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HOULY Daily Challenge » Day 13 | Animals: Slime
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 12 | Animals: Fur
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 11 | Motion: Squash & Stretch
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 10 | Motion: Slow-mo
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 9 | Motion: Growth
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 8 | Motion: Falling
- Zybrand
- 91 posts
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Played around with some of the new nodes in H18 today. Used point weld in modeling the cups and some of the new RBD sop tools.
HOULY Daily Challenge » Day 7 | Motion: Speed
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 6 | Motion: Swing
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 5 | Motion: Wave
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 4 | Elements: Fire
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 3 | Elements: Water
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 2 | Elements: Wind
- Zybrand
- 91 posts
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HOULY Daily Challenge » Day 1 | Elements: Earth
- Zybrand
- 91 posts
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Day one submission! Scraping some abstract dunes. The render is very noisy but I need to get to bed , will fix the noise later.
Edited by Zybrand - July 1, 2020 19:46:38
Technical Discussion » render liquid there is box of water that glich in certain frames.
- Zybrand
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Hi, the blocks would be errors in the SDF you are building the mesh from. Its probably happening in the Fluid Compress node. Have you tried by passing it and just meshing the the fluid from the particles directly from the Dop IO node?
Technical Discussion » How to use whitewater with deformed ocean only (no FLIP sim)?
- Zybrand
- 91 posts
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Hi,
Well the whitewater solver just takes the surface and velocity field from the flip simulation both of which can be generated by the Ocean Evaluate node from an Ocean Spectrum. So just can probably use that everywhere the Whitewater solver requires input volumes and it should work just fine.
Well the whitewater solver just takes the surface and velocity field from the flip simulation both of which can be generated by the Ocean Evaluate node from an Ocean Spectrum. So just can probably use that everywhere the Whitewater solver requires input volumes and it should work just fine.
Technical Discussion » Three SOPs inside the Fuse SOP?
- Zybrand
- 91 posts
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Yes unique has been removed from the fuse sop but I think you can still snap to grid by changing the snap to parameter to grid.
And if you want to unique prims just use the facet sop and turn on the unique points parameter.
And if you want to unique prims just use the facet sop and turn on the unique points parameter.
Technical Discussion » Comparing embedded images in an HDA help card?
- Zybrand
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I am adding some much needed help documentation to some of my HDAs and I am using some images embedded in the asset in Extra Files. I can get the icon to work with
But I can't get compare images to work with images in extra files, I can get them to work just fine with images from an external urls so I know I am making some sort of syntax error but I have no idea where I am going wrong and I tried all the combinations I can think of.
This is my latest unsuccessful attempt:
Anyone know the correct way to write this?
Thanks
Z
#icon: opdef:.?my_image.png
and images work with [Image:opdef:.?my_image.jpg]
. But I can't get compare images to work with images in extra files, I can get them to work just fine with images from an external urls so I know I am making some sort of syntax error but I have no idea where I am going wrong and I tried all the combinations I can think of.
This is my latest unsuccessful attempt:
:compare_images: #image1: opdef:.?my_image1.jpg #image2: opdef:.?my_image2.jpg
Anyone know the correct way to write this?
Thanks
Z
Edited by Zybrand - Nov. 20, 2018 13:20:41
Houdini Engine for Maya » ROPs ignoring keyframes
- Zybrand
- 91 posts
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Hi Andrew, thanks for the explanation that makes sense. The solution is a bit overkill for what I am using to for so I'll just keep that asset in Houdini for now.
Houdini Engine for Maya » ROPs ignoring keyframes
- Zybrand
- 91 posts
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Hey guys,
I have a HDA that I made for Maya with a built in output ROP. Its a particle emitter and it works fine when I key the emission on and off in the Maya view port but when I save to disc it ignores the keyframes and keeps going. To be more specific if I am on a frame with no particles it writes out blank files and when I am on a frame with particles when hitting the cache button it writes out the sequence of emitting points but does not stop.
I get the same problem with a bgeo rop and an alembic rop. It seems like a Sync Asset problem to me.
I am using houdini 15.5 and Maya 2016 extention 2 SP5.
Thanks
Zybrand
I have a HDA that I made for Maya with a built in output ROP. Its a particle emitter and it works fine when I key the emission on and off in the Maya view port but when I save to disc it ignores the keyframes and keeps going. To be more specific if I am on a frame with no particles it writes out blank files and when I am on a frame with particles when hitting the cache button it writes out the sequence of emitting points but does not stop.
I get the same problem with a bgeo rop and an alembic rop. It seems like a Sync Asset problem to me.
I am using houdini 15.5 and Maya 2016 extention 2 SP5.
Thanks
Zybrand
SI Users » ICE to Houdini
- Zybrand
- 91 posts
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Hi Tom, yes I made it
Its funny you mention the grass compound because I had to setup a system making plants look like they are blowing in the wind in Houdini so I am already halfway there, hehe.
I've mostly been focused on learning volumes and fluids for now but I want to recreate so grass as well.
Its funny you mention the grass compound because I had to setup a system making plants look like they are blowing in the wind in Houdini so I am already halfway there, hehe.
I've mostly been focused on learning volumes and fluids for now but I want to recreate so grass as well.
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