline
I have a problem with emission for some reason when I'm attaching anything on rs material to emission color for some reason the emission under the overall tad deactivating what im doing wrong
Houdini Learning Materials » Tutorail 18.0.391
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- baldopgarcia
- 1 posts
- Offline
Hi! im completely new to Houdini, Im trying to follow a tutorial from a 18.0.391 version in a 19.5.493 version.
Its about a fluid image. Im trying to set the viscosity in to a minimun so it doesnt goes to 0,but it goes to 0.
giving me a lot of black(empty spots) any clue?
vector white = {1,1,1};
f@density = clamp((length(white) - length(v@Cd)) * 1000, 200, 999999);
f@viscosity = v@Cd.x * chf("max_viscosity");
f@mass = detail(0, "dist", 0);
Its about a fluid image. Im trying to set the viscosity in to a minimun so it doesnt goes to 0,but it goes to 0.
giving me a lot of black(empty spots) any clue?
vector white = {1,1,1};
f@density = clamp((length(white) - length(v@Cd)) * 1000, 200, 999999);
f@viscosity = v@Cd.x * chf("max_viscosity");
f@mass = detail(0, "dist", 0);
Houdini Lounge » The same bevel at the points and on the edges does not match in shape . Why ?
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- HGaal
- 102 posts
- Offline
In the work I came across that the same bevel at the point of the curve differs in shape from the same bevel on the edge. A test on a cube and a separated face. It can be seen that the bevel on a flat face gives one shape, the bevel on the edges gives another and they do not fit together. Is this a bug ? Feature ? Does that make any sense ? Is it possible to make it the same somehow ? It is the shape that is different. It is not enough, for example, just to increase the bevel. I looked in the blender and cinema - everything matches perfectly there.
Edited by HGaal - Oct. 28, 2023 08:23:26
Technical Discussion » Getting Autocompletion for PDG python module in vscode
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- Lukas Chovanec
- 17 posts
- Offline
Hey everyone!
I was wondering what is correct workflow for setting up syntax Autocompletion (vscode intellisense). Plugging the hou module into intellisense works very well. Problem starts once I work with pdg module or more specifically _pdg module (*which gets imported into pdg module and contain most of classes). IDE of course can't read .pyd file and since there are not .pyi with overall skeleton, Intellisense is useless.
I found a temporary workaround. Basically generate “stubs” directly from the file with cmd utility, but it does't work on all .pyd files (I suspect it misses a bunch of other libs) and is not complete.
At the same time, I can't shake the feeling.. This is a completely wrong way to approach it and there is a correct workflow on how to make Intellisense work properly. Ideally one which is venv friendly.
I was wondering what is correct workflow for setting up syntax Autocompletion (vscode intellisense). Plugging the hou module into intellisense works very well. Problem starts once I work with pdg module or more specifically _pdg module (*which gets imported into pdg module and contain most of classes). IDE of course can't read .pyd file and since there are not .pyi with overall skeleton, Intellisense is useless.
I found a temporary workaround. Basically generate “stubs” directly from the file with cmd utility, but it does't work on all .pyd files (I suspect it misses a bunch of other libs) and is not complete.
At the same time, I can't shake the feeling.. This is a completely wrong way to approach it and there is a correct workflow on how to make Intellisense work properly. Ideally one which is venv friendly.
Edited by Lukas Chovanec - Oct. 27, 2023 18:58:28
日本語フォーラム » Float型のランプエディターにスナップ機能はありますか?
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- Hikari_
- 40 posts
- Offline
タイトルの通りなのですが、Float型のランプエディター(スプラインカーブで操作する方)にスナップ機能はないのでしょうか。
自身で調べた感じ見当たらないのですが、拡大時にグリッドが表示されることもあり、あったら便利だなと期待してしまいます。
自身で調べた感じ見当たらないのですが、拡大時にグリッドが表示されることもあり、あったら便利だなと期待してしまいます。
Technical Discussion » glTF: exporting node-level attributes
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- madjestic
- 326 posts
- Offline
Hey guys,
glTF has the notion of nodes, basically objects are tagged as nodes with a set of standard attributes like "name" and "(transform)matrix", e.g.:
Is there a way to export a custom node-level attribute in Houdini?
For instance I would like to export object's mass or velocity as a node attribute in glTF.
Of course I could write it as a mesh attribute, but I wonder if there's another way.
Thanks,
Vlad
glTF has the notion of nodes, basically objects are tagged as nodes with a set of standard attributes like "name" and "(transform)matrix", e.g.:
"nodes":[ { "children":[1,2 ], "name":"Root" }, { "matrix":[1,0,0,0,0,1,0,0,0,0,1,0,0.333000004,0,0,1 ], "name":"pighead", "mesh":0 }, ...
Is there a way to export a custom node-level attribute in Houdini?
For instance I would like to export object's mass or velocity as a node attribute in glTF.
Of course I could write it as a mesh attribute, but I wonder if there's another way.
Thanks,
Vlad
Edited by madjestic - Oct. 26, 2023 12:49:51
Technical Discussion » Volume loss in flip sims with moving colliders.
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- haggi krey
- 55 posts
- Offline
Hi, this is a copy of my message on discord's "Think Procedural" server.
Okay, so I tried to create a boiling water effect. Basically I think there are two ways to create discrete bubbles,
Default sim with moving bubbles is this one loosing_volume_default.mp4. You can see how the volume is smaller at the end of the sim
Next I tried to compensate it with a gasequalize microsolver what seems to work even if it looks as if it would first loose volume and then go back to the original again: loosing_volume_equalizer.mp4
And finally I tried the divergence field approach: loosing_volume_divergence.mp4
Seems to work somehow but maybe it's still too much. I attached the hip file as well.
So my questions if anyone is interested:
Okay, so I tried to create a boiling water effect. Basically I think there are two ways to create discrete bubbles,
- with incompressible fluid or
- with geometry collisions
Default sim with moving bubbles is this one loosing_volume_default.mp4. You can see how the volume is smaller at the end of the sim
Next I tried to compensate it with a gasequalize microsolver what seems to work even if it looks as if it would first loose volume and then go back to the original again: loosing_volume_equalizer.mp4
And finally I tried the divergence field approach: loosing_volume_divergence.mp4
Seems to work somehow but maybe it's still too much. I attached the hip file as well.
So my questions if anyone is interested:
- Why does the flip sim loose volume with moving colliders at all?
- Are these methods (maybe I could try to increase the particle radius scale as well) the only way to keep the volume? Feels like cheating. Or am I simply missing some details in my flip sims?
Edited by haggi krey - Oct. 26, 2023 09:50:44
Houdini Indie and Apprentice » Rendering problem help!
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- paper85575
- 1 posts
- Offline
-image 1-
-image 2-
hello
While listening to the Houdini tutorial (https://www.youtube.com/watch?v=Ohj4ag8DZRo&t=26s), I had a question about rendering!
In the tutorial, redshift is used to render, but I don't have redshift, so I rendered with octanerender.
After rendering, I looked later and saw that everything had been rendered as Image 1.
It was clearly set to Image 2 in the IPR.
I looked around to see if the settings were wrong and tried various things (file caching the simulation, maximizing the focus value, etc.) and found one thing that was the most meaningful.
If I set it to render frame range, it comes out as image 1, and if I set it to render current frame, it comes out as image 2.
(If I turn everything at once, it comes out strangely, and if I turn it one by one, it comes out as I want.)
I would like to ask if this can happen and if there is a solution.
I wondered if this was happening because it was rendered while calculating something like VEX code, so I ran a file cache and turned on the rendering, but it continued to render like that.
Please help. Thank you!
Houdini Indie and Apprentice » Qudruped Rig Cat
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- hitariq
- 1 posts
- Offline
Hi, I have been trying to work on rigging a cat using KineFX and I am stuck at blending the skeleton. I was following the tutorials in Houdini Insight, however, once I start working on the spine of the cat and connect it to the arm IKs, the mesh around the spine does not move down with the rig. I checked the skeleton blend to see if that may be the problem but I have been unable to resolve it.
The spine moves fine if I connect the skeleton blend right after I set up the spine FK however if I add in the legIKs it stops to move. See attached screenshots.
The spine moves fine if I connect the skeleton blend right after I set up the spine FK however if I add in the legIKs it stops to move. See attached screenshots.
Technical Discussion » Bug? - Storm - Object Outline Selection Does Not Render
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- BenjaminYdeVintecc
- 6 posts
- Offline
Is it normal that when using solaris storm renderer and I select an object in the viewport that the yellow outline does not render?
The object selection outline renders using HoudiniGL, Karma CPU and Karma XPU
The object selection outline renders using HoudiniGL, Karma CPU and Karma XPU
Houdini Indie and Apprentice » Whitewater Cache Error
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- samsamuel
- 3 posts
- Offline
I'm creating a waterfall sequence and I'm having trouble/error with caching Whitewater as shown in the image. I have tried caching Whitewater before but it only cached starting few(70) frames and not complete frame(1-400frames). This time I have taken cache range from 250-900frames(as per requirement) but it didn't cache a single frame.
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