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Technical Discussion » Creating a slow river with FLIP
- Solitude
- 373 posts
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The default shelf setups puts down a uniform volume shader on a copy of the water mesh. If you increase the density that will help with seeing through too much and a bit of murkiness to it. If you add whitewater to it, just having the foam and bubbles will help scale too.
Technical Discussion » Creating a slow river with FLIP
- Solitude
- 373 posts
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Thanks. I've actually been meaning to make it look much nicer by applying to another river scene I have lying around. I hope it helps.
Technical Discussion » Creating a slow river with FLIP
- Solitude
- 373 posts
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Glad to hear it's working better.
There's a file set up with dual rest fields on that link I gave you.
There's a file set up with dual rest fields on that link I gave you.
Technical Discussion » Creating a slow river with FLIP
- Solitude
- 373 posts
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You could try setting up dual rest fields for the mesh to add in detail:
http://fx-td.com/?p=329 [fx-td.com] This example isn't the best, but check out the end of the video where it shows the dual rest field showing a noise pattern that moves with the fluid.
Something else you can consider is adding in small rocks and such at the bottom of the river to break up the flow. Even if it's moving slowly in that area because it's mostly flat, anything extra can likely help add in some more natural drag and unevenness in the sim.
http://fx-td.com/?p=329 [fx-td.com] This example isn't the best, but check out the end of the video where it shows the dual rest field showing a noise pattern that moves with the fluid.
Something else you can consider is adding in small rocks and such at the bottom of the river to break up the flow. Even if it's moving slowly in that area because it's mostly flat, anything extra can likely help add in some more natural drag and unevenness in the sim.
Houdini Lounge » Houdini 15 Sneak Peak
- Solitude
- 373 posts
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craiglhoffman
It would be nice to do the last thing (create Normal Maps from high to low res geo) to avoid having to add another tool to the process, but I will take what I can get.
Maybe there is some way to script using XNormal from inside Houdini or something… Anyone want to make an Orbolt Asset to do this? Or maybe Side Effects could work out a deal to use XNormal tech inside Houdini since it is FREE.
Cheers,
Craig
I have a setup for doing the projection baking from high to lo poly in tangent space, but am waiting to see what's in h15 before I modify and put it on orbolt. I can only imagine it will be much easier to implement nicely.
For Xnormal, I was also considering automating that, but dislike the idea of having to use a third party tool based only in windows.
Technical Discussion » Retime whitewater
- Solitude
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As long as you simmed with id attribute it's totally possible to retime the sim. The timeblend sop even looks for id by default.
If you're doing flip, it also helps to turn off reseeding as often the reseeded particles will only be alive for a single frame and you'll have to do more work to get it to move right during the retime.
If you're doing flip, it also helps to turn off reseeding as often the reseeded particles will only be alive for a single frame and you'll have to do more work to get it to move right during the retime.
Technical Discussion » openVDB from Particles with Color
- Solitude
- 373 posts
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If you're creating geometry from the particles, (vdb -> convert vdb to polys) then the easiest way would be attrib transfer Cd from the particles to the mesh after the mesh is created.
Technical Discussion » Normalize life with old particle SOP node
- Solitude
- 373 posts
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Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
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Yup! The old interface (no ramps) is still there until I click to reload the asset, but otherwise it's working great.
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
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Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
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Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
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On 395 right now, and it crashes when loading any otl that includes ramps so far. I tried both otls from this thread, they both crash.
//last tool: renderWindowSelectContextItem
//====================================================
//panel with focus: modelPanel4
//visible panels:
// modelPanel4
//====================================================
/lib64/libpthread.so.0()
SetAttrOperation::leaf(HAPI_ParmInfo const&)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
walkParmMultiple(HAPI_ParmInfo const*, Util::WalkParmOperation&, unsigned int)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
Util::walkParm(std::vector<HAPI_ParmInfo, std::allocator<HAPI_ParmInfo> > const&, Util::WalkParmOperation&)
Asset::setParmValues(MDataBlock&, MFnDependencyNode const&, std::vector<MObject, std::allocator<MObject> > const*)
AssetNode::compute(MPlug const&, MDataBlock&)
THcustomTransform::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluateWithSet(TmsgEval&)
Tplug::getValue(TdataHandle&, TdataBlock const&, bool, bool, bool) const
TdependNode::getPlugValue(Tplug const&, TdataHandle&, TdgContext const&)
TdependNode::processMessage(Tmsg&)
TdagObject::processMessage(Tmsg&)
Tmsg::send()
TmsgPlugValue::send()
MPlug::evaluateNumElements(MStatus*)
AssetSubCommandSync::doIt()
AssetSubCommandLoadAsset::doIt()
AssetCommand::doIt(MArgList const&)
THcommandObject::doIt(TargList&)
TmetaCommand::doCommand(TargList&)
Mel_Command_Dispatch(SphNode*)
f_function_entry_node
node_exec
f_function_entry_node
node_exec
fc_if
node_exec
f_function_entry_node
node_exec
f_function_entry_node
node_exec
sophia_call_executable
SophiaExecutable::evaluate(void*)
TcommandEngine::executeCommand(Tstring const&, bool, bool, TmelCmdResult*, unsigned int)
TscriptAction::execute(Tevent const&, TinterpreterResult**)
TscriptAction::doIt(Tevent const&)
//last tool: renderWindowSelectContextItem
//====================================================
//panel with focus: modelPanel4
//visible panels:
// modelPanel4
//====================================================
/lib64/libpthread.so.0()
SetAttrOperation::leaf(HAPI_ParmInfo const&)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
walkParmMultiple(HAPI_ParmInfo const*, Util::WalkParmOperation&, unsigned int)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
Util::walkParm(std::vector<HAPI_ParmInfo, std::allocator<HAPI_ParmInfo> > const&, Util::WalkParmOperation&)
Asset::setParmValues(MDataBlock&, MFnDependencyNode const&, std::vector<MObject, std::allocator<MObject> > const*)
AssetNode::compute(MPlug const&, MDataBlock&)
THcustomTransform::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluateWithSet(TmsgEval&)
Tplug::getValue(TdataHandle&, TdataBlock const&, bool, bool, bool) const
TdependNode::getPlugValue(Tplug const&, TdataHandle&, TdgContext const&)
TdependNode::processMessage(Tmsg&)
TdagObject::processMessage(Tmsg&)
Tmsg::send()
TmsgPlugValue::send()
MPlug::evaluateNumElements(MStatus*)
AssetSubCommandSync::doIt()
AssetSubCommandLoadAsset::doIt()
AssetCommand::doIt(MArgList const&)
THcommandObject::doIt(TargList&)
TmetaCommand::doCommand(TargList&)
Mel_Command_Dispatch(SphNode*)
f_function_entry_node
node_exec
f_function_entry_node
node_exec
fc_if
node_exec
f_function_entry_node
node_exec
f_function_entry_node
node_exec
sophia_call_executable
SophiaExecutable::evaluate(void*)
TcommandEngine::executeCommand(Tstring const&, bool, bool, TmelCmdResult*, unsigned int)
TscriptAction::execute(Tevent const&, TinterpreterResult**)
TscriptAction::doIt(Tevent const&)
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
New scene was fine when I create a new instance of the otl. We rolled back the plugin and the old scene (and newly created scene) opens fine.
The parameters that had been saved in the maya file were not at default settings.
There are a handful of ramps, one integer parm with a menu, some folders, but no multiparms.
If I have time later I'll try to recreate it with an otl I can upload.
The parameters that had been saved in the maya file were not at default settings.
There are a handful of ramps, one integer parm with a menu, some folders, but no multiparms.
If I have time later I'll try to recreate it with an otl I can upload.
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
Ok, new issue. The ramps work fine, but after I updated the version, I can't load an old maya file. It crashes.
//crash log file name = /tmp/ifarnsworth.20150709.1704
//cut = 201412101340 /data/builds/maya2015/build
//release name = 2.6.32-504.fc13.x86_64
//version = #1 SMP Thu Oct 30 13:23:39 PDT 2014
//machine name = x86_64
//current scene = unDisclosed
//====================================================
//command history (most recent last):
//====================================================
//last tool: renderWindowSelectContextItem
//====================================================
//panel with focus: outlinerPanel1
//visible panels:
// modelPanel4 outlinerPanel1
//====================================================
/lib64/libpthread.so.0()
SetAttrOperation::leaf(HAPI_ParmInfo const&)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
walkParmMultiple(HAPI_ParmInfo const*, Util::WalkParmOperation&, unsigned int)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
Util::walkParm(std::vector<HAPI_ParmInfo, std::allocator<HAPI_ParmInfo> > const&, Util::WalkParmOperation&)
Asset::setParmValues(MDataBlock&, MFnDependencyNode const&, std::vector<MObject, std::allocator<MObject> > const*)
AssetNode::compute(MPlug const&, MDataBlock&)
THcustomTransform::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TdnGroupParts::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TdnGroupParts::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TmeshShape::computeObject(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluateWithSet(TmsgEval&)
//====================================================
//Memory usage:
// 40506.499 Mb Free Memory
// 212490.650 Mb Free Swap
// 229.517 Mb Heap
// 84.219 Mb MEL
// 0.135 Mb arguments
// 12.691 Mb Arrays
// 0.332 Mb Data Blocks
// 0.125 Mb Transforms
// 0.281 Mb Pixel Map
//====================================================
//crash log file name = /tmp/ifarnsworth.20150709.1704
//cut = 201412101340 /data/builds/maya2015/build
//release name = 2.6.32-504.fc13.x86_64
//version = #1 SMP Thu Oct 30 13:23:39 PDT 2014
//machine name = x86_64
//current scene = unDisclosed
//====================================================
//command history (most recent last):
//====================================================
//last tool: renderWindowSelectContextItem
//====================================================
//panel with focus: outlinerPanel1
//visible panels:
// modelPanel4 outlinerPanel1
//====================================================
/lib64/libpthread.so.0()
SetAttrOperation::leaf(HAPI_ParmInfo const&)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
walkParmMultiple(HAPI_ParmInfo const*, Util::WalkParmOperation&, unsigned int)
walkParmOne(HAPI_ParmInfo const*, Util::WalkParmOperation&)
Util::walkParm(std::vector<HAPI_ParmInfo, std::allocator<HAPI_ParmInfo> > const&, Util::WalkParmOperation&)
Asset::setParmValues(MDataBlock&, MFnDependencyNode const&, std::vector<MObject, std::allocator<MObject> > const*)
AssetNode::compute(MPlug const&, MDataBlock&)
THcustomTransform::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TdnGroupParts::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TdnGroupParts::computePlug(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluate(TmsgEval&)
TdependNode::processEval(TmsgEval&)
TmsgEval::send()
TconnectionSingle::evaluate(TmsgEval&, Tconnection*)
Tplug::evalConnectionValue(bool, TdgContext const&, TdataHandle&) const
Tplug::evaluateValue(TdataHandle&, TdataBlock const&, bool) const
TdataBlockDG::value(Tattribute const&)
TmeshShape::computeObject(Tplug const&, TdataBlock&)
TdependNode::dbEvaluate(TmsgEval&)
TdagObject::dbEvaluate(TmsgEval&)
TdependNode::mpSafeDbEvaluateWithSet(TmsgEval&)
//====================================================
//Memory usage:
// 40506.499 Mb Free Memory
// 212490.650 Mb Free Swap
// 229.517 Mb Heap
// 84.219 Mb MEL
// 0.135 Mb arguments
// 12.691 Mb Arrays
// 0.332 Mb Data Blocks
// 0.125 Mb Transforms
// 0.281 Mb Pixel Map
//====================================================
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
Seems to be working as expected now! I'll let you know if I run into any more issues. Thanks!!!
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
We're on maya 2015. The attached hda's have the same issue as my own otls. The screenshot shows it as it is initially loaded.
There are no errors, and the ramps don't do anything for me, but I should mention that there are 3 keys, but all set to black and at 0 position.
Haven't been able to try it in 2016 yet.
There are no errors, and the ramps don't do anything for me, but I should mention that there are 3 keys, but all set to black and at 0 position.
Haven't been able to try it in 2016 yet.
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
- Offline
Initial testing seems a little buggy. I see the ramps, which is great, but the keys from my otl aren't set up by default in maya, and any keys I add or change seem to only be appending to whatever is already in my otl, as opposed to adding new ones, or just generally not affecting it correctly. It almost feels like the range is wrong too. It's hard to tell. Any thoughts?
Houdini Engine for Maya » Ramp parameter support!
- Solitude
- 373 posts
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