Hello everyone,
I'm having a hardtime with the VAT ROP. After I render the rbd simulation. When I dive into the tool to debug, pieces are off from the original rbd sim. I've tried to follow the tutorial step by step and tried different version of Houdini 18.5.??? but non worked. I've attached the hip file.Thanks everyone.
Solved
I've used the dop network instead of rbd sop solver and it works as it should. I've tried to output attributes from the rbd sop solver but error pops up.
thanks everyone
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Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- seeplus
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Technical Discussion » Remove constraint by @P.y not working
- seeplus
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mrCatfish
I don't understand... by removing the primitive, you are removing the constraint. I played it and it seemed to work, maybe I don't understand what you're trying to do.
I really appreciate your reply. I'm sorry I wasn't clear and I think I'm not doing it the right way. I'm attaching the updated hip file. You can notice the constraints are removed but the geo returns to its initial position.
Edited by seeplus - March 20, 2021 07:25:00
Technical Discussion » Save impact data + rbd sim to disk
- seeplus
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Hi,
I have an rbd sim with Impact analysis enabled. I'm only able to fetch the impact data when time line cache is being used but sometimes it will be limited to a range due to lack of memory.
So how can I save rbd sim along with impact data to disk? I'm using the rbd bullet solver sop.
Thanks
I have an rbd sim with Impact analysis enabled. I'm only able to fetch the impact data when time line cache is being used but sometimes it will be limited to a range due to lack of memory.
So how can I save rbd sim along with impact data to disk? I'm using the rbd bullet solver sop.
Thanks
Edited by seeplus - March 19, 2021 16:28:51
Technical Discussion » Remove constraint by @P.y not working
- seeplus
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mrCatfish
I'm not sure why it doesn't work... it seems to be evaluting only at the first frame. I unlocked it and put your code here and it works:
EDIT: Ooops... used a pop wrangle instead of point wrangle, but it works anyway.
Thanks of your valued help, mrCatfish. I've tried to do as you prescribed but it removes primitive and constraints but I need to delete only the constraints.
What I exactly need is when a constraint reaches a position > remove it.
Edited by seeplus - March 18, 2021 16:20:10
Technical Discussion » Remove constraint by @P.y not working
- seeplus
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Hi,
thanks for reading my post,
I'm trying to remove constraints when they reach a certain position like (@P.y). I'm using the rbd bullet solver sop. It seems that @P for constraints not updating from frame to frame but it only reads the initial position. I'm attaching a hip file.
This is my code:
if (@P.y > 2) {
removeprim(0,@primnum,0);
}
Thanks for your precious help
thanks for reading my post,
I'm trying to remove constraints when they reach a certain position like (@P.y). I'm using the rbd bullet solver sop. It seems that @P for constraints not updating from frame to frame but it only reads the initial position. I'm attaching a hip file.
This is my code:
if (@P.y > 2) {
removeprim(0,@primnum,0);
}
Thanks for your precious help
Edited by seeplus - March 17, 2021 16:49:28
Technical Discussion » Taming caustic lighting
- seeplus
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robsdesignThanks robsdesign. This is the best answer I've found regarding caustics and noise. This helped me alot.
Hi Georgina,georgina
What's the simplest way to reduce photon map generation times?
The simplest way is to make sure to set your photon target. This indirectly reduces the generation time by reducing the amount of photons you need for sharper results.
Depending on what you need, you could just use faux caustics instead for previews/early stages and switch to photons later. I've attached a screenshot, see (A).georgina
Do you recommend that I switch from Mantra to Redshift? I hear that it's a lot faster but what will I be losing from Mantra if I do?
The way I see it is you won't be losing anything from Mantra as you'd have both Mantra & Redshift. They both have their strengths and have free demo versions so you can see what suites your workflow.georgina
I figured out how to set the photons to only the glass object, but how do make it so that caustics are only calculated for the objects they're being cast on to?
The caustics are calculated using the photon target and the results are rendered/visible on the floor. So in this case, you can use a Light Mask on the tube/photon target to disable the Caustic light. See attached (B). This speeds up the rendering but not photon generation.
Rob
Technical Discussion » How to keep color attribute with attribute transfer
- seeplus
- 33 posts
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Hi,
I have a sphere (red) moving on a grid (black) both wired to attribute transfers. I want to keep the the red color on the grid to delete the other areas to make a kind of path/road.
My problem I can’t keep the color sticking to the ground.
Thanks in advance
I have a sphere (red) moving on a grid (black) both wired to attribute transfers. I want to keep the the red color on the grid to delete the other areas to make a kind of path/road.
My problem I can’t keep the color sticking to the ground.
Thanks in advance
Technical Discussion » Change geometry on collision
- seeplus
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Hi and thanks in advance,
I have an emitter connected to a copy stamp and it is throwing particles as spheres on a ground plane. I need every sphere hits the ground to be changed to another primitive, lets say a box.
I have an emitter connected to a copy stamp and it is throwing particles as spheres on a ground plane. I need every sphere hits the ground to be changed to another primitive, lets say a box.
Technical Discussion » How to random scatter seed for multiple copies
- seeplus
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AndyW
Stamp expressions only work on the copy input side, not on the template points as far as I know. Why not duplicate before scatter? You'll always get a different point distribution
Just perfect man. Fully answered my question.
Where can I learn how Houdini executes nodes I think if I get knowledge of it, I wont run on such silly obstacles.
Thanks again AndyW
Technical Discussion » How to random scatter seed for multiple copies
- seeplus
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AndyW
I like to set attributes on the points themselves and reference those in the copy stamp, it's easier to troubleshoot than writing expressions right into the stamp slots. I hope the attached file is helpful
Thanks AndyW for sharing your file, it explains a lot for me as a new Houdini user.
Maybe I wasn't clear enough. I really want to get variation of the whole thing not on the points so when you look at copies they don't look alike. I've uploaded and updated your file to get clear overview.
Edited by seeplus - Dec. 17, 2019 01:48:18
Technical Discussion » How to random scatter seed for multiple copies
- seeplus
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AndyW
It's not very clear what you're trying achieve, changing the global seed on the scatter nodes just changes the distribution of the points you're copying to
Yes, I want to get unique copies with random seed. Actually I have a Coca-Cola can that has condensed drops done with the scatter node. I want to get varsities - in terms of drops location- in my scene.
Edited by seeplus - Dec. 16, 2019 14:39:12
Technical Discussion » How to randomize seed on the scatter node
- seeplus
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Hi,
I have a scene with one sphere scattered on points for another sphere. I want to create mutliple unque copies of the final product with unique scatter seed. I ve used stamp(…… but it give the same result for all copies.
attached the hip file and and screen shots.
Kind regards
I have a scene with one sphere scattered on points for another sphere. I want to create mutliple unque copies of the final product with unique scatter seed. I ve used stamp(…… but it give the same result for all copies.
attached the hip file and and screen shots.
Kind regards
Technical Discussion » How to random scatter seed for multiple copies
- seeplus
- 33 posts
- Offline
Hi,
Thanks in advance.
I want to get unique copies of a scattered object as thy don't share the same distribution among them. I've attached the hipnc file.
I've tried to use stamp(“../copy1”, “random”,3)but it seems not working for me. It works in scaling the scattered sphere within the same copy.
Thanks in advance.
I want to get unique copies of a scattered object as thy don't share the same distribution among them. I've attached the hipnc file.
I've tried to use stamp(“../copy1”, “random”,3)but it seems not working for me. It works in scaling the scattered sphere within the same copy.
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