I have been looking into a good matchmover to use with houdini but I cannot find how to load up the matchmoved footage into houdini to line up the track. I did get the chance to try boujou but when I imported it and set up the jpeg sequence to run in houdini 3d viewport the track didnt match the footage at all. Does anyone know how to get this to work right with any matchmover? Also, does anyone have experience using PFHOE with houdini? I am really stuck on finding a way to get this to work. Any help or advice would be highly appreciated. Thank you.
Hairston
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Technical Discussion » Anyone have experience with exporting matchmover to houdini?
- hairston630
- 96 posts
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Houdini Indie and Apprentice » Could someone explain how I use file node to export geo?
- hairston630
- 96 posts
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Hi,
I had read a few links where the file node is used to export geometry. I know im missing the how too when I read but im having a hard time finding it. Could someone briefly explain how to export geo from houdini to say fusion or after effects? Is that even possible with the apprentice version? Your help would be highly appreciated. Thanks.
Hairston
I had read a few links where the file node is used to export geometry. I know im missing the how too when I read but im having a hard time finding it. Could someone briefly explain how to export geo from houdini to say fusion or after effects? Is that even possible with the apprentice version? Your help would be highly appreciated. Thanks.
Hairston
Technical Discussion » Can someone point me to the location of this node? (PORTION)
- hairston630
- 96 posts
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ragupasta
Its short as it is long really. If you name your first group node something like “piece_01” and enter $OS in the group name inside the sop, then a CTRL+C and a quick CTRL+V will increment the sop, so you just switch the input to your next piece, thus you can quickly make a lot of seperate groups to merge together. This way you dont have to deal with the connectivity and partition nodes.
On the other side, you do your cookies and merge them, drop a connectivity sop down and gain an attribute called $CLASS, (middle click the node and see..). Drop a partitionSOP down and in the rule field type $CLASS.
Both can them be fed directly into an RBD fractured/glued obj without an problems. I suppose the difference is a couple of minutes tbh.
If you have a model imported with a lot of seperate geometry and you want to seperate a specific piece, then the connectivity+partition sop method is pure win. Because all you do then is drop a deleteSOP down and select the first group, change over to delete-non-selected, then use the value ladder in the group field to cycle through until you find the piece(s) you require.
I used the first method and it worked like a charm. Thanks again kind sir.
Hairston
Technical Discussion » Can someone point me to the location of this node? (PORTION)
- hairston630
- 96 posts
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ragupasta
Yup thats 100% a groupSOP. Adding a groupSOP afther the cookie, is a slightly longer way of grouping the pieces (or portions) rather than merging and using a connectivity + partitionSOP ect, ect.
So would these 2 methods work the same? Would you recommend connectivity + partitionsop instead of grouping? Which is more effecient? Thank you Ragupasta
Technical Discussion » Can someone point me to the location of this node? (PORTION)
- hairston630
- 96 posts
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Technical Discussion » Can someone point me to the location of this node? (PORTION)
- hairston630
- 96 posts
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Soothsayer
It's probably just a renamed node.
Select the node and look at the top left of the parameter tab. It will tell you there what kind of node it is.
Or middle-click it and it will say “Operator type:” at the top.
I cant as that image i posted is from a training module. I just screenshot it and cut it out then posted it here. I wish I COULD middle click on it but cant find it to get there.
Technical Discussion » Cookie node deformations when adding transform..pls help
- hairston630
- 96 posts
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edwardhairston630
Where, inside the assemble sop, can I fix the normals?
I'm not quite sure but trying it out seems to do the trick when I just apply the Assemble SOP after the Break SOP.how do you get rid of those horrible, jagged, and deformed primitives that are sticking out of the actual breaks in geometry?
The reason why someone else on the forum recommended using the Break SOP is to that you can fix each break as you see them by changing the Break SOP's parameters. Don't forget to also try the ones on the “Boolean Settings” tab.
Understood. Yeah I have learned that by using the cookie sop. I have been trying to learn how to build these manually without using a reference. I have considered using the voronoi to break up my objects but alot of times the pieces break up too small to be realistic.
EDIT: YEP ASSEMBLE WORKED! THANK YOU!!!
Technical Discussion » Can someone point me to the location of this node? (PORTION)
- hairston630
- 96 posts
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I tried tabbing in this particular node to finish my manual cookie break on a pot but I could not find it anywhere. Is it named anything other than “portion”? I cant seem to find it even after typing in “portion” lol. I have included a picture for you to see which one I was referring too. Thanks
Hairston
Hairston
Technical Discussion » Cookie node deformations when adding transform..pls help
- hairston630
- 96 posts
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edwardhairston630
Yes but it causes weird deformations in the look because of the normals. The break causes problems in the actual grouping of geometry I believe. I did find out that you can remove a group in the group mask (inside group) and that sometimes fixes it. I just want to get a grasp on the ambiguities of Houdini RBD's. It is somewhat upsetting that these issues havent been addressed or resolved.
The workflow for the Break SOP is to place multiple of them with fine control. Once done, you just append an Assemble SOP to add groups, fix normals, etc.
This problem by the way is totally independent of RBD. RBD is just the dynamics part and the shattering/breaking of geometry is fundamentally a modeling problem.
Thank you edward. That was a wealth of information. I do have one question. Where, inside the assemble sop, can I fix the normals? It has bothered me for such a long time how to fix those abnormalities. Oh, one more…When you use the break and shatter tools, how do you get rid of those horrible, jagged, and deformed primitives that are sticking out of the actual breaks in geometry? Thank you!
Hairston
Technical Discussion » Cookie node deformations when adding transform..pls help
- hairston630
- 96 posts
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edward
I haven't used the Cookie SOP in a long while now. But back in the day, I don't think it handled inputs which had more than one connected component of geometry. Have you tried using multiple Break SOPs instead?
Yes but it causes weird deformations in the look because of the normals. The break causes problems in the actual grouping of geometry I believe. I did find out that you can remove a group in the group mask (inside group) and that sometimes fixes it. I just want to get a grasp on the ambiguities of Houdini RBD's. It is somewhat upsetting that these issues havent been addressed or resolved.
Technical Discussion » Cookie node deformations when adding transform..pls help
- hairston630
- 96 posts
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Hey everyone,
I have a problem with the cookie sop now. I am breaking up one of my pieces and when I use the fractal and transform to move it I get these horrible deformations AGAIN. This is similar to whats happening to the break and shatter node. I am not sure what I should change but I cant seem to work around it for anything. I have attached a pic for help. Please, any assistance will be highly appreciated.
Hairston
I have a problem with the cookie sop now. I am breaking up one of my pieces and when I use the fractal and transform to move it I get these horrible deformations AGAIN. This is similar to whats happening to the break and shatter node. I am not sure what I should change but I cant seem to work around it for anything. I have attached a pic for help. Please, any assistance will be highly appreciated.
Hairston
Houdini Lounge » Possible to do this type of work in Houdini?
- hairston630
- 96 posts
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I saw this video earlier and it was very entertaining. I was wondering if its possible to do this in houdini with experience?
Thanks,
Hairston
http://www.youtube.com/watch?v=8qslD29O_1A&feature=PlayList&p=6CA53A48E09E49CE&index=4&playnext=2&playnext_from=PL [youtube.com]
Thanks,
Hairston
http://www.youtube.com/watch?v=8qslD29O_1A&feature=PlayList&p=6CA53A48E09E49CE&index=4&playnext=2&playnext_from=PL [youtube.com]
Technical Discussion » How do you choose a particular section to drop first in RBD?
- hairston630
- 96 posts
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Thank you Symek. I do have a question about that particular node. I noticed that under STATE inside the POSITION Y field there is a “$OBJID*1.5”. Is this what is causing the delays in the objects falling? Im a little confused as what is going on within this node other than that particular parameter change…everything else just looks like its set to default. Thank you again.
Hairston
Hairston
Technical Discussion » How do you choose a particular section to drop first in RBD?
- hairston630
- 96 posts
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Just wanting to know how to designate one part to drop first then another, then another, etc. I saw a forum thread in the odforce but it doesnt seem to help any. Could I get some information on doing this please? Thank you.
Hairston
Hairston
Houdini Indie and Apprentice » Does houdini apprentice allow export to AE or ?
- hairston630
- 96 posts
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digitallysane
You can export cameras, lights and transforms using this:
http://www.sidefx.com/exchange/info.php?fileid=498&versionid=498 [sidefx.com]
Dragos
Thank you kind sir! And this will work ok with the apprentice version?
Hairston
Houdini Indie and Apprentice » Does houdini apprentice allow export to AE or ?
- hairston630
- 96 posts
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I had read a similar post from last year but it wasnt very clear as to whether it was a yes or no. I wanted to know if its possible for me to create something like cube or sphere and export that data into after effects? Is this possible with the apprentice version? (non hd). Thanks.
Hairston
Hairston
Technical Discussion » Exporting matchmove from boujou 4.0 to Houdini 10?
- hairston630
- 96 posts
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I was wanting to know how this was done and what was necessary to get it working properly in Houdini. I can get the tracked footage to display in houdini but I see no actual video footage displaying in the viewport. Can someone help me with this please?
Thanks,
Hairston
Thanks,
Hairston
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- hairston630
- 96 posts
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Thanks again Steven. I have tried changing that setting and it doesnt seem to help it any. I checked the amount of frames that it takes to get out of its “choppy” state and its around 67…the sim being a total of 198 frames. Im not sure what that could possibly be and im not sure on how to run the flipbook as I am still learning houdini.
Thanks
Thanks
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- hairston630
- 96 posts
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Thank you Steven, I will try this. Now I do see that this cache node is for particles. Will it work for fluids as well as this is a pyro simulation? Thank you.
Technical Discussion » Some frames of my sim run choppy then the rest run smooth?
- hairston630
- 96 posts
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Well basically whats happening is after it sims 125 frames, I then cap off the limit to 125 frames so it will run what is already simulated. Now, when I run that sim to see what it looks like completely solved, the first 25 frames or so run somewhat choppy and then the rest of the sim runs smoothly EVEN THOUGH the whole thing is completely calculated and sim'd. Does that help?
Thanks,
Hairston
Thanks,
Hairston
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