oh.. inspecting flipsolver, i see “@visco” and no “visco”..
what is @ thing?
i know @ is for bundles… but for attributes?!
:roll:
Found 39 posts.
Search results Show results as topic list.
Technical Discussion » variable viscosity
- Malcolm Zaloon
- 39 posts
- Offline
Technical Discussion » variable viscosity
- Malcolm Zaloon
- 39 posts
- Offline
hmm.. i understood the example, but i don´t get how to ser per point viscosity… in the example viscosity is set on Sop level on emiter geo container like on FLIP node from AutoDop…
so, no per point.
i try to make a vop with “visco” parameter conected to a unifiedNoise, and i put “visco” parameter on Attribute name of flipsolver and plug vop solver to last port (post solve).
if i set parameter without noise conected, it obey the value, but with noise no.
so, no per point.
i try to make a vop with “visco” parameter conected to a unifiedNoise, and i put “visco” parameter on Attribute name of flipsolver and plug vop solver to last port (post solve).
if i set parameter without noise conected, it obey the value, but with noise no.
Technical Discussion » variable viscosity
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys.
I´m trying to inject some variation on viscosity, but with no sucess…
my idea is add a noise on viscosity..
what the easiest way to do? (i try with vop, but i missing some step)
thanks in advance.
I´m trying to inject some variation on viscosity, but with no sucess…
my idea is add a noise on viscosity..
what the easiest way to do? (i try with vop, but i missing some step)
thanks in advance.
Houdini Indie and Apprentice » Flip with Airfield setup.
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I want to test some simulations with “airfield” on top of water tank, but i don´t know how to do a basic setup on this.
Can anyone give me a tip on setup?
Thanks!
I want to test some simulations with “airfield” on top of water tank, but i don´t know how to do a basic setup on this.
Can anyone give me a tip on setup?
Thanks!
Houdini Indie and Apprentice » Fur compression matting by texture.
- Malcolm Zaloon
- 39 posts
- Offline
i believe this explains the vector flow thing…
take a look.
http://vimeo.com/36709750 [vimeo.com]
http://vimeo.com/36710386 [vimeo.com]
http://vimeo.com/37106788 [vimeo.com]
http://vimeo.com/37304814 [vimeo.com]
http://vimeo.com/49252607 [vimeo.com]
take a look.
http://vimeo.com/36709750 [vimeo.com]
http://vimeo.com/36710386 [vimeo.com]
http://vimeo.com/37106788 [vimeo.com]
http://vimeo.com/37304814 [vimeo.com]
http://vimeo.com/49252607 [vimeo.com]
Houdini Indie and Apprentice » Fur compression matting by texture.
- Malcolm Zaloon
- 39 posts
- Offline
This is very interessant from Mr. Paul Smith, an ICE guy:
https://vimeo.com/79690635 [vimeo.com]
I´m thinking how to achieve this in Houdini fur, so anyone already try to do similar effect?
https://vimeo.com/79690635 [vimeo.com]
I´m thinking how to achieve this in Houdini fur, so anyone already try to do similar effect?
Houdini Indie and Apprentice » How to add randomness to this effect?
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
i´m creating a scene based on example “Choreographed Tube Breakup”.
http://www.sidefx.com/docs/houdini12.5/nodes/dop/rbdfracturedobject#examples [sidefx.com]
but i need add some “randomness” to ordering of pieces falling.
any ideas?
i´m creating a scene based on example “Choreographed Tube Breakup”.
http://www.sidefx.com/docs/houdini12.5/nodes/dop/rbdfracturedobject#examples [sidefx.com]
but i need add some “randomness” to ordering of pieces falling.
any ideas?
Houdini Indie and Apprentice » Best approach to make a umbrella closing..
- Malcolm Zaloon
- 39 posts
- Offline
Very nice solution Tomas.
but, is it possible to do something similar with some “weighting” by proximity, like some “feather”?
but, is it possible to do something similar with some “weighting” by proximity, like some “feather”?
Houdini Indie and Apprentice » Best approach to make a umbrella closing..
- Malcolm Zaloon
- 39 posts
- Offline
Houdini Lounge » GL 15x slower than the competition?
- Malcolm Zaloon
- 39 posts
- Offline
twodnobodyinparticular
Alembic primitives do provide this information, and you can see the difference this makes. Alembic optimization is still ongoing though, so expect to see better performance in the future (but again, not 13.0).
Oh, this really make sense! Thanks for explanation.
But is it possible add some sort of node at end of network to enforce this information (the no change things) to be passed to openGL?
some special node to force this…? or is it possible to build one using VopSop? (workarounds at this time)
Houdini Lounge » GL 15x slower than the competition?
- Malcolm Zaloon
- 39 posts
- Offline
As new Houdini user and a XSI veteran i have some observations about viewport performance on deformed polygonal objects.
1. a simple deformer applied to poly objects is slower on Houdini than XSI (ICE and NON-ICE). (appearly the deformer internally is faster in Houdini, but when need show the result to viewport the slowdown occur) (my theory is about normals update on OpenGL on Houdini is pretty slow).
2. When importing animated bgeo of deformed polygonal objects is much slower than than same using ALEMBIC animated geometry. (except Alembic in Houdini primitives modes)
3. Even when using CACHE node on Houdini to force all deformation reside on RAM, the viewport for poly animated objs is slow than Alembic node.
it´s very weird, because Cache and Bgeo are native code of Houdini.
the similar slowdown behavior in XSI occur when animated poly obj have Polygon Discontinuity set to 0 degree or Non-Automatic. changing this speedup viewport on deformed geo dramatically.
I´m planning some test scenes with identical deformers/geometries to better compare, and will put in a video.
Anyway, Houdini is fantastic, and very flexible…(light years from any other) but with some optimizations on normals/polys/viewport will be even more fantastic.
UPDATE:
after some test, my theory about normals slowdown maybe wrong, because even showing objects in wireframe the framerate not change… maybe bottleneck is in put all this in OpenGL…
1. a simple deformer applied to poly objects is slower on Houdini than XSI (ICE and NON-ICE). (appearly the deformer internally is faster in Houdini, but when need show the result to viewport the slowdown occur) (my theory is about normals update on OpenGL on Houdini is pretty slow).
2. When importing animated bgeo of deformed polygonal objects is much slower than than same using ALEMBIC animated geometry. (except Alembic in Houdini primitives modes)
3. Even when using CACHE node on Houdini to force all deformation reside on RAM, the viewport for poly animated objs is slow than Alembic node.
it´s very weird, because Cache and Bgeo are native code of Houdini.
the similar slowdown behavior in XSI occur when animated poly obj have Polygon Discontinuity set to 0 degree or Non-Automatic. changing this speedup viewport on deformed geo dramatically.
I´m planning some test scenes with identical deformers/geometries to better compare, and will put in a video.
Anyway, Houdini is fantastic, and very flexible…(light years from any other) but with some optimizations on normals/polys/viewport will be even more fantastic.
UPDATE:
after some test, my theory about normals slowdown maybe wrong, because even showing objects in wireframe the framerate not change… maybe bottleneck is in put all this in OpenGL…
Houdini Lounge » H13 Cloth tearing
- Malcolm Zaloon
- 39 posts
- Offline
So…
How to tear a cloth on H13?
the cloth solver changed again? now appear using FEM solver for cloth too…
apparently old workflow for tearing not working (tearthreshold/enabletearing attributes), anyone tried?
solutions?
thanks in advance.
How to tear a cloth on H13?
the cloth solver changed again? now appear using FEM solver for cloth too…
apparently old workflow for tearing not working (tearthreshold/enabletearing attributes), anyone tried?
solutions?
thanks in advance.
Houdini Indie and Apprentice » Looking for a learning partner/group to tackle Houdini
- Malcolm Zaloon
- 39 posts
- Offline
Houdini Lounge » Skip rendered frames script or flag?
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys..
i´m seeking for “Skip rendered frames” option on Houdini, like Skip Frames per Pass on XSI…
there are this option, or need pre-render/pre-frame script? if it is the case, this script already exist in some place to download?
the frame range is not a solution, because i need skip a random rendered frames…, so i need “check” if frames exist before, and skip…
thanks in advance.
i´m seeking for “Skip rendered frames” option on Houdini, like Skip Frames per Pass on XSI…
there are this option, or need pre-render/pre-frame script? if it is the case, this script already exist in some place to download?
the frame range is not a solution, because i need skip a random rendered frames…, so i need “check” if frames exist before, and skip…
thanks in advance.
Houdini Lounge » Carve with local variables?
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I´m trying to use expression “rand($PR+$FF)” on “Second U” parameter, but i discovered that Carve node has no local variables as $PR (it´s a bug?)
inspecting details node by node (with middle mouse button), i found that carve node has not preserving primitive group elements.
in my scene in /geo/animation:
object_merge1 has 27 primitives in copyGroup0
color1 has 27 primitives in copyGroup0
but… carve3 has 0 primitives in copyGroup0 (to insect i need disable “Second U” parameter to node cook correctly and i see cook result details)
what i need is use $PR to randomize each primitive (curves) diferently.
how can i do it? Workarounds? I seeking to use foreach alternativaly, but with no success.
Help guys.
thanks in advance, my example file attached.
I´m trying to use expression “rand($PR+$FF)” on “Second U” parameter, but i discovered that Carve node has no local variables as $PR (it´s a bug?)
inspecting details node by node (with middle mouse button), i found that carve node has not preserving primitive group elements.
in my scene in /geo/animation:
object_merge1 has 27 primitives in copyGroup0
color1 has 27 primitives in copyGroup0
but… carve3 has 0 primitives in copyGroup0 (to insect i need disable “Second U” parameter to node cook correctly and i see cook result details)
what i need is use $PR to randomize each primitive (curves) diferently.
how can i do it? Workarounds? I seeking to use foreach alternativaly, but with no success.
Help guys.
thanks in advance, my example file attached.
Houdini Indie and Apprentice » Best approach to make a umbrella closing..
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I need to make a cloth simulation of closing umbrella.
How can i make selection by proximity of “wires” of umbrella and cloth part dynamically?
because i try with ClothAttachConstraint, but i will need change resolution of cloth for various tests, and this way i lost my “point selection” of constrained points because IDs change on resolution change…
How can i make dynamic constraints/selection that adapt to point density change of cloth, by volume?
i'm a beginner on Houdini, i am coming/migrating from ICE…
help please.
thanks in advance.
I need to make a cloth simulation of closing umbrella.
How can i make selection by proximity of “wires” of umbrella and cloth part dynamically?
because i try with ClothAttachConstraint, but i will need change resolution of cloth for various tests, and this way i lost my “point selection” of constrained points because IDs change on resolution change…
How can i make dynamic constraints/selection that adapt to point density change of cloth, by volume?
i'm a beginner on Houdini, i am coming/migrating from ICE…
help please.
thanks in advance.
Houdini Indie and Apprentice » How to create a Turbulize on points?
- Malcolm Zaloon
- 39 posts
- Offline
Wow! This is so gentile!
I learn with your two examples, very nice! I haven´t see the current time port on global node before…
Thanks so much buddy.
I learn with your two examples, very nice! I haven´t see the current time port on global node before…
Thanks so much buddy.
Houdini Indie and Apprentice » How to create a Turbulize on points?
- Malcolm Zaloon
- 39 posts
- Offline
Oh yeah, works very well!
I´m trying to implement with VSOP too, but i stuck on $F not getting current frame inside channel… it´s a bug? (outside of VSOP $F works normally)
Thanks for fast response man!
I´m trying to implement with VSOP too, but i stuck on $F not getting current frame inside channel… it´s a bug? (outside of VSOP $F works normally)
Thanks for fast response man!
Houdini Indie and Apprentice » How to create a Turbulize on points?
- Malcolm Zaloon
- 39 posts
- Offline
Hello guys!
I´m currently studying Houdini., i come from Softimage ICE.
while i´m very happy with houdini, it´s fantastic well done, i have some questions…
How to create a disturbance (perlin, simplex, or other) on points withou using simulation?
on Softimage ICE, i use turbulize node, this add to point positions a turbulence based on Simplex or Perlin directly with no simulation solver.
Thanks in advance!
Malcolm.
I´m currently studying Houdini., i come from Softimage ICE.
while i´m very happy with houdini, it´s fantastic well done, i have some questions…
How to create a disturbance (perlin, simplex, or other) on points withou using simulation?
on Softimage ICE, i use turbulize node, this add to point positions a turbulence based on Simplex or Perlin directly with no simulation solver.
Thanks in advance!
Malcolm.
-
- Quick Links