Hi,
I just watched the H10 masterclass on cloth and was playing with the provided examples in H12, some are broken, especially those using the pintoanimation to release an object during the sim.
Even with all the “capabilities” on on the cloth solver, the pintoanimation attribute stays the same as the first frame when I look in the detail view.
Any help on this ?
Cheers,
Vincent
ps : by the way it would be nice if those examples were updated for H12 and added to the help. I noticed some of the docs examples concerning different areas are broken and could use some update as well.
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Houdini Lounge » H12 cloth pintoanimation att not updated during sim ?
- vinz
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Houdini Lounge » OpenCL not supported in this version of Houdini on OSX?
- vinz
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Houdini Lounge » OpenCL not supported in this version of Houdini on OSX?
- vinz
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Hi,
When I check “Use OpenCL” on the solver, I get “OpenCL not supported in this version of Houdini”.
I'm with OSX 10.7.3, Houdini 12.0.581 and a Radeon HD 5870.
Any thing to check ?
Thanks a lot,
Vincent
When I check “Use OpenCL” on the solver, I get “OpenCL not supported in this version of Houdini”.
I'm with OSX 10.7.3, Houdini 12.0.581 and a Radeon HD 5870.
Any thing to check ?
Thanks a lot,
Vincent
Houdini Lounge » Cloth capture/deform vs lattice in points mode ?
- vinz
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Houdini Lounge » Cloth capture/deform vs lattice in points mode ?
- vinz
- 113 posts
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Hi,
What's the difference between these two ? Did a quick comparison test, I don't get exactly the same deformation but it's quite similar.
Cheers
Vincent
What's the difference between these two ? Did a quick comparison test, I don't get exactly the same deformation but it's quite similar.
Cheers
Vincent
Technical Discussion » subdivision on grid
- vinz
- 113 posts
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Hi, bumping this quite old thread, because I couldn't find any info, other than this old odforce thread, with no clear answer either
http://forums.odforce.net/index.php?/topic/12184-subdividing-boundary-edges/page__hl__subdivide__fromsearch__1 [forums.odforce.net]
Catmull clark subdiv is supposed to smooth borders.
See http://th.wikipedia.org/wiki/%E0%B9%84%E0%B8%9F%E0%B8%A5%E0%B9%8C:Catmull-Clark_subdivision_of_4_planes.png [th.wikipedia.org]
I'd like to randomly unfuse points, and create cracks in the geo by subdividing, without preserving border edges. Subdivide and then Smooth op kinda works, but doesn't give maya's result.
Cheers
Vincent
http://forums.odforce.net/index.php?/topic/12184-subdividing-boundary-edges/page__hl__subdivide__fromsearch__1 [forums.odforce.net]
Catmull clark subdiv is supposed to smooth borders.
See http://th.wikipedia.org/wiki/%E0%B9%84%E0%B8%9F%E0%B8%A5%E0%B9%8C:Catmull-Clark_subdivision_of_4_planes.png [th.wikipedia.org]
I'd like to randomly unfuse points, and create cracks in the geo by subdividing, without preserving border edges. Subdivide and then Smooth op kinda works, but doesn't give maya's result.
Cheers
Vincent
Houdini Lounge » How to gamma correct the env map for the env light inside H
- vinz
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Houdini Lounge » How to gamma correct the env map for the env light inside H
- vinz
- 113 posts
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Hi,
I have some dosch hdrs that have a 2.2 gamma (even the lowres ones shipped with houdini are the same).
How can I put a 0.45 gamma correction on them inside Houdini ?
Is there a vop network hidden somewhere I can modify ?
I did the correction in photoshop to test if I had correct results, which I did, but it's not very convenient.
I had a related question, it looks like that there is no way to preview the map orientation right now ? I guess I can create a sphere map the hdr on it and copy the transform over to the env light, also not very convenient
Thanks a lot
Vincent
I have some dosch hdrs that have a 2.2 gamma (even the lowres ones shipped with houdini are the same).
How can I put a 0.45 gamma correction on them inside Houdini ?
Is there a vop network hidden somewhere I can modify ?
I did the correction in photoshop to test if I had correct results, which I did, but it's not very convenient.
I had a related question, it looks like that there is no way to preview the map orientation right now ? I guess I can create a sphere map the hdr on it and copy the transform over to the env light, also not very convenient
Thanks a lot
Vincent
Houdini Lounge » Local variables created in VOP POP don't work ?
- vinz
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Houdini Lounge » Local variables created in VOP POP don't work ?
- vinz
- 113 posts
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Hi,
I remember reading something about this a long time ago, can't find it again.
If I add an attribute in a VOP POP and specify a local variable, I can't use it for the scale in a force pop for example.
If I create the attribute with an attribute pop and specify a local variable, it works as expected.
Any particular reason for this ? Nothing in the help either.
Cheers
Vincent
I remember reading something about this a long time ago, can't find it again.
If I add an attribute in a VOP POP and specify a local variable, I can't use it for the scale in a force pop for example.
If I create the attribute with an attribute pop and specify a local variable, it works as expected.
Any particular reason for this ? Nothing in the help either.
Cheers
Vincent
Houdini Lounge » Inconsistency between life[2], life/age vop vars, $LIFE/$AGE
- vinz
- 113 posts
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Hi,
In POPs, $LIFE is the normalized age 0 to 1, while $LIFESPAN is the total life and $AGE the absolute age.
in VOP POPs or VOP SOPs, the age attribute is still the absolute age but life is the total life and you have to divide to get the normalized age.
And underneath, the actual attribute is life, which is a float2 which is kind of a strange data type not used anywhere else, life is the absolute age while life is the lifespan.
I always find this a bit confusing, am I the only one ?
Must be worse for new users.
Wondering if this should be a RFE.
To be consistent I think there should be age/life/lifespan in vops as well, and maybe underneath one age attribute and one lifespan attribute to spare some space.
Cheers
Vincent
In POPs, $LIFE is the normalized age 0 to 1, while $LIFESPAN is the total life and $AGE the absolute age.
in VOP POPs or VOP SOPs, the age attribute is still the absolute age but life is the total life and you have to divide to get the normalized age.
And underneath, the actual attribute is life, which is a float2 which is kind of a strange data type not used anywhere else, life is the absolute age while life is the lifespan.
I always find this a bit confusing, am I the only one ?
Must be worse for new users.
Wondering if this should be a RFE.
To be consistent I think there should be age/life/lifespan in vops as well, and maybe underneath one age attribute and one lifespan attribute to spare some space.
Cheers
Vincent
Houdini Indie and Apprentice » [help] weird point normal in H12
- vinz
- 113 posts
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Hi oat,
Looks like a display bug with the new viewport in H12.
I've noticed it as well. If you revert to H11 viewport in the preferences it works as expected.
Looks like a display bug with the new viewport in H12.
I've noticed it as well. If you revert to H11 viewport in the preferences it works as expected.
Houdini Lounge » copysop speed H12
- vinz
- 113 posts
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Hi,
Just started playing with H12, and the copy sop was faster with H11.
This is a silly boxes stamping test, the performance monitor gives 2.01 sec on the copy op with H11, and 3.24sec for H12.
Vincent
Just started playing with H12, and the copy sop was faster with H11.
This is a silly boxes stamping test, the performance monitor gives 2.01 sec on the copy op with H11, and 3.24sec for H12.
Vincent
Houdini Lounge » You may find it interesting(rt fracturing)
- vinz
- 113 posts
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Technical Discussion » Moving objects outside subnets while retaining their pos
- vinz
- 113 posts
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Hi,
thanks for the tips, but with the object merge technique I basically freeze the transform which is not exactly what I want, and the combine/extract tool create a new geo at the same hierarchical level and not in /obj (unless I've missed something ?), and again it's object merging so it freezes the transform as well.
So I just tidied up the scene in maya the way I wanted and re-exported.
Cheers
thanks for the tips, but with the object merge technique I basically freeze the transform which is not exactly what I want, and the combine/extract tool create a new geo at the same hierarchical level and not in /obj (unless I've missed something ?), and again it's object merging so it freezes the transform as well.
So I just tidied up the scene in maya the way I wanted and re-exported.
Cheers
Technical Discussion » Moving objects outside subnets while retaining their pos
- vinz
- 113 posts
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Hi,
I have to deal with an FBX coming from maya.
There were lots of groups inside of groups in maya which translate to complex hierarchies with lots of nested subnets in Houdini.
I want to bring to root level (/obj) some objects, while retaining their world position and orientation.
Any simple way to do that in Houdini ?
In Maya I would just select all the objects in the viewport and do a parent world command.
Thanks!
Vincent
I have to deal with an FBX coming from maya.
There were lots of groups inside of groups in maya which translate to complex hierarchies with lots of nested subnets in Houdini.
I want to bring to root level (/obj) some objects, while retaining their world position and orientation.
Any simple way to do that in Houdini ?
In Maya I would just select all the objects in the viewport and do a parent world command.
Thanks!
Vincent
Houdini Lounge » Cuda fluid solver plugin
- vinz
- 113 posts
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I had a go at compiling the thing for linux, see the odforce thread (I never know where to post!) : http://forums.odforce.net/index.php?/topic/13436-cuda-fluid-and-particles-plugin [forums.odforce.net]
Houdini Lounge » GLSL materials
- vinz
- 113 posts
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Cool stuff! I did some tests with TouchDesigner to learn hardware shaders development, nice to see some more involved samples in Houdini, hadn't tried that yet.
Houdini Lounge » Cuda fluid solver plugin
- vinz
- 113 posts
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Hi,
I added a basic hardware particles system, also in Cuda, which can be advected by the cuda fluid. You can check it here http://www.vimeo.com/22916953 [vimeo.com]
Vincent
I added a basic hardware particles system, also in Cuda, which can be advected by the cuda fluid. You can check it here http://www.vimeo.com/22916953 [vimeo.com]
Vincent
Houdini Lounge » Cuda fluid solver plugin
- vinz
- 113 posts
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Hehe I did it to understand the limitations and why everybody wasn't using it since the cool nvidias demos some years ago.
Now I know it isn't the ultimate for all situations, but I still think it can be quite useful.
For example I expect the speed will take a hit when/if I implement collisions with deformable objects, if the geometry has to be fetched from main memory to gpu memory each frame, but you don't always need super precise collisions, so fast collisions with proxies can do the trick.
Speaking about big studios I was mainly thinking of ILM, looks like the fire shots on Airbender were all made with their gpus tools. I also read an article about rigid bodies dones on the gpus for transformers, where they had less options but massive amount objects.
Kinda like houdini rigid bodies, slow, but precise and great at stacking, versus physx or bullet rigid bodies, fast but imprecise…
Vincent
Now I know it isn't the ultimate for all situations, but I still think it can be quite useful.
For example I expect the speed will take a hit when/if I implement collisions with deformable objects, if the geometry has to be fetched from main memory to gpu memory each frame, but you don't always need super precise collisions, so fast collisions with proxies can do the trick.
Speaking about big studios I was mainly thinking of ILM, looks like the fire shots on Airbender were all made with their gpus tools. I also read an article about rigid bodies dones on the gpus for transformers, where they had less options but massive amount objects.
Kinda like houdini rigid bodies, slow, but precise and great at stacking, versus physx or bullet rigid bodies, fast but imprecise…
Vincent
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