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Technical Discussion » Printing out a hard copy
- jkunz07
- 76 posts
- Online
Technical Discussion » $N broken in H15?
- jkunz07
- 76 posts
- Online
Ah yes, sorry I got confused.
Did it ever work with the DOP i/o, or is that what had just stopped working recently?
Did it ever work with the DOP i/o, or is that what had just stopped working recently?
Technical Discussion » $N broken in H15?
- jkunz07
- 76 posts
- Online
nvm, I looked up what it is here: http://archive.sidefx.com/docs/houdini14.0/expressions/_globals [archive.sidefx.com]
It seems to be working on OSX 15.5.480 after doing a simple test.
It seems to be working on OSX 15.5.480 after doing a simple test.
Technical Discussion » $N broken in H15?
- jkunz07
- 76 posts
- Online
Technical Discussion » H15 Geometry Rop Save To Disk In Background
- jkunz07
- 76 posts
- Online
It'd be awesome to see the render in background function supported in scripting/soho. So you could call a function and pass it the level of verbosity desired, number of threads, etc.
This can be done with some hbatch/hython manipulation but if done that way it won't show up in the render scheduler.
This can be done with some hbatch/hython manipulation but if done that way it won't show up in the render scheduler.
Houdini Lounge » Parameter Naming Convention (Can SidexFX Adopt One)?
- jkunz07
- 76 posts
- Online
Something I noticed today was that the lighting model vop was depreciated in h15. Not a big deal because I could just do opadd lighting to get one.
I was trying to use it as that is the only way I know how to create an isotropic bsdf in vops (not inline code). Is there a newer vop that can create this bsdf?
I was trying to use it as that is the only way I know how to create an isotropic bsdf in vops (not inline code). Is there a newer vop that can create this bsdf?
Houdini Lounge » H15 daily builds?
- jkunz07
- 76 posts
- Online
Luke Letelliercpb
Can the superfluous stuff be a separate download?
<300 to >600 is serious bloat.
Also causes more work when optimizing $HFS for distribution to other machines.
+1
yes please
Houdini Lounge » The small things that matter
- jkunz07
- 76 posts
- Online
If your working with larger volumes it seems that jumping in or out of the volume vop causes a re-cook even though nothing is modified. This is pretty painful when trying to sculpt clouds.
Technical Discussion » how to determine if volume primitive is 16-bit?
- jkunz07
- 76 posts
- Online
I think with VDB they are never stored in memory as 16-bit, it is only when they are written to disk and save half precision is enabled.
With regular volumes I'm fairly certain you can work with them in Houdini and in memory as 16-bit. There is an option to create 16-bit volumes in dops however it will slow your sim down.
As far as viewing the precision of a standard Houdini dense volume, I'm not sure how. ops:
With regular volumes I'm fairly certain you can work with them in Houdini and in memory as 16-bit. There is an option to create 16-bit volumes in dops however it will slow your sim down.
As far as viewing the precision of a standard Houdini dense volume, I'm not sure how. ops:
Houdini Indie and Apprentice » How can I loop an alembic animation?
- jkunz07
- 76 posts
- Online
You can as well use the wrap expression: wrap($FF, 0, 24)
would give you the same result as $FF%24
/ -> exhelp wrap
float wrap (float value, float minimum, float maximum)
REPLACED BY
hou.hmath.wrap()
Wraps a value between a minimum and maximum.
Similar to the clamp expression in that the resulting value will always
fall between the specified minimum and maximum value. It will, however,
create a sawtooth wave for continuously increasing or decreasing values
of the value.
EXAMPLES
wrap ($F, 5, 10)
Creates a sawtooth function between 5 and 10.
would give you the same result as $FF%24
/ -> exhelp wrap
float wrap (float value, float minimum, float maximum)
REPLACED BY
hou.hmath.wrap()
Wraps a value between a minimum and maximum.
Similar to the clamp expression in that the resulting value will always
fall between the specified minimum and maximum value. It will, however,
create a sawtooth wave for continuously increasing or decreasing values
of the value.
EXAMPLES
wrap ($F, 5, 10)
Creates a sawtooth function between 5 and 10.
Houdini Lounge » Having trouble with getting my scatter to stick.
- jkunz07
- 76 posts
- Online
Technical Discussion » acceleration blur?
- jkunz07
- 76 posts
- Online
JordanWalsh
I dont think you would even need to know the last and next frame, you can just take the P and the V then add the accel or force of the particle multiplied the time increment (forward and back of the central time sample). Do that incremental for each geo time sample and you should get the same results as the Arnold accel blur.
So no need to worry about changing point count!
from my understanding, v and accel are vectors pointing towards the next and previous frame. To keep file storage down I was thinking that just keeping P and id attributes would be a smaller storage footprint then P, v and accel.
Mantra could then derive v and accel at rendertime just based off of the id attribute.
For most cases it might not be a huge deal, but if your rendering millions of points it definitely makes a big difference.
Technical Discussion » acceleration blur?
- jkunz07
- 76 posts
- Online
There was this procedural which does something similar, however it no longer seems to be updated.
https://code.google.com/p/timeblender/ [code.google.com]
Ideally, if Mantra could take id attributes and deform based on them that would work the best.
If it finds matching ids on previous and next sample, the point can be interpolated along a quadratic curve defined by those 3 positions.
If it only finds previous or next and not both, it could still do a linear blur.
This would help a lot with large point counts as it could keep both .bgeo files light wihtout having to store v (and accel) and ifd files as well as you wouldn't have to bake multiple copies of the geo in for deformation blur.
https://code.google.com/p/timeblender/ [code.google.com]
Ideally, if Mantra could take id attributes and deform based on them that would work the best.
If it finds matching ids on previous and next sample, the point can be interpolated along a quadratic curve defined by those 3 positions.
If it only finds previous or next and not both, it could still do a linear blur.
This would help a lot with large point counts as it could keep both .bgeo files light wihtout having to store v (and accel) and ifd files as well as you wouldn't have to bake multiple copies of the geo in for deformation blur.
Work in Progress » Falloff SOP
- jkunz07
- 76 posts
- Online
Technical Discussion » FBX export through python
- jkunz07
- 76 posts
- Online
Adding geometry() like:
hou.node('/obj/sphere_object1/sphere1').geometry().saveToFile('$HOME/Documents/Exchange/exchange.fbx')
should fix this
hou.node('/obj/sphere_object1/sphere1').geometry().saveToFile('$HOME/Documents/Exchange/exchange.fbx')
should fix this
Technical Discussion » Dot product of vector VDB and viewing angle
- jkunz07
- 76 posts
- Online
90ender
So that has actually been something I have been wondering about. It seems to me that if you have a high resolution fog volume that is value 1 all the way across, you would have to smooth it pretty drastically in order for the blur to have any effect on the inner most voxels. Is this right?
I'm not sure how to fix the interior, but blurring it can give more reasonable vectors for the border depending on your volume.
Technical Discussion » Dot product of vector VDB and viewing angle
- jkunz07
- 76 posts
- Online
90ender
Good point. Any tips on how to make a fog volume into a nice even gradient?
An alternative to downsampling the volume is blurring it.
So you could blur it before calculating the gradient, then use the gradient with the original fog volume.
Technical Discussion » create volume from vector field
- jkunz07
- 76 posts
- Online
The object parameter at the bottom should be set to “emptyobject1” or “ * ” wildcard will work as well
Technical Discussion » point replicate procedural
- jkunz07
- 76 posts
- Online
Is it possible to get deformation motion blur using point replicate procedural?
Everything I've tried doesn't produce any motion blur
Everything I've tried doesn't produce any motion blur
Houdini Lounge » Post your favourite Wrangle SOP presets
- jkunz07
- 76 posts
- Online
Here is one to clip points similar to the clip sop:
float dotprod = dot(chv(“clip_dir”),normalize(chv(“clip_pos”)-@P));
if( dotprod > 0 )
{
removepoint(geoself(),@ptnum);
}
float dotprod = dot(chv(“clip_dir”),normalize(chv(“clip_pos”)-@P));
if( dotprod > 0 )
{
removepoint(geoself(),@ptnum);
}
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