Has anything changed with the stamping of rotations on geometry that I have missed?
If I take a displaced sphere and drop a transform down, add the stamp() to each parameter on the rotations, and run a rand() in the copysop, nothing happens. Using “rx”, “ry”, and “rx” as the custom variable in the stamp string and copysop respectively. This is copied to the points on a second sphere for the template.
If I run a stamp expression in the uniform scale parameter for example things work correctly.
If I click on the copysop variables for the rotations I am getting random values for example, 2.6421 in x, 682.632 in y, and 480.769 in z, but there is no visible rotations in the viewport.
I was running an older production build, but downloaded the newest today and the problem is still there. Just to add, on the older version and the newer one where both freshly created scene's, so no chance of corrupted saves.
Anyone know if this is a bug and needs reporting?
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Houdini Lounge » Stamping Issues?
- ragupasta
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Work in Progress » 3D Sketchbook
- ragupasta
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Well as the title says, just any ongoing work to be popped in here.
First is a small still image. The idea was a 2hr deadline to model, simulate, render and composite an image, with as much realism as possible. I ran out of time, as if I don't stick to the rules, there is not much point.
All upto the raw render in Houdini, compositing done in Fusion 8 Beta.
First is a small still image. The idea was a 2hr deadline to model, simulate, render and composite an image, with as much realism as possible. I ran out of time, as if I don't stick to the rules, there is not much point.
All upto the raw render in Houdini, compositing done in Fusion 8 Beta.
Technical Discussion » Double Transformations
- ragupasta
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Solved: After a nights sleep and a fresh head to think with. Total user error, I had parented the actual curve geometry to mesh control null I have in the scene.
Silly silly me.
Silly silly me.
Technical Discussion » Double Transformations
- ragupasta
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Hi.
Recently I have started to practice rigging in Houdini and I'm enjoying it. I'm rigging a dragon at the moment and I've run into what looks like a double transformation issue, but I can't seem to find where from.
The problem is this: I've rigged the tail section as a stretchy spline IK rig. Now when my control null which everything is parented to is moved up or down, the curve which controls my stretchy bones moves double the distance which renders my rig useless.
I ran into double transforms whilst FK rigging and solved that by parenting to the bone I want, then checking keep position whilst parenting, then re-parenting to the bone below in the chain.
If it helps the stretchy IK is done by pointSOP with origin expression, and a null with a arclen expression driving the bone length's.
The control nulls on the tail are following the transforms correctly, but the curve and the bones are behaving quite differently.
It must be something really simple I've missed. That many nodes going on in the network atm it's easily done.
Here is an image of the problem occuring.
Recently I have started to practice rigging in Houdini and I'm enjoying it. I'm rigging a dragon at the moment and I've run into what looks like a double transformation issue, but I can't seem to find where from.
The problem is this: I've rigged the tail section as a stretchy spline IK rig. Now when my control null which everything is parented to is moved up or down, the curve which controls my stretchy bones moves double the distance which renders my rig useless.
I ran into double transforms whilst FK rigging and solved that by parenting to the bone I want, then checking keep position whilst parenting, then re-parenting to the bone below in the chain.
If it helps the stretchy IK is done by pointSOP with origin expression, and a null with a arclen expression driving the bone length's.
The control nulls on the tail are following the transforms correctly, but the curve and the bones are behaving quite differently.
It must be something really simple I've missed. That many nodes going on in the network atm it's easily done.
Here is an image of the problem occuring.
Work in Progress » Fluid Studies
- ragupasta
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Hi guys.
I decided to get off my butt and really start looking into fluids more. The idea behind this video is movement.
Basically simple stuff hopefully getting more and more complicated as I progress onwards.
Anyways less talky more video watchy.
Comments and suggestions are more than welcome.
https://vimeo.com/75586485 [vimeo.com]
I decided to get off my butt and really start looking into fluids more. The idea behind this video is movement.
Basically simple stuff hopefully getting more and more complicated as I progress onwards.
Anyways less talky more video watchy.
Comments and suggestions are more than welcome.
https://vimeo.com/75586485 [vimeo.com]
Houdini Indie and Apprentice » Houdini apprentice FX or Escape?
- ragupasta
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1. If you open your start menu (assuming it's windows), navigate to the Side Effects folder, you can fire up Houdini instead of Houdini FX.
If you were to write out particles to disk as points you could render them in Houdini, as at the end of the day, they are only points. You should be able to render out a sim if it is a bgeo (I think..), as it is just a geometry type and not a simulation network.
You can't simulate anything dynamic in Houdini by the look of the product guide, so even if you built the sim network in FX, Houdini product wouldn't support it.
If you were to write out particles to disk as points you could render them in Houdini, as at the end of the day, they are only points. You should be able to render out a sim if it is a bgeo (I think..), as it is just a geometry type and not a simulation network.
You can't simulate anything dynamic in Houdini by the look of the product guide, so even if you built the sim network in FX, Houdini product wouldn't support it.
Houdini Lounge » Making a missile trail with pyro
- ragupasta
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Here is a simple file.
Basically I dropped an addsop to create a point in the origin. Fed that into a popnetwork, and gave it some velocity. Next copied a sphere to it, and that was the emitter setup.
I then used the flames tool in the pyro effects tab. After it initialized, I jumped back into the network containing the emitter. I added velocity in the velocity volumes tab of the “create fuel volume node”, and used a ch() to pull in the velocity from the emitters single particle from the popnetwork's source node. Then I inverted it “-ch()” and multiplied it by 2. This gives the fluid twice as much velocity in the exact opposite direction the particle is traveling.
The rest is a few minor tweaks on the pyro node, eg: Slowed down the buoyancy, and tweaked the dissipate and disturbance parameters.
That's it, just tweaking various parameters will work well for something as simple as a missile launch sequence.
Basically I dropped an addsop to create a point in the origin. Fed that into a popnetwork, and gave it some velocity. Next copied a sphere to it, and that was the emitter setup.
I then used the flames tool in the pyro effects tab. After it initialized, I jumped back into the network containing the emitter. I added velocity in the velocity volumes tab of the “create fuel volume node”, and used a ch() to pull in the velocity from the emitters single particle from the popnetwork's source node. Then I inverted it “-ch()” and multiplied it by 2. This gives the fluid twice as much velocity in the exact opposite direction the particle is traveling.
The rest is a few minor tweaks on the pyro node, eg: Slowed down the buoyancy, and tweaked the dissipate and disturbance parameters.
That's it, just tweaking various parameters will work well for something as simple as a missile launch sequence.
Houdini Indie and Apprentice » I cant understand how to animate smoke.
- ragupasta
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Here is a file of particles driving the source of a fluid smoke simulation. Also a flipbook of the sim. Simple smoke from points shelf tool, with an added gas dissapateDOP.
Technical Discussion » Per Particle Animation Offset
- ragupasta
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Using a TimeShiftSop with the stamp() based on $LIFE works a treat. As the scene is not too geometrically heavy, the stamp() works really well, so thank you zdimaria.
JordanWalsh: This weekend I am also going to try your approach as well, and check out the pro's and con's, see what fit's. So thanks for your suggestion, and I will give it a shot. I will post my results sometime tomorrow.
Cheers guys.
JordanWalsh: This weekend I am also going to try your approach as well, and check out the pro's and con's, see what fit's. So thanks for your suggestion, and I will give it a shot. I will post my results sometime tomorrow.
Cheers guys.
Technical Discussion » Per Particle Animation Offset
- ragupasta
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Hi guys,
Just wondering, I have some particles colliding with a floor geometry. This particle is then split (killing the parent particle). These split particles then have a very short lifespan.
I am wanting to copy animated geometry to each of these split particles. I have animated geometry, which is animated over 12 frames (within the particles life-span).
I want the animation to start the second the split particle is born on a per particle basis. So every split particle will drive this animation upon birth.
At the moment as the geometry is copied to the particles, it is in the end state of the animation (as the first split particles don't happen until way after 12 frames).
Cheers guys.
Just wondering, I have some particles colliding with a floor geometry. This particle is then split (killing the parent particle). These split particles then have a very short lifespan.
I am wanting to copy animated geometry to each of these split particles. I have animated geometry, which is animated over 12 frames (within the particles life-span).
I want the animation to start the second the split particle is born on a per particle basis. So every split particle will drive this animation upon birth.
At the moment as the geometry is copied to the particles, it is in the end state of the animation (as the first split particles don't happen until way after 12 frames).
Cheers guys.
Houdini Indie and Apprentice » Turning off auto-cooking on frame change
- ragupasta
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Bottom right corner, there is a menu drop down saying “auto update”, change this to “manual”. Now nothing at all in any context will cook, until you change it back.
Work in Progress » Ice Cream | Viscosity WIP
- ragupasta
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Beautiful simulation.
Any chance you can whip up a scene to show how you set up your UV's on a constantly changing topology like this?
Would be nice to dissect the information.
Any chance you can whip up a scene to show how you set up your UV's on a constantly changing topology like this?
Would be nice to dissect the information.
Technical Discussion » is my computer too slow? (test my file).
- ragupasta
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Cached 75 frames in 97 seconds.
i7 980x @ 3.3GHz (6 core (12 threads))
Corsair 16GB RAM
GTX 650Ti
Playback FPS, no idea.
i7 980x @ 3.3GHz (6 core (12 threads))
Corsair 16GB RAM
GTX 650Ti
Playback FPS, no idea.
Houdini Indie and Apprentice » eyeballs...
- ragupasta
- 349 posts
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Using the invert sign only works with the RDB solver, which is impressively slow compared to the Bullet solver. However Bullet doesnt use volumes for collision detection so the invert sign option doesn't work unfortunately.
However using the Bullet solver, check out your static RBD object in DOPS. Collisions—>Bullet Data—> UNcheck “Polygons as convex Hulls”.
This now let's you fill a hollow polygon geometry without volume based detection, and the speedyness of bullet over RBD.
Sorry for the messy file, but this was a quick squeeze in before I go to bed. Should give you an idea to play out.
However using the Bullet solver, check out your static RBD object in DOPS. Collisions—>Bullet Data—> UNcheck “Polygons as convex Hulls”.
This now let's you fill a hollow polygon geometry without volume based detection, and the speedyness of bullet over RBD.
Sorry for the messy file, but this was a quick squeeze in before I go to bed. Should give you an idea to play out.
Houdini Lounge » add particle to curve point
- ragupasta
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Use an add sop to delete the curve geo but keep the points, then..
In the Impulse activation set it to
$F == 1
In the Impulse amount set it to
$NPT
If all you are wanting is a single particle to be sat at every point on the incoming geometry, then this is much simpler than using an if()
In the Impulse activation set it to
$F == 1
In the Impulse amount set it to
$NPT
If all you are wanting is a single particle to be sat at every point on the incoming geometry, then this is much simpler than using an if()
Houdini Lounge » Pyro as Lighting.
- ragupasta
- 349 posts
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Delight0092
Seems like a good idea, I have no idea how to advect particles through the velocity though, any links?
Setup a particle system, and use the advect by volume shelf tool in the drive particles tab. The tool set's it all up for you.
Houdini Indie and Apprentice » Houdini Crashes Quite Often
- ragupasta
- 349 posts
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Well I get them regularly, even the simplest things.
For me it's:
Win 7 x64
Nvidia 470 GTX, driver: 301.42
I7 980x
16GB ram
This has been happening way before H12 was out, and over more than 1 machine, and I don't use GPU processing either, as my card only has 1GB of dedicated memory.
I will attach an image of my $TEMP folder where my crash-saves are located, and you can see by the dates that it's quite regular. My files are not really heavy in anyway. Most are just minor things to pass time whilst I'm doing something else (like whilst my laptop is busy, I faff about on my desktop and vice-versa).
I will attach a couple of .hipnc files from the $TEMP directory for you to look over.
One is a re-sampled curve emitting particles. Low particle count, a couple of nodes thats it.
One is a box, with some divisions with divide node running to a subdivide, and 2 bone…bone chain.
One has quite a few things going on and it crashed mid solve (RBD+pyro sim, so you might want to hit escape upon opening to stop the sim calculating (the 3524.hip))
Feel free to have a poke around, and if I'm guilty of stupidity (which has been known before), then let me know.
For me it's:
Win 7 x64
Nvidia 470 GTX, driver: 301.42
I7 980x
16GB ram
This has been happening way before H12 was out, and over more than 1 machine, and I don't use GPU processing either, as my card only has 1GB of dedicated memory.
I will attach an image of my $TEMP folder where my crash-saves are located, and you can see by the dates that it's quite regular. My files are not really heavy in anyway. Most are just minor things to pass time whilst I'm doing something else (like whilst my laptop is busy, I faff about on my desktop and vice-versa).
I will attach a couple of .hipnc files from the $TEMP directory for you to look over.
One is a re-sampled curve emitting particles. Low particle count, a couple of nodes thats it.
One is a box, with some divisions with divide node running to a subdivide, and 2 bone…bone chain.
One has quite a few things going on and it crashed mid solve (RBD+pyro sim, so you might want to hit escape upon opening to stop the sim calculating (the 3524.hip))
Feel free to have a poke around, and if I'm guilty of stupidity (which has been known before), then let me know.
Houdini Indie and Apprentice » Houdini Crashes Quite Often
- ragupasta
- 349 posts
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I always have had random crashes (not just Houdini but most 3d apps as well) such is life in 3d.
I typically use the autosave function set to 10 minutes and incrementing file number each time.
I typically use the autosave function set to 10 minutes and incrementing file number each time.
Houdini Indie and Apprentice » Free Assets?
- ragupasta
- 349 posts
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Just fire up Houdini, drop a node down you want to investigate and hit the “?” on the parameters pane as jeff suggested. Thats how you access the many, many scene files. The nodes do not have to be connected to anything, just drop them down ignoring the red error sign's on the node itself, and hit the ? and divulge the information there.
Loadable .hip files are always located right at the bottom of the help cards.
Loadable .hip files are always located right at the bottom of the help cards.
Houdini Lounge » Question about Apprentice HD
- ragupasta
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The Houdini download is all in one. Apprentice, HD apprentice and FX commercial in the same download, it's the licenses that separate them. Don't forget apprentice is pretty much the full commercial download with a few limitations, namely render size and .hip/.nipnc save files.
You would need to return your apprentice licenses and manually install the HD licenses, which is pretty straight forward.
Edit; rmagee beat me to it
You would need to return your apprentice licenses and manually install the HD licenses, which is pretty straight forward.
Edit; rmagee beat me to it
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