Hi there.
I want to transfer a curve or volume created with rasterize curve on a mesh uv so I can bake the data on a texture. for example I have a cylinder and I draw some curves with color, opacity and width attributes using a pen tablet. Now I want a map from that curve on the cylinder uv map.
Is there any way to do this? Thanks
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Technical Discussion » How to transfer a volume value to mesh uv?
- mosssi
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Houdini Engine for Unreal » Use Unreal Paint in Houdini Engine
- mosssi
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Hi there,
I'm wondering if there is a way to use Unreal Engine 4 paint mode as Houdini digital asset paint sop edit. I watched Ivy_Paint asset video and there is a Painted_Geo input in it so you should paint your geo in UE4 and use it as input. But I want to paint my Houdini Mesh in UE4 and continue the process from there to finalize mesh.
So do you think it is possible?
Thank you
I'm wondering if there is a way to use Unreal Engine 4 paint mode as Houdini digital asset paint sop edit. I watched Ivy_Paint asset video and there is a Painted_Geo input in it so you should paint your geo in UE4 and use it as input. But I want to paint my Houdini Mesh in UE4 and continue the process from there to finalize mesh.
So do you think it is possible?
Thank you
Houdini Engine for Unreal » Unreal Editor won't launch after uninstalling H16
- mosssi
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tc
The uninstaller might not have removed the plugin from the UE4 folder. You can check whether there is a Houdini plugin in one of the subfolders of C:\Program Files (x86)\Epic Games\4.15\Engine\Plugins\Runtime and simply delete it. This solved the issue for me.
Sorry, I was in hurry so I un/reinstalled UE but before that I checked the Runtime folder and yes there was Houdini engine files there. Thank you anyway
Houdini Engine for Unreal » Unreal Editor won't launch after uninstalling H16
- mosssi
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Hi guys.
I uninstalled my Houdini and I had Houdini engine installed for UE 4.15 so now my Editor won't launch and in cmd writes this:
Can't open dophints.cmd
Could not find scene mouse modifier file: SceneMouseModifiers
Unrecognized modifier key token: scene.handle.floor.mirror
Unrecognized modifier key token: scene.handle.common.scale_delta
Unrecognized modifier key token: scene.selector.plane.pick_normal
Unrecognized modifier key token: scene.floor.xy
Unrecognized modifier key token: scene.floor.h
Unrecognized modifier key token: scene.common.extend
ImportError: No module named site
can anyone please tell me if it's a Houdini related problem or how to fix it?
I uninstalled my Houdini and I had Houdini engine installed for UE 4.15 so now my Editor won't launch and in cmd writes this:
Can't open dophints.cmd
Could not find scene mouse modifier file: SceneMouseModifiers
Unrecognized modifier key token: scene.handle.floor.mirror
Unrecognized modifier key token: scene.handle.common.scale_delta
Unrecognized modifier key token: scene.selector.plane.pick_normal
Unrecognized modifier key token: scene.floor.xy
Unrecognized modifier key token: scene.floor.h
Unrecognized modifier key token: scene.common.extend
ImportError: No module named site
can anyone please tell me if it's a Houdini related problem or how to fix it?
Technical Discussion » Houdini error after Windows update...
- mosssi
- 51 posts
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chrism
Already fixed a couple weeks ago - grab the latest cut of 15.5.
Hi chris. What do you mean install new version? What if I need an old version too?
Technical Discussion » Viewport Volume render
- mosssi
- 51 posts
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Thanks for your reply, but I tried everything and I think this is a more complicated problem that Sidefx don't know why themselves. there is no clue in any thread before from SESI.
Technical Discussion » Viewport Volume render
- mosssi
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Hi guys
I have a scene view problem with fog volumes. when I don't have a light in my scene or I switch to no light and hlight everything is ok but when I add a light, my volume starts to be rendered wrong every time I tweak it or switch between nodes, like this image. also when I switch repeatedly between different light buttons it may render good, randomly.
I found some threads with same problem but no one had a solution. so please SESI tell me whats wrong.
Thanks
______________
Win 10 64x
nvidia GTX 960 2Gb (driver v 361.43)
i5 760
8 Gb DDR3
I have a scene view problem with fog volumes. when I don't have a light in my scene or I switch to no light and hlight everything is ok but when I add a light, my volume starts to be rendered wrong every time I tweak it or switch between nodes, like this image. also when I switch repeatedly between different light buttons it may render good, randomly.
I found some threads with same problem but no one had a solution. so please SESI tell me whats wrong.
Thanks
______________
Win 10 64x
nvidia GTX 960 2Gb (driver v 361.43)
i5 760
8 Gb DDR3
Houdini Learning Materials » control force with colour
- mosssi
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You need to work more organized because you all your little mistakes make effect on your result. and when you change a parameter and that doesn't help you for fixing your problem just turn it back to its default.
I did these:
a close } at the end of vex code
insert your sop path in popobject.
I disabled popsource1 and popgrains1
changed your force activation back to 1
I did these:
a close } at the end of vex code
insert your sop path in popobject.
I disabled popsource1 and popgrains1
changed your force activation back to 1
Technical Discussion » Renderman error
- mosssi
- 51 posts
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Just paste this lines (without #) in “houdini.env” text file located in your “documents/houdini15” folder then save and restart Houdini.
RMANTREE = “CProgram Files/Pixar/RenderManProServer-20.6”
PATH = “$PATH;$RMANTREE/bin”
RMANTREE = “CProgram Files/Pixar/RenderManProServer-20.6”
PATH = “$PATH;$RMANTREE/bin”
Houdini Learning Materials » Sharing my tutorials
- mosssi
- 51 posts
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Houdini Indie and Apprentice » Dynamic Field Distance
- mosssi
- 51 posts
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timb
Is there anyway to add swirl or wind to the blown particles?
Yes, you can use a wind node and a vex code to affecs particles with speed greater than zero; or instead of all this metaball things you can use a sphere with camera animation and group particles which are collided by the sphere.
Sorry I can't help you with another example so you can search for collision behavior on the pop solver.
Houdini Indie and Apprentice » Dynamic Field Distance
- mosssi
- 51 posts
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This is how I would do this but in Houdini there are multiple ways to achieve same effect.
Houdini Learning Materials » animateded curve from maya to Houdini
- mosssi
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Hi
If you want to replace the bgeo curves with your alembic animated curve its not necessary to convert alembic to bgeo.
you should use an alembic node instead of file node and if your alembic is a packed primitive (is just shown as one point) you should use an unpack sop.
If you want to replace the bgeo curves with your alembic animated curve its not necessary to convert alembic to bgeo.
you should use an alembic node instead of file node and if your alembic is a packed primitive (is just shown as one point) you should use an unpack sop.
Houdini Learning Materials » Any tip on speeding up caching a longer sim?
- mosssi
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You have two way for caching a simulation. first cache the sim data which dopnetwork can use it later which can be done in Output node inside dopnetwork itself.
Or cache the result of simulation like objects or fluids. I usually don't use sim cache except I need initial state for simulation. if you have your 50 frames sim files you can load your frame 50th at your dopnetwork node as initial state and do your sim from there with diffrenet location to prevent overwrite.
But my advice is cache your result out of dopnetwork with a rop_geometry node and it is better to deactivate cache simulation button on dopnetwork.
after setup your dop and rop_geometry you can save and close houdini and use houdini commandline and navigate to your scene location. so by hbatch command you can open your scene and navigate again true your hip to your rop_geometry location. after this, the code will works fine:
render -V -f 1 100 1 rop_geometry
Or cache the result of simulation like objects or fluids. I usually don't use sim cache except I need initial state for simulation. if you have your 50 frames sim files you can load your frame 50th at your dopnetwork node as initial state and do your sim from there with diffrenet location to prevent overwrite.
But my advice is cache your result out of dopnetwork with a rop_geometry node and it is better to deactivate cache simulation button on dopnetwork.
after setup your dop and rop_geometry you can save and close houdini and use houdini commandline and navigate to your scene location. so by hbatch command you can open your scene and navigate again true your hip to your rop_geometry location. after this, the code will works fine:
render -V -f 1 100 1 rop_geometry
Work in Progress » Total Torus - Newb First HDA Project
- mosssi
- 51 posts
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Nice options on deformation tab, that might comes handy sometimes. but polygon torus doesn't t work for me.
Technical Discussion » Houdini 15 viewport behaving weird.
- mosssi
- 51 posts
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Hi
This is not an openGL issue and I believe your selection and handles problem are not related to vga, too.
the coloring of faces depends on point normals and lighting of the scene. some sops correct point normals automatically like polyBevel and poly Extrude and you can add certain nodes (like cusp, facet or vertex) for editing point normals so you can see your geometry better. also normals are important in rendering of your geo.
and I guess your handle and selection problem is because of difference between houdini selection method and other packages that takes time to master.
This is not an openGL issue and I believe your selection and handles problem are not related to vga, too.
the coloring of faces depends on point normals and lighting of the scene. some sops correct point normals automatically like polyBevel and poly Extrude and you can add certain nodes (like cusp, facet or vertex) for editing point normals so you can see your geometry better. also normals are important in rendering of your geo.
and I guess your handle and selection problem is because of difference between houdini selection method and other packages that takes time to master.
Work in Progress » flooding water
- mosssi
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I agree, wet map is great but this needs more splashes and white water. also it settles down too quickly.
good luck
good luck
Technical Discussion » GPU upgrade for workstation
- mosssi
- 51 posts
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Sorry for interrupting, but I have a question after following this thread.
Does pyro use openCL as default computation system or should I do some changes every time I setup a fluid simulation?
Thanks
Does pyro use openCL as default computation system or should I do some changes every time I setup a fluid simulation?
Thanks
Technical Discussion » Helicopter dust method
- mosssi
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Thank you man, this is nice for spreading particles and I will do this for the middle of dust and on the edges I'll add a curl shape vel field created with sop and some wind force.
Technical Discussion » Helicopter dust method
- mosssi
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Thanks moogtastic,
You are right, I had some tests for velocity field before as you said it's the key to a descent fluid sim. my mistake was emitting smoke from those particles instead of updating smoke velocity.
Now the main challenge is creating a nice behavior for particles with forces. I prefer using some sop geometry to guide pops too.
have any suggestion on that?
Thanks again
You are right, I had some tests for velocity field before as you said it's the key to a descent fluid sim. my mistake was emitting smoke from those particles instead of updating smoke velocity.
Now the main challenge is creating a nice behavior for particles with forces. I prefer using some sop geometry to guide pops too.
have any suggestion on that?
Thanks again
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