I’m afraid not. I quite like my job
But where as I’d expect to see better collision results over substeps, I’m seeing the opposite. I’m presuming that’s because there’s some funny time offset going on when we’re using subframes in mayas timeline.
I guess a good question to have answered is. If we have maya timeline set to integers and we use 5 substeps on the hda, Are we actually getting animation moving over those substeps, or does it freeze on the integer frame and solve 5 times…
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Houdini Engine for Maya » MayaHE and substeps
- niietzshe
- 42 posts
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Houdini Engine for Maya » MayaHE and substeps
- niietzshe
- 42 posts
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We’re having some issues with vellum in Houdini engine for Maya.
Running 5 sim substeps with the playback set to int frames results in a good simulation with resolved collisions.
Running 5 sim substeps with playback set to 0.2 step gives us very different results with collisions looking like they’re not working and pin to anima drifting off.
So it looks like maya isn’t feeding Houdini engine the correct subframe geo.
Any tips?
Thanks
Christian
Running 5 sim substeps with the playback set to int frames results in a good simulation with resolved collisions.
Running 5 sim substeps with playback set to 0.2 step gives us very different results with collisions looking like they’re not working and pin to anima drifting off.
So it looks like maya isn’t feeding Houdini engine the correct subframe geo.
Any tips?
Thanks
Christian
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- niietzshe
- 42 posts
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Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- niietzshe
- 42 posts
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Well that's terrible news!
What is the reasons for this? Is it going to be rectified any time soon?
What is the reasons for this? Is it going to be rectified any time soon?
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- niietzshe
- 42 posts
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I have 2.7Ghz i5, 8GB DDR3 RAM, Intel Iris 6100 (1.5GB).
Should be totally fine, in fact it should be blazing until I start doing sims or dealing with big data. I've run Houdini fine on 4GB ram, 2.4GHz Core2Duo from a 2008 MacbookPro, so something is up, what is it?
Should be totally fine, in fact it should be blazing until I start doing sims or dealing with big data. I've run Houdini fine on 4GB ram, 2.4GHz Core2Duo from a 2008 MacbookPro, so something is up, what is it?
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- niietzshe
- 42 posts
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What on earth is going on!
It takes 20 seconds to uniform scale a default sphere on a brand new MacbookPro (2015)…
It takes 20 seconds to uniform scale a default sphere on a brand new MacbookPro (2015)…
Technical Discussion » Accessing DOP Position in gasFieldVop externally in SHOPNET
- niietzshe
- 42 posts
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Bit of a daft one and I have a work around for this, just checking if I missed anything.
I have a smoke sim setup with rotated domains using positionDOP. I then have some gasFieldVops that are pointing to CVEX operators to do extra things to the sim.
It would be handy to be able to access the position data (mainly orient) to be able to correctly calculate forces correctly if the domain is rotated etc. My work around is for the user to point at the domain object, but I'd like to do this automatically if possible.
So. I need to pull in the positionData into a gasFieldVop without doing expressions that point to nodes, has to just pull in the data.
Thanks for any help
Christian
I have a smoke sim setup with rotated domains using positionDOP. I then have some gasFieldVops that are pointing to CVEX operators to do extra things to the sim.
It would be handy to be able to access the position data (mainly orient) to be able to correctly calculate forces correctly if the domain is rotated etc. My work around is for the user to point at the domain object, but I'd like to do this automatically if possible.
So. I need to pull in the positionData into a gasFieldVop without doing expressions that point to nodes, has to just pull in the data.
Thanks for any help
Christian
Technical Discussion » Instance Volume Light - Change point cloud
- niietzshe
- 42 posts
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Technical Discussion » Instance Volume Light - Change point cloud
- niietzshe
- 42 posts
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Hey all, I've hit a brick wall:
I have 10 fire sims 1000 frames long, all with a corresponding point cloud.
These sims are then instanced a couple of hundred times picking one of the ten at a different frame offset per scattered point.
I also have the corresponding point clouds from a volume light for each sim and want to do the same thing so I can light them with the point cloud.
My problem is I can't override the pc_file parameter on the volume light to pick one of the ten .pc's I have at different times per point. Is there any way of doing this? It's got me scratching my head.
I'm wondering if I need to build my own light shader and set a material override in the instance so I can change the point cloud, but I'd rather not have to do that. Preferably I'm just missing something and it will be a lot easier to do than I'm thinking.
Thanks for any help.
Christian
P.s. I've just put together a quick scene, it's not doing anything but in case I haven't made it clear what I'm trying to do, hopefully the scene will better explain it.
I have 10 fire sims 1000 frames long, all with a corresponding point cloud.
These sims are then instanced a couple of hundred times picking one of the ten at a different frame offset per scattered point.
I also have the corresponding point clouds from a volume light for each sim and want to do the same thing so I can light them with the point cloud.
My problem is I can't override the pc_file parameter on the volume light to pick one of the ten .pc's I have at different times per point. Is there any way of doing this? It's got me scratching my head.
I'm wondering if I need to build my own light shader and set a material override in the instance so I can change the point cloud, but I'd rather not have to do that. Preferably I'm just missing something and it will be a lot easier to do than I'm thinking.
Thanks for any help.
Christian
P.s. I've just put together a quick scene, it's not doing anything but in case I haven't made it clear what I'm trying to do, hopefully the scene will better explain it.
Technical Discussion » Volume Light .pc output Only
- niietzshe
- 42 posts
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Hey everyone.
I want to generate the .pc file from a volume light without it progressing through to actually rendering the image. Is this possible?
Thanks
C
I want to generate the .pc file from a volume light without it progressing through to actually rendering the image. Is this possible?
Thanks
C
Technical Discussion » Is plasticity working in H13?
- niietzshe
- 42 posts
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Hmm actually that might be working, I just need to lower my initial threshold I think. If that's the case though, then the details view isn't updating, which is why I'm probably thinking plasticity isn't working. I also see velocities flipped in the viewport sometimes. Lots of UI bugs in 12.5, I was hoping for less in 13.
Technical Discussion » Is plasticity working in H13?
- niietzshe
- 42 posts
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Here I'm trying to add a custom update to the rest position but I can't get it to stick. I'm aiming at having metal rip apart and freeze.
Any help is much appreciated as I just can't get it to freeze when I want (without updating pintoanimation, which looks a bit odd).
Any help is much appreciated as I just can't get it to freeze when I want (without updating pintoanimation, which looks a bit odd).
Technical Discussion » Is plasticity working in H13?
- niietzshe
- 42 posts
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Technical Discussion » Problems with copyDataDOP
- niietzshe
- 42 posts
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I'm trying to get a setup in DOPs where I can put in my default method of working with fields and duplicate that for the amount of times I want to do it.
The idea is to control it from the interface with +- to add/remove anything I want.
So I'll have one of the DOP inputs dedicated to sources for instance but be able to split them out in dops by copying the bit of the network I want and cycling through density_0, density_1, density_2 etc…
I could just create say 5-10 branches and switch between them with merges etc, but I'm looking for a more elegant solution.
I've attached an example scene where I'm trying to copy density into each copy and multiply by the copy number. I thought I had it when I switch the sharing data, but the density doesn't update in the I/Os…
HELP!
Thanks
Christian
P.s. This post is over at OdForce as well, but no-one is biting:
http://tinyurl.com/q5sjxll [tinyurl.com]
The idea is to control it from the interface with +- to add/remove anything I want.
So I'll have one of the DOP inputs dedicated to sources for instance but be able to split them out in dops by copying the bit of the network I want and cycling through density_0, density_1, density_2 etc…
I could just create say 5-10 branches and switch between them with merges etc, but I'm looking for a more elegant solution.
I've attached an example scene where I'm trying to copy density into each copy and multiply by the copy number. I thought I had it when I switch the sharing data, but the density doesn't update in the I/Os…
HELP!
Thanks
Christian
P.s. This post is over at OdForce as well, but no-one is biting:
http://tinyurl.com/q5sjxll [tinyurl.com]
Work in Progress » Smoke Path Follow
- niietzshe
- 42 posts
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Thanks for sharing!
Can you tell me why you normalise your velocities and add the magnitude back on later? Is it just to get a velocity bias so you can choose how much you want to add to it? I find it hard sometimes to control smoke without pushing it too far and stopping looking like smoke… Any tips?
Thanks
C
Can you tell me why you normalise your velocities and add the magnitude back on later? Is it just to get a velocity bias so you can choose how much you want to add to it? I find it hard sometimes to control smoke without pushing it too far and stopping looking like smoke… Any tips?
Thanks
C
Work in Progress » Smoke Path Follow
- niietzshe
- 42 posts
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Thanks, checked it out and it's just a pump source sop, good, but Alejandro's has a lot of DOP stuff going on.
Work in Progress » Smoke Path Follow
- niietzshe
- 42 posts
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Did you ever finish the H12 version of this?
I'd love to have a look to see the differences.
Thank you for sharing so far, I have learnt a lot from this scene.
N
I'd love to have a look to see the differences.
Thank you for sharing so far, I have learnt a lot from this scene.
N
Houdini Lounge » Request: Network Drawing Board
- niietzshe
- 42 posts
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Houdini Lounge » Request: Network Drawing Board
- niietzshe
- 42 posts
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Not entirely sure how/where to do that. Pass me the link and I will sort it out.
I think it'll be a great way to make comments clear and concise for people picking up your scenes.
I think it'll be a great way to make comments clear and concise for people picking up your scenes.
Houdini Lounge » Request: Network Drawing Board
- niietzshe
- 42 posts
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A small request, just thought I'd put it out there to see if anyone else would be interested.
I usually have comments on nodes and in stickies to annotate what is going on in networks (makes it easier for others to pick up as well as myself months later when I'm trying to remember what I was doing).
I think it would be great to be able to draw on the network view, for instance drawing an arrow at a few different nodes scattered through the tree, or circling them and then annotating with the brush what they are for etc.
Just an idea
Thanks
Christian
I usually have comments on nodes and in stickies to annotate what is going on in networks (makes it easier for others to pick up as well as myself months later when I'm trying to remember what I was doing).
I think it would be great to be able to draw on the network view, for instance drawing an arrow at a few different nodes scattered through the tree, or circling them and then annotating with the brush what they are for etc.
Just an idea
Thanks
Christian
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