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3rd Party » problem with redshift proxy export
- Andi Farhall
- 115 posts
- Offline
The node you're using to export the proxy needs to have it's display flag on. I've run into this before.
Technical Discussion » Rotation... before, during and after simulation oddness
- Andi Farhall
- 115 posts
- Offline
Hi all,
I'm doing a simplified "falling pebbles" simulation, using packed cubes as rigid bodies through a pop source, then using @instancefile after the sim to replace the cubes with rocks... Works a treat, but rotations (or display of) are a bit screwy.
Using @orient to randomise the rotation of the cubes before simulation, the simulation and dopimport stage seem to display rotation slightly off, bit when I copy to points the original master cube after the dopimport to check rotations it looks correct.
Going a different route and using a randomised @N and @up the sim and dopimport match the initial setup visually, but the copies now won't match their rotation to the incoming data... Unless I unpack first in which case I obviously get 8 cubes for each input.
Is the display thing with @orient a known gotcha? (not known by me obvs). And How would I go about making the @N & @up route match at the end?
cheers,
A.
I'm doing a simplified "falling pebbles" simulation, using packed cubes as rigid bodies through a pop source, then using @instancefile after the sim to replace the cubes with rocks... Works a treat, but rotations (or display of) are a bit screwy.
Using @orient to randomise the rotation of the cubes before simulation, the simulation and dopimport stage seem to display rotation slightly off, bit when I copy to points the original master cube after the dopimport to check rotations it looks correct.
Going a different route and using a randomised @N and @up the sim and dopimport match the initial setup visually, but the copies now won't match their rotation to the incoming data... Unless I unpack first in which case I obviously get 8 cubes for each input.
Is the display thing with @orient a known gotcha? (not known by me obvs). And How would I go about making the @N & @up route match at the end?
cheers,
A.
Technical Discussion » Constrained collision objects
- Andi Farhall
- 115 posts
- Offline
Hi all,
I've noticed an object that gets it animation from a constraint (path in this case) affects flip much more than a simple object level animation doing the same move.
I'm assuming the object and sop level animations are correct as they match, and the constrained one is wrong. I know constraints are a bit different in H, should I steer clear of using them in cases like this?
cheers,
A
EDIT:
I've actually got this the wrong way round... The sop level animation is the odd one.
I've noticed an object that gets it animation from a constraint (path in this case) affects flip much more than a simple object level animation doing the same move.
I'm assuming the object and sop level animations are correct as they match, and the constrained one is wrong. I know constraints are a bit different in H, should I steer clear of using them in cases like this?
cheers,
A
EDIT:
I've actually got this the wrong way round... The sop level animation is the odd one.
Edited by Andi Farhall - April 18, 2023 11:30:55
Technical Discussion » Pump from object.... again
- Andi Farhall
- 115 posts
- Offline
Ok...
good news/
so with a bit of judicious butchery of other peoples hip files I've managed to cobble something together that works.
bad news/
I've almost no idea what it's actually doing.
Here's my very patchy theory...
scalarfield1 just says here have a scalarfield called pump, it has no size or values yet.
sopsolver1 merges in the pump object again and does something with some data.
gasresizefield1 takes the pump field and makes it the size of the pump object.
the source node just puts values into the vel and pump fields.
One thing I don't get is how the sop solver is generating the "size" data. There's nothing I can see that links the size of the pump object to the data called size.
any info to help me out would be great,
cheers,
A.
good news/
so with a bit of judicious butchery of other peoples hip files I've managed to cobble something together that works.
bad news/
I've almost no idea what it's actually doing.
Here's my very patchy theory...
scalarfield1 just says here have a scalarfield called pump, it has no size or values yet.
sopsolver1 merges in the pump object again and does something with some data.
gasresizefield1 takes the pump field and makes it the size of the pump object.
the source node just puts values into the vel and pump fields.
One thing I don't get is how the sop solver is generating the "size" data. There's nothing I can see that links the size of the pump object to the data called size.
any info to help me out would be great,
cheers,
A.
Technical Discussion » Pump from object.... again
- Andi Farhall
- 115 posts
- Offline
Hi all,
Pumps! world of pain. Just trying to pump some flip about. The shelf tool either error, or if they don't the result is that the fluid (the particles you see inside the dop) just vanish on frame 2.
I'm using a flip tank rather than emitting from an object. I've set up a pump object in sops, with 2 voxel grids using rasterize attributes, a scalar one called pump set to 1 and a vector one called v set to 0,1,0. I use volume source in dops to import them, source field v, target field vel, and source field pump, target field pump.
Pretty please how do I set up a pump manually to work with a flip tank?
I should mention I can do it in Houdini 17.5 just not later versions, and a hip that works in 17.5 is broken in 19.5.
cheers,
A.
Pumps! world of pain. Just trying to pump some flip about. The shelf tool either error, or if they don't the result is that the fluid (the particles you see inside the dop) just vanish on frame 2.
I'm using a flip tank rather than emitting from an object. I've set up a pump object in sops, with 2 voxel grids using rasterize attributes, a scalar one called pump set to 1 and a vector one called v set to 0,1,0. I use volume source in dops to import them, source field v, target field vel, and source field pump, target field pump.
Pretty please how do I set up a pump manually to work with a flip tank?
I should mention I can do it in Houdini 17.5 just not later versions, and a hip that works in 17.5 is broken in 19.5.
cheers,
A.
Edited by Andi Farhall - April 13, 2023 05:21:09
Houdini Lounge » H19 and up, and Mapbox on Steroids
- Andi Farhall
- 115 posts
- Offline
Hi Faitel,
thanks for this, managed to get it working. Cheeky to ask, but I don't suppose theres an option to get an hda rather than an hdalc?
cheers,
A.
thanks for this, managed to get it working. Cheeky to ask, but I don't suppose theres an option to get an hda rather than an hdalc?
cheers,
A.
Houdini Lounge » H19 and up, and Mapbox on Steroids
- Andi Farhall
- 115 posts
- Offline
Very kind Faitel,
I get this when trying to generate 16k textures though. That last line sounds impressive.
Traceback (most recent call last):
File "Sop/mapbox_on_steroids::1.0/refresh", line 1, in <module>
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 157, in update
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 303, in refresh
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 129, in tiler
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 32, in cropmap
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 1167, in crop
return self._new(self._crop(self.im, box))
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 1185, in _crop
_decompression_bomb_check(absolute_values)
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 2728, in _decompression_bomb_check
"could be decompression bomb DOS attack." % (pixels, 2 * MAX_IMAGE_PIXELS)
DecompressionBombError: Image size (268435456 pixels) exceeds limit of 178956970 pixels, could be decompression bomb DOS attack.
cheers,
A>
I get this when trying to generate 16k textures though. That last line sounds impressive.
Traceback (most recent call last):
File "Sop/mapbox_on_steroids::1.0/refresh", line 1, in <module>
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 157, in update
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 303, in refresh
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 129, in tiler
File "Sop/mapbox_on_steroids::1.0, PythonModule", line 32, in cropmap
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 1167, in crop
return self._new(self._crop(self.im, box))
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 1185, in _crop
_decompression_bomb_check(absolute_values)
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.657\python27\lib\site-packages\PIL\Image.py", line 2728, in _decompression_bomb_check
"could be decompression bomb DOS attack." % (pixels, 2 * MAX_IMAGE_PIXELS)
DecompressionBombError: Image size (268435456 pixels) exceeds limit of 178956970 pixels, could be decompression bomb DOS attack.
cheers,
A>
Houdini Lounge » H19 and up, and Mapbox on Steroids
- Andi Farhall
- 115 posts
- Offline
Anyone have an up to date solution, (for which many of us would pay), to the issue of labs mapbox resolution? Mapbox on steroids was great but won't work with newer versions. Foolish I know but It's reasonably important in the pipeline for one of my projects....
Happy Friday!
Andi.
Happy Friday!
Andi.
Technical Discussion » Local variables, driving parameters and documentation
- Andi Farhall
- 115 posts
- Offline
9 times out of 10 the answer to my questions have been pointed out in the documentation. However...
Quite often I want drive a parameter with an attribute, good example being painting a point attribute to drive the height on a mountain sop, which you can do by naming the incoming point attribute @height. It isn't mentioned in the docs at all as far as I can see but why this works becomes clear if you dive inside the mountain sop attribvop and find a bind that imports @height, and I can also see all the other things that are bound in which is helpful.
Now I want to drive the wire radius on a polywire sop, again nothing in the docs in mere mortal language, but some forum searching and ah! I can just stick an @myfloatval in the wire radius channel.
Is all this information in the docs in a way I just can't see? Do I just need to rtfm properly?
Yes I can see this on the polywire sheet:
The four numerical parameters support all the local variables of the Point operation, plus the LSYSTEM specific variables of $WIDTH, $SEGS, $DIV, $LAGE, $GEN, and $ARC.
To some degree it's gobbledegook, and I see more than 4 numerical parameters so which 4 does it mean, and my only experience of local variables is in wrangles where I can see how to tie them to incoming point attributes.
I really want to learn but I feel like I'm staggering around in the fog!
Quite often I want drive a parameter with an attribute, good example being painting a point attribute to drive the height on a mountain sop, which you can do by naming the incoming point attribute @height. It isn't mentioned in the docs at all as far as I can see but why this works becomes clear if you dive inside the mountain sop attribvop and find a bind that imports @height, and I can also see all the other things that are bound in which is helpful.
Now I want to drive the wire radius on a polywire sop, again nothing in the docs in mere mortal language, but some forum searching and ah! I can just stick an @myfloatval in the wire radius channel.
Is all this information in the docs in a way I just can't see? Do I just need to rtfm properly?
Yes I can see this on the polywire sheet:
The four numerical parameters support all the local variables of the Point operation, plus the LSYSTEM specific variables of $WIDTH, $SEGS, $DIV, $LAGE, $GEN, and $ARC.
To some degree it's gobbledegook, and I see more than 4 numerical parameters so which 4 does it mean, and my only experience of local variables is in wrangles where I can see how to tie them to incoming point attributes.
I really want to learn but I feel like I'm staggering around in the fog!
Technical Discussion » Masking forces in dops
- Andi Farhall
- 115 posts
- Offline
Hi Tomas,
I used a sop solver to group some points and set the mask attr, then under the pop wind used the multiply wrangle, works a treat. Much to experiment with still.
cheers,
A.
I used a sop solver to group some points and set the mask attr, then under the pop wind used the multiply wrangle, works a treat. Much to experiment with still.
cheers,
A.
Technical Discussion » Masking forces in dops
- Andi Farhall
- 115 posts
- Offline
Hi,
I'm trying to get more art direction into some flip sims and I want to mask or blend off the effects of things like gravity, pop forces etc. I've managed to hook up mask field to a sop sdf to affect gravity, but things like pop wind won't work in that instance.
I tried a solver sop multiplying the popwind amplitude by the length of the velocity and again it does something but I've not found a way of visualizing exactly what that's doing.
Any suggestions as to how people localise forces or effects in dops, or visualise those things would be cool.
cheers,
A.
I'm trying to get more art direction into some flip sims and I want to mask or blend off the effects of things like gravity, pop forces etc. I've managed to hook up mask field to a sop sdf to affect gravity, but things like pop wind won't work in that instance.
I tried a solver sop multiplying the popwind amplitude by the length of the velocity and again it does something but I've not found a way of visualizing exactly what that's doing.
Any suggestions as to how people localise forces or effects in dops, or visualise those things would be cool.
cheers,
A.
Technical Discussion » Error message when right clicking locked parameters
- Andi Farhall
- 115 posts
- Offline
Sadly not, also present in 19.0.498. It's not getting in the way really but it's slightly unnerving.
Technical Discussion » RBD's in Redshift. strangely duplicated render object
- Andi Farhall
- 115 posts
- Offline
Hi all,
could be user error but I think a bug more likely. Test scene attached. When the rbd render object is set in the force object of the rop I get a weird duplicate version of the sim object. If I wildcard the candidate object and take it out of forced it renders as expected.
I'm getting it at work using H18.5.532 and RS3.0.45, I'm also getting it at home on my Indie 18.5.672 and RS3.0.62 which is where the test scene is from.
ring any bells?
cheers,
A>
could be user error but I think a bug more likely. Test scene attached. When the rbd render object is set in the force object of the rop I get a weird duplicate version of the sim object. If I wildcard the candidate object and take it out of forced it renders as expected.
I'm getting it at work using H18.5.532 and RS3.0.45, I'm also getting it at home on my Indie 18.5.672 and RS3.0.62 which is where the test scene is from.
ring any bells?
cheers,
A>
Technical Discussion » Error message when right clicking locked parameters
- Andi Farhall
- 115 posts
- Offline
I'm getting this when right clicking a locked parameter. Using H19.0.455 Python3 (indie). I toggled the "send it to the console" box so now I can unlock the parameters but the error is still being printed.
Could it be user error?
Error while evaluating menu item filter expression
Traceback (most recent call last):
File "<stdin>", line 5, in expression
IndexError: tuple index out of range
cheers,
A>
Could it be user error?
Error while evaluating menu item filter expression
Traceback (most recent call last):
File "<stdin>", line 5, in expression
IndexError: tuple index out of range
cheers,
A>
Edited by Andi Farhall - Jan. 28, 2022 07:30:32
Technical Discussion » Where to start with rigging?
- Andi Farhall
- 115 posts
- Offline
Thanks for the info everyone, I've started to go through the rigging series to get familiar with the old way of doing stuff before adding kineFX.
cheers,
A>
cheers,
A>
Technical Discussion » Where to start with rigging?
- Andi Farhall
- 115 posts
- Offline
3 years into the Houdini journey I realise I know zero about rigging in Houdini. I knew enough basics in XSI to rig some simple bits, mechanical bits as well as a basic rig in a character. Question is where do I start with Houdini now that KineFX is on the scene? Do I need to learn old style rigging first and then add KineFX to the mix? KineFX isn't yet a total replacement for old style rigging or am I incorrect?
cheers,
Andi.
cheers,
Andi.
Technical Discussion » Error messasge from new filecache node in H19
- Andi Farhall
- 115 posts
- Offline
Technical Discussion » Error messasge from new filecache node in H19
- Andi Farhall
- 115 posts
- Offline
Hi all,
when hitting render (redshift) i'm getting this error message:
Houdini node cooking error at '/obj/sphere_object1/filecache1/topnet1/ropgeometry1/s/s'
I'm just caching out some geometry like i've done plenty of times, pretty standard really. I've never ever looked at tops so am somewhat in the dark. It does the render but error messages never make for an comfortable time.
cheers,
A>
when hitting render (redshift) i'm getting this error message:
Houdini node cooking error at '/obj/sphere_object1/filecache1/topnet1/ropgeometry1/s/s'
I'm just caching out some geometry like i've done plenty of times, pretty standard really. I've never ever looked at tops so am somewhat in the dark. It does the render but error messages never make for an comfortable time.
cheers,
A>
Technical Discussion » ledgibility of viewport elements
- Andi Farhall
- 115 posts
- Offline
Anyone managed to make marker type visualizers clearer. To be honest they're terrible. I'm used to the clarity of the viewport in XSI and the Houdini viewport is lacking in visual clarity and these marker type visualizers really stick out (or rather they don't!). In some cases you can set the font size or the colour which helps but to be able to set this as a preference would be better, but the worst is the tiny outline on the tiny text which I can't find anyway of dealing with. Any tips? I know their are config files tucked away but I don't really want to start hacking stuff about randomly.
Sorry...moan over....
cheers,
A>
Sorry...moan over....
cheers,
A>
Technical Discussion » Houdini python2 or 3 ?
- Andi Farhall
- 115 posts
- Offline
Do I need to be concerned about which version I install? I don't code at all (yet).... I notice the default H19 install is python3 rather than 2.
cheers,
A>
cheers,
A>
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