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Technical Discussion » Houdini to Maya vray motion blur on changing point count
- Midasssilver
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Im struggling with getting my motion blur to read in maya, on an alembic exported from Houdini with a changing point count. Ive seen a lot of information about promoting velocity to a vertex attribute, or transferring vel to Color, then converting that to a vertex attribute and renaming it v. Nothing is getting velocity working in vray. If anyone has any additional insight, Id appreciate it!
Technical Discussion » file chooser very slow
- Midasssilver
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Technical Discussion » Active RBD pieces getting stuck!!! HIP included
- Midasssilver
- 310 posts
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That's what Im thinking too. I think I have a workaround, where Im just going to delete interior shards. Thanks for checking it out!
Technical Discussion » Active RBD pieces getting stuck!!! HIP included
- Midasssilver
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Yeah, I was just trying to get all of the active pieces out, immediately. As you can see, a lot just get stuck in there, despite being active, and just slowly fall out, instead of all falling out at once
Technical Discussion » Active RBD pieces getting stuck!!! HIP included
- Midasssilver
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Not exactly sure what to do about this. I have a crack running along a wall, with pieces becoming active and falling out. A lot of the pieces that are becoming active don't actually come out - they just stay in the crack and wiggle around. Ive tried reducing the friction, working with different types of collision representation, etc. Nothing works. I was able to force them out by adding a collider to push them out, but that isn't the motion I'd like. If anyone has a solution to this, Id be eternally grateful!
Thank you!
Thank you!
Technical Discussion » Need help deforming a particle sim along a path. With HIP!
- Midasssilver
- 310 posts
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Point deform is close, but there are unexpected twists as it deforms along the path. Let me know if anyone has any ideas!
Edited by Midasssilver - June 17, 2023 03:06:11
Technical Discussion » Need help deforming a particle sim along a path. With HIP!
- Midasssilver
- 310 posts
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Any houdini gurus able to help me deform a particle sim along a path? I already have a particle sim I like in another shot, so I wasn't planning on a dynamic approach, unless it could work without affecting my other forces. Please see the hip! Thank you!
Houdini Indie and Apprentice » zero volume rbd ?
- Midasssilver
- 310 posts
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It's a little misleading, but delete the pieces that have a zero volume before you sim. You can use a measure sop in a for each sop, to get the volume of each piece. Note that some pieces may be treated as static, even if their volume is greater than 0. If you want to know exactly which ones, after your sim group points with length(v) == 0 (The static pieces) then you can see what their class/name is and delete them before the sim that way
Technical Discussion » Re-opened a scene, and nodes are locked?
- Midasssilver
- 310 posts
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I opened a H19.5 scene that I was working on last night, and in the morning, most of the nodes had a red lock next to them that was unlocked, as if they became a digital asset overnight. Anyone ever experience something like this?
Technical Discussion » Rotate Points around a curve
- Midasssilver
- 310 posts
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That worked absolutely perfectly! Ill try and dissect what u did and give it a shot. Thanks again!
Edited by Midasssilver - Nov. 8, 2022 14:46:16
Technical Discussion » Rotate Points around a curve
- Midasssilver
- 310 posts
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Hi there, Im struggling with something that should hopefully not be too difficult for someone with more vex knowledge. Ive uploaded a hip of a simple scene, where I have points around a curve. I want the points to orbit around the curve, but maintain their distance. A pop curve force wasn't really working out, and I can't use a pop axis force, so I assumed vex would be the best answer. Any help would be appreciated!
Technical Discussion » Changing substeps changes the pyro look
- Midasssilver
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Technical Discussion » Changing substeps changes the pyro look
- Midasssilver
- 310 posts
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Thanks for the response! While the shape changes a bit, the biggest change I see is in the temperature and density that is output. I can probably refit the temperature, but the density is a bigger issue. Good to know it isn't a simple fix that I was just missing.
The specific issue im having is that im getting horizontal lines in my pyro, which I believe are a result of the collision object. I wish there was something like collision iterations for Pyro, because substeps appear to be the only thing that improves it.
The specific issue im having is that im getting horizontal lines in my pyro, which I believe are a result of the collision object. I wish there was something like collision iterations for Pyro, because substeps appear to be the only thing that improves it.
Edited by Midasssilver - Oct. 28, 2022 15:54:50
Technical Discussion » Changing substeps changes the pyro look
- Midasssilver
- 310 posts
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I know that if I increase the substeps, certain solvers inside the pyro solver calculate extra times for each substep, changing the look of my sim. Anyone know a work around, or which attributes are affected by the change? I have a sim that I need to resolve artifacts with by using substeps, but increase the substeps changes the look! Any insight would be much appreciated!
Technical Discussion » lines in fluid source
- Midasssilver
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Technical Discussion » Is there any difference mat context or shops?
- Midasssilver
- 310 posts
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I believe the mat context is more like vops, in that we have the ability to edit shaders at the top level. Whereas with shops, you need to dive inside to access the attributes. Shouldnt be a huge difference, but id suggest getting use to having your materials in the mat context
Technical Discussion » Divergence/Convergence Flip
- Midasssilver
- 310 posts
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I was struggling to find how to achieve convergence with flip. After enabling Divergence by attribute on the solver, I created a divergence attribute in sops and had it inherited into the source, then divergence appeared to work. To get convergence, which aids the stringy tendril look for the fluids, I had to use a negative divergence value, which gave me exactly what I wanted.
Technical Discussion » Vellum Wrinkle Tips
- Midasssilver
- 310 posts
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Also, if your cloth has a low enough bend stiffness, it will naturally create wrinkles due to gravity. Then you need to balance it by adding stiffness. If you need additional wrinkles, they can also be added post sim, using the vellum brush. You might need to write out the sim first.
Technical Discussion » Particles not rendering correctly
- Midasssilver
- 310 posts
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I dont have time to dive into a hip rn, but Id suggest experimenting with your pscale value, changing your lighting setup, trying a constant shader to see if that works, etc. If none of that works, I can check out your hip later
Technical Discussion » Vellum Wrinkle Tips
- Midasssilver
- 310 posts
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There's a few methods. If there is enough topology, and the cloth has a low enough bend stiffness, it will naturally wrinkle. Then compression stiffness can help preserve those wrinkles.
Also, the vellum brush is a good way to add wrinkles as well. I used that on an animated alembic, to add wrinkles to that. Can potentially use that on a static alembic, then set the wrinkled geo as the new rest state. The cool thing about the vellum brush, is it supports collisions, so that we can avoid the interpenetration we would normally get when shaping the cloth on the body
Also, the vellum brush is a good way to add wrinkles as well. I used that on an animated alembic, to add wrinkles to that. Can potentially use that on a static alembic, then set the wrinkled geo as the new rest state. The cool thing about the vellum brush, is it supports collisions, so that we can avoid the interpenetration we would normally get when shaping the cloth on the body
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