Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H20.5
      • Overview
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Licensing
      • Overview
      • Commercial
      • Indie
      • Education
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 271 posts.

Search results Show results as topic list.

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 16, 2014 05:46:53
Very nice Joker, thank you!
I may not want the surface to be completely flat, so I could try adding some noise to the tetrahedron.

One thing that bothered me is the way that we had to do the cells expanding (by using an expanded version for rest geometry). Is there any way to get the dynamics engine to take account of an animated radius? It seems like this should be possible.
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 21:29:50
Well, I sort of managed to do something…
I defined a group by using the geometry that was used to create the points (the tetrahedron in this case), and made those points fixed. However, because this resulted in a different amount of points being constrained on different cells, the results were a bit crap.
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 21:13:08
Thanks

So, what I want is to be able to import or make any geometry and cover it in these cells.
I've attached my current attempt, where the surface I'm trying to cover in cells is a platonic tetrahedron. So I'll need to be able to attach all the cells to roughly their start positions.
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 20:10:25
Let me know how you get on guys.
In the mean time, I'm going to try and figure out how to get the cells to stay fixed to an arbitrary surface. If you have any suggestions, please let me know
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 13:25:44
Ah yes, thank you!
Now I'm trying to get the spheres to grow slowly. At the moment they are at full size after a single frame
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 13:06:12
OK, I've tried to duplicate this, but I've immediately run into trouble.
I've used the peak node to create a target size for the sphere, I go to solid>Organic tissue, but as soon as I set the rest geometry the FEM solver gives me one of two errors:
  • Object “sphereobject1”: integer point attribute “initialpid” is missing.
  • It complains about the number of vertices in the object being different from the number of simulated vertices.


    I have no idea what caused either of these messages or what to do about them. This is very frustrating.
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 12:20:19
I feel really stupid asking this, but how is the sphere growing in size? I can't find anything animated that would affect it's size
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 12:08:29
Hmm, I've just set the point SOP to ‘no normals’ and ‘no velocity’, reloaded the file and it all still works
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 11:44:53
That'd be great johnnycore - thanks

The part I'm confused about is the foreach. Why is this necessary? Why doesn't the FEM solver just respect the sphere size?
(I know what a foreach does, I just don't know why the xform and point SOPs are doing)
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 15, 2014 11:33:27
That's definitely part of the effect that I'm after. The unfortunate part is that I don't understand it
I'm looking through the file now…
See full post 

Houdini Indie and Apprentice » I have no idea how to do this...

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Feb. 14, 2014 20:14:30
Hi all,
I'm trying to create an effect of biological cells multiplying on an arbitrary surface, all squishing together nicely and interacting with each other. Currently, I've gotten nowhere with any part of this. My first thought was to

  1. create a surface to try and cover with cells
  2. scatter points on the surface
  3. copy a sphere (the basic cell) to those points - at this stage the cell is small in scale
  4. spring constrain each copied cell to it's starting location
  5. make the cells FEM organic tissue
  6. grow the size of the cell until they start to squash together nicely


    Basically, none of this works, or I don't know how to do it. My first problems are
  7. The radius of the simulated FEM cells does not grow, even though the original cell is keyframed. I've tried setting the default operation of the FEM solver to Set Always, but this did nothing.
  8. The spd spring constraint does nothing
  9. lots more…but I'll save those for later


    Any ideas? I'm stumped.
See full post 

Houdini Indie and Apprentice » And for my next problem...anisotropic reflections

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 22, 2013 09:50:25
Well, I think the anisotropic reflections are correct…so the last thing to sort out is the line artefact. I've attached images showing the UV map value, and the anisotropic reflection render that results when that UV value is used to drive the anisotropy.

I can't believe that Houdini cannot do this…but I'm stumped
See full post 

Houdini Indie and Apprentice » And for my next problem...anisotropic reflections

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 21, 2013 09:11:56
Ok, I think I've solved part of this, but if my reasoning or workflow is wrong then someone please tell me
I'd used a facet SOP to merge points in my anisotropic disc geometry, which resulted in bendy normals. To correct this, I used a vertex SOP to promote the normals to vertices, then followed that with a fuse. The render seems to use the vertex normals, which is good (I was confused for a while because the scene view only displayed point normals, even though there weren't any really, as they'd been promoted to vertices).

I still can't get rid of the line artefact. And looking at my render now, I'm still not sure that the anisotropy is working
See full post 

Houdini Indie and Apprentice » And for my next problem...anisotropic reflections

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 20, 2013 12:38:25
Update: Check post #3 for a clearer explanation of the problem.

Hi all,
I'm currently having some issues with getting decent looking anisotropic reflections. I'm looking at getting reflections like that on a vinyl record.
Currently, I'm using surface model to get anisotropic reflections, but the results just look a little off to me.
I'm wondering what others would do to get good, clean, anisotropic reflections?
Edited by - Nov. 22, 2013 09:51:26
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 20, 2013 12:22:57
Hi Joker,
I finally got the darn thing to work, so thank you Sorry if I'm being annoying - but this is the first thing I've done in Houdini.
I'm now going to start a new thread to discuss my new problem that I've run into
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 19, 2013 07:24:54
I'm sorry, I still can't get it to work
Could you send a hip file? If I promote a parameter, it just generates an input that is still in the VEX network.

Also, why doesn't this work inside a VEX network? Even if I open the UV_2048.png image using the file chooser, I get the same error. It wont load any images at all.
mantra: Unable to load texture ‘$HIP/images/UV_2048.png’
It's the same if I manually type in the absolute path.

Edit: I managed to promote the cmap, but again I just get this
mantra: Unable to load texture ‘op’

Another edit: I think I got the image to apply…but it's not doing what I expect. Watch this space…
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 18, 2013 13:31:52
Thanks for the reply Joker.
I'm used to using other packages where layering images is a task that is done so often, that there are tools to do this natively. I see that in Houdini, you can do almost anything, but it seems to take a lot more work than I'm used to

Anyway, following on from your example, I tried to use a COP network to procedurally create the mask (as it depends on some variables).
However, the renderer just refuses to load the result of the COP network, just saying
mantra: Unable to load texture ‘op’
I've tried many variations of the op syntax, but nothing works.
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 18, 2013 08:18:17
What I'm currently thinking is that I should layer two materials, so that the rest of the image that I don't want to show is obscured.
However, I cannot find a way to layer materials. All the examples refer to a layered material that doesn't seem to be available any more, or is deprecated. If so, how do I layer materials in H12?
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 18, 2013 07:06:59
Hi Joker,
I've uploaded the image.
What you have done is similar to what I'm after, but I wanted the image on the front face of each box (totem), pointing outwards. But I only want to show a single square from the image, placed at the top. Unfortunately, the image will cover the entire front face, which is not what I'm after. Reload the v003 file with the image attached for the material and you should see what I mean.

Also, I just want to say thank you for your help. If it weren't for people like you I'd be totally stuck.
See full post 

Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

User Avatar
Anti-Distinctlyminty
271 posts
Offline
 Nov. 17, 2013 18:51:54
That was what I initially tried, but I just couldn't seem to get the result I wanted.
I've attached another version of the scene showing my problem with this method, but maybe you can find a way around it?

The problem is, I only want one of the tiles to show at the top of each totem, not the whole front face as is currently shown. Is there a way to crop the projection so it only effects one part of a face?
See full post 
  • First
  • 10
  • 11
  • 12
  • 13
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language