Hi
Currently Maya native Alembic importer doesn't support point cloud !
You must install other Alembic plug-ins such as Soup or Exocortex.
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Technical Discussion » Import ABC point cloud in Maya
- Sadjad Rabiee
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Technical Discussion » exporting FBX (or even alembic) is not working(Autodop network)
- Sadjad Rabiee
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Hi
Which license are you using ?
Which way are you using for exporting them into Alembic ?
Exporting Menu ?!
Maybe you pointed it to wrong node, you should point it to dopimport node.
I think the easiest way is using Alembic Ouput ROP inside SOP Level.
Just connect output of dopimport node to this.
Also check the file size and make sure there is any data in abc files.
If your problem not gonna solved would be great if send any screen shot from your workflow.
Which license are you using ?
Which way are you using for exporting them into Alembic ?
Exporting Menu ?!
Maybe you pointed it to wrong node, you should point it to dopimport node.
I think the easiest way is using Alembic Ouput ROP inside SOP Level.
Just connect output of dopimport node to this.
Also check the file size and make sure there is any data in abc files.
If your problem not gonna solved would be great if send any screen shot from your workflow.
Technical Discussion » How to import attribute from MAT context?
- Sadjad Rabiee
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Hi
All of the patterns in both Shader VOP and VOP Sop are need input, I didn't test them without input in shaders but if they are working there they may use uv or maybe global P as a input by default.
However using them inside the VOP SOP is so simple, according to what you want to do you can connect P or UV to their input.
For most of the case we are using P as input(e.g Noises) but if you need uv (e.g Texture files) you should build uv for your geometry (e.g with UV Project SOP) ,then use uv as a input of your pattern.
All of the patterns in both Shader VOP and VOP Sop are need input, I didn't test them without input in shaders but if they are working there they may use uv or maybe global P as a input by default.
However using them inside the VOP SOP is so simple, according to what you want to do you can connect P or UV to their input.
For most of the case we are using P as input(e.g Noises) but if you need uv (e.g Texture files) you should build uv for your geometry (e.g with UV Project SOP) ,then use uv as a input of your pattern.
Technical Discussion » How to import attribute from MAT context?
- Sadjad Rabiee
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As Kaloyan said what you want to do, doesn't make sense !
Specially because of workflow, the shaders are executing on the rendertime on your geometries.
Even in theory you would get infinity loop !
Would be great if you let us know what are you looking for exactly with a reference or example !
Specially because of workflow, the shaders are executing on the rendertime on your geometries.
Even in theory you would get infinity loop !
Would be great if you let us know what are you looking for exactly with a reference or example !
Technical Discussion » PolyExtrude node with custom settings
- Sadjad Rabiee
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Also you can save your desire preset on anynode.
Just press the Gear button on the Parameters window to save you preset or even save that as a default !
Just press the Gear button on the Parameters window to save you preset or even save that as a default !
Houdini Indie and Apprentice » Master Material
- Sadjad Rabiee
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Hi
If you want to build a generic material which can be use to make anyother material ofcourse you can, as all of materials inside houdini are open to change their source, so you can build any new materials very easily.
Even you have access to very low level functions such as reflect and refract in VOP to build your custom material from scratch.
But I wounder why you want to do this ?!
Because Houdini has some ready to use generic materials such as principle shader.
At least you may need to use them as a start point and just tweak them and add some more feature regarding your purpose.
If you want to build a generic material which can be use to make anyother material ofcourse you can, as all of materials inside houdini are open to change their source, so you can build any new materials very easily.
Even you have access to very low level functions such as reflect and refract in VOP to build your custom material from scratch.
But I wounder why you want to do this ?!
Because Houdini has some ready to use generic materials such as principle shader.
At least you may need to use them as a start point and just tweak them and add some more feature regarding your purpose.
Houdini Indie and Apprentice » Initial state
- Sadjad Rabiee
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Hello Again !
Great,Thanks for letting me know.
Also changing Start Frame was tricky and that's a good solution, in this case we can build our new object in the simulation.
Thanks,
Sadjad
Great,Thanks for letting me know.
Also changing Start Frame was tricky and that's a good solution, in this case we can build our new object in the simulation.
Thanks,
Sadjad
Houdini Indie and Apprentice » Initial state
- Sadjad Rabiee
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Hi
It's depend to what change you want to do after cache, Usually this problem is happening when you add new dynamic Object in the DOP Networks, e.g Colliers or new RBD Object or Particle and … .
But it should be ok if you want to add or edit new dynamic data (Not Object) such as forces or tweaking velocity via wrangles.
So be careful about changing collision objects after cache.
I think that's because these new dynamic objects are not exist in the Initial State, they need to build in the first frame of simulation, But in this case it's not possible because of Initial State.
But some Data such as forces are exist and by using new force nodes you are just changing these forces data, there is no new dynamic object.
However it is not preferable idea to do such a these changes after caching simulation.
It's depend to what change you want to do after cache, Usually this problem is happening when you add new dynamic Object in the DOP Networks, e.g Colliers or new RBD Object or Particle and … .
But it should be ok if you want to add or edit new dynamic data (Not Object) such as forces or tweaking velocity via wrangles.
So be careful about changing collision objects after cache.
I think that's because these new dynamic objects are not exist in the Initial State, they need to build in the first frame of simulation, But in this case it's not possible because of Initial State.
But some Data such as forces are exist and by using new force nodes you are just changing these forces data, there is no new dynamic object.
However it is not preferable idea to do such a these changes after caching simulation.
Technical Discussion » Car Sim data import?
- Sadjad Rabiee
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Hi
I think one of the good way to import such a these data from external file inside Houdini is Python.
Python is giving you couple of tools to extract these data.(for example extract data from XML file).
I'm not sure but this tutorial may help you:
http://www.entagma.com/niklas-rosenstein-python-in-houdini-visualizing-satellite-data/ [www.entagma.com]
I think one of the good way to import such a these data from external file inside Houdini is Python.
Python is giving you couple of tools to extract these data.(for example extract data from XML file).
I'm not sure but this tutorial may help you:
http://www.entagma.com/niklas-rosenstein-python-in-houdini-visualizing-satellite-data/ [www.entagma.com]
Edited by Sadjad Rabiee - Dec. 21, 2018 04:58:37
Houdini Indie and Apprentice » Change color object using a simple growth
- Sadjad Rabiee
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Edited by Sadjad Rabiee - Dec. 18, 2018 20:47:19
Houdini Indie and Apprentice » reorder array by "shifting" positions
- Sadjad Rabiee
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Hi!
I think there is no function, But you can simply do this with Slicing Array and Push function !!!
I think there is no function, But you can simply do this with Slicing Array and Push function !!!
s[]@source = {"val_A","val_B","val_C","val_D","val_E","val_F"};
int index = 3;
s[]@new = @source[index:];
push(@new,@source[:index]);
Edited by Sadjad Rabiee - Dec. 18, 2018 20:33:19
Technical Discussion » Delete constraint connections
- Sadjad Rabiee
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Technical Discussion » Delete constraint connections
- Sadjad Rabiee
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Hey
Do you want to kill constraints by their Position or Movement !?
If yes, First of all you need to copy position of the pieces to the constraints inside Sop Solver, Because as you know they are fixed in the Sop Solver.
to do this you can import pieces from Dops to the Sop Solver, Then Simply copy P attribute from them to the Constraint with same “name” attributes. (you can do this via either VEX or Attribute Copy SOP)
After that because your constraints are moving, you can kill them by Position or movement very easily.
I'll send you an example file.
Do you want to kill constraints by their Position or Movement !?
If yes, First of all you need to copy position of the pieces to the constraints inside Sop Solver, Because as you know they are fixed in the Sop Solver.
to do this you can import pieces from Dops to the Sop Solver, Then Simply copy P attribute from them to the Constraint with same “name” attributes. (you can do this via either VEX or Attribute Copy SOP)
After that because your constraints are moving, you can kill them by Position or movement very easily.
I'll send you an example file.
Houdini Indie and Apprentice » Floating sphere and FLIP fluid object issue
- Sadjad Rabiee
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Hey
Are you sure about what you saw in that tutorial !?
Because This parameter (Feedback Scale) is in the Flip Solver node, Not Physical Tab of Flip Object node !
For both setup !!! (Flip Tank and Flip Fluid from Object)
Check this out :
Flip Solver–>Volume Motion–>Solver–>Feedback Scale
Are you sure about what you saw in that tutorial !?
Because This parameter (Feedback Scale) is in the Flip Solver node, Not Physical Tab of Flip Object node !
For both setup !!! (Flip Tank and Flip Fluid from Object)
Check this out :
Flip Solver–>Volume Motion–>Solver–>Feedback Scale
Houdini Lounge » Pyro Fx explosion starting frame
- Sadjad Rabiee
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Hi
If I'm not mistaken, Because of nature of DOPs, You can't do this easily as you can do in SOP Level !
In dops data are not on way from up to down inside a single graph, all of them are parallel and based on previous frames, all of the nodes are sharing their data with others even if they are not in their directed graphs and connections.
In other word you should see all of the dop nodes as a whole system not separate nodes same as SOPs.
Because of these attributes the term of “Time” is different to Time in SOPs and you can't change or shift the time or frames for some specified nodes.
So for doing that you have to do several job depending of what kind of node or solver you are working with.
For example about Pyro Solver you may need to change activation time of the sources and also change any keyframed parameters inside of Solver.(you can do this procedurally via expressions)
However in my opinion if you want to have different explosion or fire in different times you may need to do this in one solver with different sources, because of having good two way interaction and relationship between explosions or fires.
If for any reason you want to do this with different solvers, you need to tweak parameters (like onces I mentioned above) for each solvers and sources to change timing.
Of course you should know if you have different pyro solvers they are not have complete relationship with each other and you may need to use some more microsolvers to copy and use some data like vel between each solvers, or maybe extra fuel field to trigger second explosion from the first one.
However I'm usually doing this kind of projects separetly in different dop network, so I can change timing for each dop network very easily (via time shift in post or using global Start Frame parameter in AutoDopNetwork), about having interaction I'm usually doing this manually, maybe by using a custom vel inside of each network.
However please let me know if you find better solution.
If I'm not mistaken, Because of nature of DOPs, You can't do this easily as you can do in SOP Level !
In dops data are not on way from up to down inside a single graph, all of them are parallel and based on previous frames, all of the nodes are sharing their data with others even if they are not in their directed graphs and connections.
In other word you should see all of the dop nodes as a whole system not separate nodes same as SOPs.
Because of these attributes the term of “Time” is different to Time in SOPs and you can't change or shift the time or frames for some specified nodes.
So for doing that you have to do several job depending of what kind of node or solver you are working with.
For example about Pyro Solver you may need to change activation time of the sources and also change any keyframed parameters inside of Solver.(you can do this procedurally via expressions)
However in my opinion if you want to have different explosion or fire in different times you may need to do this in one solver with different sources, because of having good two way interaction and relationship between explosions or fires.
If for any reason you want to do this with different solvers, you need to tweak parameters (like onces I mentioned above) for each solvers and sources to change timing.
Of course you should know if you have different pyro solvers they are not have complete relationship with each other and you may need to use some more microsolvers to copy and use some data like vel between each solvers, or maybe extra fuel field to trigger second explosion from the first one.
However I'm usually doing this kind of projects separetly in different dop network, so I can change timing for each dop network very easily (via time shift in post or using global Start Frame parameter in AutoDopNetwork), about having interaction I'm usually doing this manually, maybe by using a custom vel inside of each network.
However please let me know if you find better solution.
Edited by Sadjad Rabiee - Dec. 16, 2018 13:00:46
Houdini Lounge » is there another site to convert Apprentice files to Indie?
- Sadjad Rabiee
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I think this is temporary, try orbolt later !
Sorry there is no more site or tool but Sidefx Support.
Sorry there is no more site or tool but Sidefx Support.
Edited by Sadjad Rabiee - Dec. 16, 2018 10:40:39
Technical Discussion » Simple Normal problem
- Sadjad Rabiee
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Technical Discussion » Simple Normal problem
- Sadjad Rabiee
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Hi
If you want to rotate all of the N vectors in same direction, You would need on more vector as direction, So all of the Normals will rotating along this new vector and also you can use Rotate VOP instead of Transform Matrix VOP to use this new vector as a direction axis.
for doing this just add a Tangent vector with Poly Frame SOP (and set Style to First Edge).
Then use Tangent vector as a Axis of the Rotate VOP and finally multiply input Normals by Rotate VOP.
If you want to rotate all of the N vectors in same direction, You would need on more vector as direction, So all of the Normals will rotating along this new vector and also you can use Rotate VOP instead of Transform Matrix VOP to use this new vector as a direction axis.
for doing this just add a Tangent vector with Poly Frame SOP (and set Style to First Edge).
Then use Tangent vector as a Axis of the Rotate VOP and finally multiply input Normals by Rotate VOP.
Houdini Lounge » Procedural hard-surface geometry with Boolean/Fracture SOPs
- Sadjad Rabiee
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Hi,
I think one solution of this effect is :
1. Generating a random Primitive Attribute based on Voronoi Noise pattern inside of Primitive VOP (and adding some noise to Global P for distorting Voronoi Pattern)
2. Looping over this random attribute
3. extruding faces with different distance number on each iteration.
Finally you can remesh all of the parts and tweak the final shape via VDB tools.
Of course it is just the main idea and you should do more steps to achieve best result.
I think one solution of this effect is :
1. Generating a random Primitive Attribute based on Voronoi Noise pattern inside of Primitive VOP (and adding some noise to Global P for distorting Voronoi Pattern)
2. Looping over this random attribute
3. extruding faces with different distance number on each iteration.
Finally you can remesh all of the parts and tweak the final shape via VDB tools.
Of course it is just the main idea and you should do more steps to achieve best result.
Technical Discussion » Magnetic Slime?
- Sadjad Rabiee
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