Just a small contribution to the thread.
I've used the new voronoi fracture now on 3 separate productions and have had really good results with it.
Obviously it's still voronoi so you gotta mess with it a bit, but overall I'm really happy with the new sops. Tho I can't say the same for dops rbds :<
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Technical Discussion » Voronoi Fracture in H11
- Ratmann
- 110 posts
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Technical Discussion » what‘s the full name of VEX
- Ratmann
- 110 posts
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DemonL
hi, i want to know the full name of VEX,anyone else?
thank you
Pretty sure it's supposed to be Vector EXpressions.
Houdini Lounge » After Burn
- Ratmann
- 110 posts
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Doing Afterburn type effect is pretty easy and already in Houdini. You're just looking for a one click solution.
A very ‘simple’ one is to create 10-20 volume density noised up balls, and write them out.
Then create a particle system or points that has a Id number to specify which type of ball to use. And then you can delayed read instance them onto the points at render time. You can also create a bunch of orientation and scale attributes in sop land.
Add one of the volume shaders, make some lights with depth map shadows, check your step size. Render!
And then, tweak, tweak, tweak, tweak.
I've done the same similar setup and it's worked with great success, and with a bit of work you can integrate it into a procedural.
A very ‘simple’ one is to create 10-20 volume density noised up balls, and write them out.
Then create a particle system or points that has a Id number to specify which type of ball to use. And then you can delayed read instance them onto the points at render time. You can also create a bunch of orientation and scale attributes in sop land.
Add one of the volume shaders, make some lights with depth map shadows, check your step size. Render!
And then, tweak, tweak, tweak, tweak.
I've done the same similar setup and it's worked with great success, and with a bit of work you can integrate it into a procedural.
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
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cybermax
v0.975
- H11.0.469, Win64
- fix some bugs
This release doesnt include new features, only fix some bugs if you work with large scene with 1000x objects.
I release this because I start working with glue objects with btCompoundShape and I need some time than I implement it.
I hope that btCompoundShape bring more stability for large object than constraints. Problem with constraints is that if you have more constraints(thousands), there is some errors( vibrate ), so solution is increase substeps but this increase sim time and there is situation where problem is still. I made some research and I think that this is right way.
I can confirm that btCompoundShape does indeed make glue type work much more stable.
Thought you'll most likely have to add in a secondary connectivity system with interconnecting lines for the points. To give it an internal structure to calculate impulse strengths and overall connection between the pieces.
I found this to be the best way to work with this sort of stuff, and I've seen it done at two separate places with very, very similar bullet setup.
Hope this helps at all.
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
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Hey cybermax, I just started testing this , some neat stuff you got here.
I'll try to post a video of some stuff later.
I'll try to post a video of some stuff later.
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
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cybermax
Release v0.5
In this moment only for win64 :?
Its only bullet_solver, without plugin for automatic generation constraints and without convex decomposition!!!
This plugins I release within few days.
Documentation is very basic, but example file should be work.
Try to create your own simulation (destruction) and let me know your ideas for the future development.
If houdini crash, please send me the scene with crash description.
What version of houdini 11 was this built for?
Usually custom operators work to the version that it was compiled for.
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
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cybermax
ok, I make some progress.
I have few days free time. So I created example file with basic settings of plugin and now I finishing documentation so within few days waiting for first release of plugin.
I am sure that plugin will be compilated for win64, some days later win32.
Problem is that I dont have any experience with compiling under linux. I check that apprentice is for many Unix systems, so Have I compile for all this system??? And what about 32bit vs 64bit???
And I am sure that MacOS will not be supported because I dont have this OS in my HDD and I dont know anybody who has Mac. Sorry.
Yeh, compiling for linux requires specific versions of gcc depending on what version of Houdini you use.
Technical Discussion » Shader View still BUGGY :-(
- Ratmann
- 110 posts
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Technical Discussion » some probelm about DELL M6500 with H11
- Ratmann
- 110 posts
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twod
Did you install the latest Quadro driver for your system? Do other graphical apps like MPlay startup correctly?
This, had the same issue on my new M4500, simple update of drivers and it works like a charm.
Houdini Indie and Apprentice » ROP output driver
- Ratmann
- 110 posts
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I'd also like to know this.
I've been looking at having Houdini work with another renderer and there only seemed to be the use of Soho, at least in terms of it being straightforward.
But when I looked into actual HDK ROP side of things, it became a bit confusing. Not sure if there are any actual functions that work like Soho, or if we're supposed to just work with the objects and gdp as one would in SOPs and the other contexts.
Any light on this would be great 8)
I've been looking at having Houdini work with another renderer and there only seemed to be the use of Soho, at least in terms of it being straightforward.
But when I looked into actual HDK ROP side of things, it became a bit confusing. Not sure if there are any actual functions that work like Soho, or if we're supposed to just work with the objects and gdp as one would in SOPs and the other contexts.
Any light on this would be great 8)
Technical Discussion » Ocean toolkit setup
- Ratmann
- 110 posts
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vigneshwarviswanathan
I had got the dlls for win 64 for Ocean toolkit.Could you tell me how to set it up working in houdini 11.Thank you
Copy them to your $HOME/houdini11.0/dso folder.
Technical Discussion » Advecting Particles (sticky)
- Ratmann
- 110 posts
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niietzshe
I am trying to create something like this:
http://vimeo.com/5855153 [vimeo.com]
Problem is, if I create a fluid sim from a simple sphere, then create a particle emitter from the sphere and create the advection (changed to “position” instead of velocity) my particles seem to stick to the fluid a bit, but then disperse…
What am I missing to get the particles to “stick” to the fluid?
Thanks for any help
Niietzshe
You can use the Advect pop.
Technical Discussion » SEGMENTATION FAULT!!!!HELP
- Ratmann
- 110 posts
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I had a Segmentation Issue when I installed H11 on my new laptop, was easily fixed by just upgrading my nvidia drivers.
Houdini Lounge » last daily build links for windows
- Ratmann
- 110 posts
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juggernaut
Just want to know if 11.0.468 daily build will be available for windows platform. Have a good day.
That hard to click on the Download page?
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
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cybermax
I'm trying to optimize the process of loading objects and try to implements convex decomposition using multiple-threads. But no result.
When I write # include <pthread.h>, compiler says “file not found”.
I use VS2005 on 64bit Win7
Did someone similar problem???
Isn't pthread mainly a linux library? I know I had trouble with it when I was looking at it for windows.
http://sourceware.org/pthreads-win32/ [sourceware.org]
Think you might have to compile it yourself.
Houdini Lounge » Fur Render Enhancement
- Ratmann
- 110 posts
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Isn't C# mainly for Windows, besides of using Mono for cross platform. Which would end up making it dependent on an external library.
I'd much rather have continued C++ HDK support and new features added to it than waste time adding some sort of new scripting or programming language.
I'd much rather have continued C++ HDK support and new features added to it than waste time adding some sort of new scripting or programming language.
Houdini Lounge » Shader view not working?
- Ratmann
- 110 posts
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Technical Discussion » Houdini 11, When?
- Ratmann
- 110 posts
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graham
The online docs still seem to be behind the Beta group block but hopefully they'll be made available soon.
Seems fixed, glorious HDK 11 docs!
Technical Discussion » Exporting Houdini particles to Maya
- Ratmann
- 110 posts
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It's a custom operator, meaning you have to compile it.
If you don't have the means, I might be able to help compiling it for win64 or linux rehl5 4.1 gcc, with the latest production build.
Hope this helps.
If you don't have the means, I might be able to help compiling it for win64 or linux rehl5 4.1 gcc, with the latest production build.
Hope this helps.
Technical Discussion » Bullet physics implementation and other stuff
- Ratmann
- 110 posts
- Offline
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