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Technical Discussion » user color for changed parameter
- Follyx
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if you change a parameter i.e. P.x in a transform node other than the default state its written in bold. Is there a way to give it an other color as well?
Technical Discussion » wired DOP problem...
- Follyx
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yep, I forgot that... its ore comfortable with a softconstraint, right - but I want to use the hardpinconstraint for laborating, maybe updating the constraints via a sopsolver, I will see and post the result. Thanks anyway miccetro.
Good times and keep healthy
Good times and keep healthy
Edited by Follyx - May 1, 2021 04:01:25
Technical Discussion » wired DOP problem...
- Follyx
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in a relative simple setup for metalbending my DOP make problems. Starting with not desired movement of the object. Would you mind to have a look to the hip, please, and give me some tips (advice)? I just overlooked something I think... Dont find it quite now,
Houdini Lounge » resolve vellum constraints (with vex)
- Follyx
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how could I resolve pintconstraints in vellum?
Scene:
a gridcloth, fixed on the corners on top of four rods. I know as soon I use a point to pin its @mass becomes 0.
Pinned points are in the pinpts group. Depending on different events and behaviours I want to resolve the pinconstraints
So I used a popwrangle in the vellumsolver with i.e.:
But unfortunately it doesnt work. Would you mind to have a look into the attached hip?
Scene:
a gridcloth, fixed on the corners on top of four rods. I know as soon I use a point to pin its @mass becomes 0.
Pinned points are in the pinpts group. Depending on different events and behaviours I want to resolve the pinconstraints
So I used a popwrangle in the vellumsolver with i.e.:
i@ingrp = inpointgroup(0, "pinpts", @ptnum); if(@Time>15||@mass==0||i@ingrp==1){ @mass==0.11; };
Edited by Follyx - April 20, 2021 09:05:51
Houdini Lounge » smoke based particlesim vs. sim with vdb_vel particlesim
- Follyx
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Ok, thanks to both. That’s the same I thought. Smoother motion in case of fluids and the divergence thing. So I use normally both, depending on the goal. It would be interesting to see how you are using both together, „an out of the box (smoke sim)“ paired with a custom velocity setup. Maybe someone could post a hip for that? Would be great.
Some links for further reading are also heavily welcome.
Keep going and keep healthy.
Some links for further reading are also heavily welcome.
Keep going and keep healthy.
Edited by Follyx - April 19, 2021 13:58:06
Houdini Lounge » Importing a VDB and getting a velocity from said VDB
- Follyx
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Houdini Lounge » smoke based particlesim vs. sim with vdb_vel particlesim
- Follyx
- 237 posts
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whats the advantage of a smoke-velocity based particlesim vs. a normal vel based, i.e. vel in vdb? is it just the look an feel? A fundamental explanation with the pros and cons and the relevant areas of application would be fantastic.
Thanks in advance, happy eastern, good luck and keep healthy
Thanks in advance, happy eastern, good luck and keep healthy
Houdini Lounge » if else problem
- Follyx
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its in the vop node in the sop solver in the particles.
Of course I'm using 18.5 as well.
Of course I'm using 18.5 as well.
Edited by Follyx - March 24, 2021 06:20:28
Houdini Lounge » if else problem
- Follyx
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I get qet an error in the first else block. why?
Thanks in advance and stay healthy.
Thanks in advance and stay healthy.
Edited by Follyx - March 23, 2021 12:53:13
Technical Discussion » again: rendertime
- Follyx
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following scene: a simple plank of wood is rotating in the midpoint.
If I go in renderview and press render, HOU is generating the scene first and then it starts to render.If I go one frame further, it immediately starts rendering without reconstruct the scene. So its pretty fast. But whats with the regular render or render to mplay? Each single frame takes a while as if it would recreate the scene on each frame. Why is it like that? And is there a way out?
If I go in renderview and press render, HOU is generating the scene first and then it starts to render.If I go one frame further, it immediately starts rendering without reconstruct the scene. So its pretty fast. But whats with the regular render or render to mplay? Each single frame takes a while as if it would recreate the scene on each frame. Why is it like that? And is there a way out?
Houdini Lounge » (de)activating nodes via parameter interface
- Follyx
- 237 posts
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Thanks for all the replies. Well I really would use it internaly for debuggin purposes. No cosmetic for the UI etc. Just as simple as possible. I just want to have a check or list box with the nodes I want to (de)activate. Just a simple script or something else would be great.
Houdini Lounge » (de)activating nodes via parameter interface
- Follyx
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Noone who could help me with these scripts? That would be fastastic
Edited by Follyx - Feb. 20, 2021 03:38:12
Houdini Lounge » (de)activating nodes via parameter interface
- Follyx
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No one who could help me with these scripts?
Edited by Follyx - Feb. 20, 2021 03:37:06
Houdini Lounge » (de)activating nodes via parameter interface
- Follyx
- 237 posts
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could anyone show me the right direction with HOUscript and/or python?
An example would be great. No experience in this art.
An example would be great. No experience in this art.
Houdini Lounge » display flag in seperate take
- Follyx
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yep, that was it. Always have it active on my workstation. Other computer, so...
Thanks a lot.
Thanks a lot.
Edited by Follyx - Feb. 16, 2021 07:47:49
Houdini Lounge » display flag in seperate take
- Follyx
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Houdini Lounge » (de)activating nodes via parameter interface
- Follyx
- 237 posts
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Hi,
how could I deactivate nodes via the edit parameter interface?
in detail:
in a nullnode used as a controller for different parameters I want be able to (de)activate specific nodes for debugging purposes. How could I realize that?
Thanks in advance,
cheers
how could I deactivate nodes via the edit parameter interface?
in detail:
in a nullnode used as a controller for different parameters I want be able to (de)activate specific nodes for debugging purposes. How could I realize that?
Thanks in advance,
cheers
Edited by Follyx - Feb. 15, 2021 05:50:24
Houdini Lounge » static object and pfluid
- Follyx
- 237 posts
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Hello Thomas,
yep of course I used the volume approach. I just missed to change the mode to volume ;-)
Thanks a lot.
yep of course I used the volume approach. I just missed to change the mode to volume ;-)
Thanks a lot.
Houdini Lounge » static object and pfluid
- Follyx
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Houdini Lounge » ehlp with volume trail
- Follyx
- 237 posts
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ups, thank you :-)
But: in case I need such a high vel multiplikator?
And its the same with lowering it...
But: in case I need such a high vel multiplikator?
And its the same with lowering it...
Edited by Follyx - Jan. 22, 2021 09:52:21
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