Hello all,
I am struggling to get proper UVs to move along with this vdb surface advection (courtesy of artist Jose Leon Molfino). I assume you would just make the UVs the same as the rest attributes but I am not getting the same results (as the video I attached).
There is not much out there for blending dual rest and adding UVs to a growth simulation.
If someone knows the solution it would be a great help to my personal project!! I attached Jose's file below which I would like to figure out how to add UVs too.
Thank you very much!
https://x.com/Jose_Molfino/status/1585375392101064704?s=20 [x.com]
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Technical Discussion » UVs on VDB Advection! I am stuck!
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- adamknauer1
- 5 posts
- Offline
Technical Discussion » How to Render Normal Map from Pyro Simulation (For Games)
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- Jumanji Hugger
- 1 posts
- Offline
Heya folks,
Is there a way to render out a normal map of a Pyro FX simulation (like billowy smoke) but doing it on the material shader side? Something like taking the surface normal of a pyro shader and feeding it to the cF output? I think I'd need to feed the depth position (dPdz) as well.
I'm trying to see if there's other ways to do this so that I can avoid doing a 6 point lighting rig, which is a bit cumbersome to setup. Thanks.
I'm using 18.5 so hopefully the material shader isn't too different from 19.5. Thanks
Is there a way to render out a normal map of a Pyro FX simulation (like billowy smoke) but doing it on the material shader side? Something like taking the surface normal of a pyro shader and feeding it to the cF output? I think I'd need to feed the depth position (dPdz) as well.
I'm trying to see if there's other ways to do this so that I can avoid doing a 6 point lighting rig, which is a bit cumbersome to setup. Thanks.
I'm using 18.5 so hopefully the material shader isn't too different from 19.5. Thanks
Houdini Engine for Unreal » Change Collider type in Houdini for HDA
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- JoseBringas93
- 15 posts
- Offline
Hi there,
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
I'm setting custom collision from LODs for my mesh. By default, Houdini Engine will set the collision type as Complex Collision which works fine inside the engine. Now, I wanted to somehow flip my collision type from Complex to Convex Hull, so it will appear as simple collision inside the engine (I know I can do it manually in UE but I want to keep things procedurally).
thank you
Houdini Indie and Apprentice » Problem with Point deform.
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- lok98382b172fad418a
- 2 posts
- Offline
Hi, can I please get some pointer here. I am working on a vellum sim using attract node. Then replacing low res after simulation with High Res using Point deform. My problem was after replacing the Low Res, the high poly model ran into some geometry problem after it collide with high speed moving object ( in this case, it hit the can and wall).
I have looked into the Capture Radius, Minimum points and Maximum points. But I do not understand what it meant.
Tri is the low res sim, and the quads is high res ( error appear from the very first frame, hence I suspect it is from my lack of understanding Point Deform node )
L
Below is the simulation using the Low res ( no funny business)
Below is replaced by the Hi res model, as we can see the stretched poly after it collided
And here is the PointDeform screen Grab.

Thanks,
I have looked into the Capture Radius, Minimum points and Maximum points. But I do not understand what it meant.
Tri is the low res sim, and the quads is high res ( error appear from the very first frame, hence I suspect it is from my lack of understanding Point Deform node )
L
Below is the simulation using the Low res ( no funny business)
Below is replaced by the Hi res model, as we can see the stretched poly after it collided
And here is the PointDeform screen Grab.
Thanks,
Edited by lok98382b172fad418a - Oct. 12, 2023 23:09:03
Houdini Engine for Unreal » UE5 houdini bake actor
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- cp386275399
- 1 posts
- Offline
Im currently using attribute wrangle to set unreal instance for scatter. All works until i bake actor,all instances disapper,and BP can not see mesh.



Technical Discussion » Beveling using crease node
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- vm3dteam
- 1 posts
- Offline
So I'm running into an issue with beveling where I want to assign different bevel offsets based on an edge attribute (yes I know edge attributes don't exist). I noticed that you used to be able to do this using a crease node but now the attribute that drives the offset is a point attribute. I attached an image to illustrate why this is an issue. Anyone know any good work arounds?
Edited by vm3dteam - Oct. 16, 2023 12:56:59
Technical Discussion » Extract worldspace normal data from curve direction
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- tenderman
- 5 posts
- Offline
Hello dear magicians,
We are trying to extract a worldspace normal from curves.
The final idea is to use the curves direction to drive a vector motion in nuke.
So a vertical (y) curve would gives a full green value (0,1,0), horizontal (x) one a red value (1,0,0), and Z.
I am honestly struggling on the math parts so any help from you would be welcome
I will keep you updated if I end up with something,
Have a nice day,
H
We are trying to extract a worldspace normal from curves.
The final idea is to use the curves direction to drive a vector motion in nuke.
So a vertical (y) curve would gives a full green value (0,1,0), horizontal (x) one a red value (1,0,0), and Z.
I am honestly struggling on the math parts so any help from you would be welcome

I will keep you updated if I end up with something,
Have a nice day,
H
Technical Discussion » UV cut selection mode and Group Selection Mode Question
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- bryanebentleycgs
- 20 posts
- Offline
Greetings all,
I have three questions that I am hoping someone can kindly help me with;
1. In the latest version of Houdini (19.5.752) I have noticed a small change in the way that the UV cutting mode works. I could have sworn that in previous versions, when in this mode, if you loop selected and the loop hit an already defined seam it would stop. This was an amazing functionality that I really liked because it meant that I could do my major cuts first and then the small stuff like fingers and ears and such without slicing my model into tiny bits. Now if I do a loop cut it ignores previous cuts and acts as normal. Not a deal breaker but it was a really nice perk.
2. Once I open my group select window I cannot close it. I know the hot key should be 9, but when I press 9 I just get a message in the viewport that says "quick view loaded". Not sure what is up with that.
3. Also ... what are "quick views" lol
Thanks in advance for any light any of you can shed on these mysteries.
Have a great day
Cheers,
B
I have three questions that I am hoping someone can kindly help me with;
1. In the latest version of Houdini (19.5.752) I have noticed a small change in the way that the UV cutting mode works. I could have sworn that in previous versions, when in this mode, if you loop selected and the loop hit an already defined seam it would stop. This was an amazing functionality that I really liked because it meant that I could do my major cuts first and then the small stuff like fingers and ears and such without slicing my model into tiny bits. Now if I do a loop cut it ignores previous cuts and acts as normal. Not a deal breaker but it was a really nice perk.
2. Once I open my group select window I cannot close it. I know the hot key should be 9, but when I press 9 I just get a message in the viewport that says "quick view loaded". Not sure what is up with that.
3. Also ... what are "quick views" lol
Thanks in advance for any light any of you can shed on these mysteries.
Have a great day
Cheers,
B
Technical Discussion » Karma - Render To COP Instead of Disk (.exr)
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- BenjaminYdeVintecc
- 6 posts
- Offline
Greetings,
Is it possible to render my scene using karma to COP instead of to disk (.exr)
I haven't found a way to do this.
There is a render node in a cop2net, but this is for mantra.
Is it possible to render my scene using karma to COP instead of to disk (.exr)
I haven't found a way to do this.
There is a render node in a cop2net, but this is for mantra.
Houdini Engine for Unreal » Translating UProperties of HDAInputs into Houdini Attributes
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- MatthiasA
- 5 posts
- Offline
Hello,
I am interested in best practices for the data flow between Unreal and Houdini when using HDAs.
We primarily use Houdini Engine to generate unique meshes based Unreal curves that contain certain guiding parameters as UProperties.
The only way i found is based on the actor tags that are translated into primitive groups. So i created a string format(HAtt_UPropertyName_PropertyValue) in which i encoded the int, float and string UProperties with the help of the OnPropertyChanged Function on the actor.
In Houdini these were converted into groups which i translated into primitive attributes with a custom parser that interpretes the first half of the string before the "_" as the property name an the latter half as the value.
The value also had different formats for the different types (int, float & string) in order to recognize the type of the property and interpret accordingly.
So basically a spline-actor with the Tag "HAtt_Size_10_57" was translated into the primitive attribute "Size" with the value "10.57" by my "TagParser" in houdini.
It works ....
Though I feel like there should be a better way. Especially because if the ActorTag is translated into houdini groups, it should theoretically be possible with the UProperties aswell.
I am sure i missed something in the documentation on how to do this more effectively.
For the other way around there is the unreal_uproperty_* attribute, but i need the UProperties to guide the generation process in houdini. I also can't use the HDAs parameters, because the HDA contains multiple input curves that each may have different UProperty values. It also needs to be inside one HDA because the curves can influence each other on intersections.
Therefore we need InputCurves Uproperties -> HoudiniCurves Primitive Attributes.
Thanks for the help!
I am interested in best practices for the data flow between Unreal and Houdini when using HDAs.
We primarily use Houdini Engine to generate unique meshes based Unreal curves that contain certain guiding parameters as UProperties.
The only way i found is based on the actor tags that are translated into primitive groups. So i created a string format(HAtt_UPropertyName_PropertyValue) in which i encoded the int, float and string UProperties with the help of the OnPropertyChanged Function on the actor.
In Houdini these were converted into groups which i translated into primitive attributes with a custom parser that interpretes the first half of the string before the "_" as the property name an the latter half as the value.
The value also had different formats for the different types (int, float & string) in order to recognize the type of the property and interpret accordingly.
So basically a spline-actor with the Tag "HAtt_Size_10_57" was translated into the primitive attribute "Size" with the value "10.57" by my "TagParser" in houdini.
It works ....
Though I feel like there should be a better way. Especially because if the ActorTag is translated into houdini groups, it should theoretically be possible with the UProperties aswell.
I am sure i missed something in the documentation on how to do this more effectively.
For the other way around there is the unreal_uproperty_* attribute, but i need the UProperties to guide the generation process in houdini. I also can't use the HDAs parameters, because the HDA contains multiple input curves that each may have different UProperty values. It also needs to be inside one HDA because the curves can influence each other on intersections.
Therefore we need InputCurves Uproperties -> HoudiniCurves Primitive Attributes.
Thanks for the help!
The Orbolt Smart 3D Asset Store » Orbolt Login problems using FB credentials inside Houdini
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- j.king
- 1 posts
- Offline
Purchased a tool (otl) that requires licensing. I signed up for Orbolt many moons ago using Facebook and so made my purchase using the same login method in my chrome browser.
open up Houdini to log into Orbolt so i can sync and the facebook login method seems to be broken. i get ' Qt Error: Uncaught TypeError: Cannot read property 'accessToken' of null' error.
The real kicker is you dont seem to be able to transfer accounts so ive no way of moving my purchases over to a non facebook registered login.
i have tried manually downloading the asset, but when i try to import a digital asset the otl wont install because it requires the license... which... i cant sync to because i cant login and if i try and login using the asset browser sync option that launches chrome, it just hangs on Waiting for server to respond, even though the browser tells me Login confirmed
You will now be sent back to Houdini.
is there any work around to this or are my orbolt purchases inaccessible?
open up Houdini to log into Orbolt so i can sync and the facebook login method seems to be broken. i get ' Qt Error: Uncaught TypeError: Cannot read property 'accessToken' of null' error.
The real kicker is you dont seem to be able to transfer accounts so ive no way of moving my purchases over to a non facebook registered login.
i have tried manually downloading the asset, but when i try to import a digital asset the otl wont install because it requires the license... which... i cant sync to because i cant login and if i try and login using the asset browser sync option that launches chrome, it just hangs on Waiting for server to respond, even though the browser tells me Login confirmed
You will now be sent back to Houdini.
is there any work around to this or are my orbolt purchases inaccessible?
Houdini Engine for Maya » How do I resize particles for renderman viewport in Maya ?
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- AG2024
- 1 posts
- Offline
So here's the dilemma:
I have my wet sand simulation imported into Maya as a GPU cache (as I've tried alembic import in Maya, but it doesn't show in the Renderman render).
So, for Arnold, the attribute editor for the particles lets me have a point-radius size change (as shown in the image). But Renderman has NO options in the attribute editor. The picture shows what the particles came in as for both renders (Arnold on left, Renderman on the right). As I said, I can change the size of the particles for Arnold, but not Renderman.
Where would I be able to change point size of the cache sim for Maya-Renderman render view? I have yet to find any video or blog on this problem...
I have my wet sand simulation imported into Maya as a GPU cache (as I've tried alembic import in Maya, but it doesn't show in the Renderman render).
So, for Arnold, the attribute editor for the particles lets me have a point-radius size change (as shown in the image). But Renderman has NO options in the attribute editor. The picture shows what the particles came in as for both renders (Arnold on left, Renderman on the right). As I said, I can change the size of the particles for Arnold, but not Renderman.
Where would I be able to change point size of the cache sim for Maya-Renderman render view? I have yet to find any video or blog on this problem...
日本語フォーラム » addpoint関数の仕様について。作成したばかりのポイントから情報が引き出せない
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- Hikari_
- 40 posts
- Offline
VEXでaddpoint()を用いてポイントを作成した場合、戻り値としてポイント番号が返ってくると思います。
それを利用してその場でそのポイントの@Pを引き出そうとすると上手くいかないことに気が付きました。
単一のWrangle内で作成した情報の「その場で情報を取得できる/できない」のラインがどういった基準で引かれているのか教えていただきたいです。
私が作成したコードは以下のようなものです。(変数の作成過程などは省いています)
作成したポイントの座標を取得して次の行からの処理に利用しようと思っていたのですが、
試しにv@newpt_posアトリビュートに書き出したものはスプレッドシートを確認する限り(0,0,0)が返ってきてしまっており、正しい座標は取得できていませんでした。(ポイント自体は意図した場所に作成できている)
「予め座標の変数を作っておく」「Wrangleをもう一つ作ってしまう」など、欲しい結果を得る方法自体は一応思い浮かぶのですが、
今後Houdiniを触る上でVEXやWrangleの振る舞い自体をきちんと把握しておきたいと思い質問させていただきました。
よろしくお願いします。
関係あるかわかりませんがRun OverはDetailにして使用していました。
それを利用してその場でそのポイントの@Pを引き出そうとすると上手くいかないことに気が付きました。
単一のWrangle内で作成した情報の「その場で情報を取得できる/できない」のラインがどういった基準で引かれているのか教えていただきたいです。
私が作成したコードは以下のようなものです。(変数の作成過程などは省いています)
int newptnum = addpoint(0,set(foo * 2, foo2*3, foo3 + foo4)); v@newpt_pos = point(0,"P",newptnum);
作成したポイントの座標を取得して次の行からの処理に利用しようと思っていたのですが、
試しにv@newpt_posアトリビュートに書き出したものはスプレッドシートを確認する限り(0,0,0)が返ってきてしまっており、正しい座標は取得できていませんでした。(ポイント自体は意図した場所に作成できている)
「予め座標の変数を作っておく」「Wrangleをもう一つ作ってしまう」など、欲しい結果を得る方法自体は一応思い浮かぶのですが、
今後Houdiniを触る上でVEXやWrangleの振る舞い自体をきちんと把握しておきたいと思い質問させていただきました。
よろしくお願いします。
関係あるかわかりませんがRun OverはDetailにして使用していました。
Edited by Hikari_ - Oct. 9, 2023 01:40:52
Technical Discussion » Ubuntu - OCIO config + drag file into node path not working
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- gunjack
- 8 posts
- Offline
Hi, on Ubuntu I have set the OCIO environment variable and also put the OCIO path to houdini.env. I see correct OCIO 1.2 config file loaded in Edit>Color_settings>Color_correction. I also see in Render View in Color Correction bar that ACES+sRGB is being used but the render looks same as if OCIO is not loaded. In Windows the same OCIO config works correctly.
Additionally I am not able to drag drop any file from Nautilus into paths in the houdini nodes. I need to click the arrow and find each file in the explorer manually. Drag and drop works when I switch to GNOME Wayland but in default GNOME it does not.
Can anyone help? I spent over a day trying to fix this without luck.
Additionally I am not able to drag drop any file from Nautilus into paths in the houdini nodes. I need to click the arrow and find each file in the explorer manually. Drag and drop works when I switch to GNOME Wayland but in default GNOME it does not.
Can anyone help? I spent over a day trying to fix this without luck.
Technical Discussion » Baking displacement from a material onto geometry
-
- Gooseflesh
- 1 posts
- Offline
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Edited by Gooseflesh - Nov. 14, 2024 09:47:00
Solaris and Karma » 【Arnold】Curvature node does not work properly in Solaris.
-
- kensho.murata
- 3 posts
- Offline
Hi,
I'm encountering an issue with Arnold in Solaris.
As you can see in the attached picture, the curvature node doesn't work properly when using CPU mode.
Only Curvature_Convex returns nothing.
Has anyone else experienced similar behavior?
I have attached the .hiplc file link for the reference.
https://drive.google.com/file/d/1Wy2q3f_wD2tsHfmLrAMWOh8rnUdCyegM/view?usp=sharing [drive.google.com]
If someone could take a look at it, I would greatly appreciate it.
Thanks,
Kensho
------------------------------
Houdini: 19.5.752
HtoA: 6.2.4.0
Arnold: 7.2.4.0
------------------------------
I'm encountering an issue with Arnold in Solaris.
As you can see in the attached picture, the curvature node doesn't work properly when using CPU mode.
Only Curvature_Convex returns nothing.
Has anyone else experienced similar behavior?
I have attached the .hiplc file link for the reference.
https://drive.google.com/file/d/1Wy2q3f_wD2tsHfmLrAMWOh8rnUdCyegM/view?usp=sharing [drive.google.com]
If someone could take a look at it, I would greatly appreciate it.
Thanks,
Kensho
------------------------------
Houdini: 19.5.752
HtoA: 6.2.4.0
Arnold: 7.2.4.0
------------------------------
Edited by kensho.murata - Oct. 12, 2023 02:34:40
PDG/TOPs » clicking generate on top node composite crashes (sometimes)
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- evanrudefx
- 266 posts
- Offline
Hello,
I have a very basic top network. It is pretty much exactly the same as the example file for ROPCompositeOutput. I am just using a file range to generate tasks for a render I did. Then I am using the ROPCompositeOutput node. Inside I am just using a denoise cop to denoise my render using the intel denoiser. When I right click then choose generate on the ROPCompositeOutput it crashes around slightly more than half of the time, like 60-70%. I am pretty new to tops, but why would hitting generate cause it to crash most of the time? Not even cooking, just generating the tasks. I included my hip. Just the top network part. Of course you can't run it because you don't have my rendered images, but you can see what I did at least.
Thanks
I have a very basic top network. It is pretty much exactly the same as the example file for ROPCompositeOutput. I am just using a file range to generate tasks for a render I did. Then I am using the ROPCompositeOutput node. Inside I am just using a denoise cop to denoise my render using the intel denoiser. When I right click then choose generate on the ROPCompositeOutput it crashes around slightly more than half of the time, like 60-70%. I am pretty new to tops, but why would hitting generate cause it to crash most of the time? Not even cooking, just generating the tasks. I included my hip. Just the top network part. Of course you can't run it because you don't have my rendered images, but you can see what I did at least.
Thanks
Edited by evanrudefx - Oct. 6, 2023 13:21:17
Technical Discussion » Any way to render a 360/latlong flipbook?
-
- localstarlight
- 58 posts
- Offline
I am making an animatic for a dome show which is a 360/latlong format. It's extremely high resolution, so I'd love to take advantage of the flipbook function in Houdini for the animatic, but since it uses the viewer, even when using a camera setup to be 360, the output is still a standard perspective view. So I guess there's two questions:
1. Is there any way to get the scene viewer to show the camera view in the correct perspective (spherical/latlong) instead of perspective when using that kind of camera?
2. Is there any way to use a ROP node to render the spherical/latlong frame in a low-res OpenGL-style way that is as quick as using a flipbook?
1. Is there any way to get the scene viewer to show the camera view in the correct perspective (spherical/latlong) instead of perspective when using that kind of camera?
2. Is there any way to use a ROP node to render the spherical/latlong frame in a low-res OpenGL-style way that is as quick as using a flipbook?
Technical Discussion » MacOS - Installing Houdini on external drive fails
-
- nikita_a_dudnik
- 7 posts
- Offline
I was getting an error while trying to install Houdini on an external drive on MacOS with Houdini Launcher.
It couldn't create installation folders.
The solution is simple. Add it to the Full Disc Access list in System Settings > Privacy & Security > Full Disc Access.
I'm sure it could fix other installation issues, too, if you ever had them.
It couldn't create installation folders.
The solution is simple. Add it to the Full Disc Access list in System Settings > Privacy & Security > Full Disc Access.
I'm sure it could fix other installation issues, too, if you ever had them.
日本語フォーラム » メッシュ間の距離を考慮してUVをレイアウトする方法
-
- tealike
- 2 posts
- Offline
UVをレイアウトする際に、メッシュ間の距離が近いUV島同士を、ある程度固まらせてレイアウトさせたいです。
手元では、以下の方法でトライしてみました。
1.距離が近いもの同士をグループ化して、個別にレイアウトを実行する。
2.「UVLayout」の「Connectivity」を利用して、1のレイアウトを維持したまま全体をレイアウトする。
しかし、この方法では、以下2つの問題が出ます。
・パディング間隔が均一ではない。
・無駄なUV領域が多い。
こちら解決策などありますでしょうか。
よろしくお願いいたします。
手元では、以下の方法でトライしてみました。
1.距離が近いもの同士をグループ化して、個別にレイアウトを実行する。
2.「UVLayout」の「Connectivity」を利用して、1のレイアウトを維持したまま全体をレイアウトする。
しかし、この方法では、以下2つの問題が出ます。
・パディング間隔が均一ではない。
・無駄なUV領域が多い。
こちら解決策などありますでしょうか。
よろしくお願いいたします。
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