Very nice! Thanks!
–Mark
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Houdini Lounge » Houdini Tutorial Database
- xiondebra
- 543 posts
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Houdini Lounge » Do you use Houdini for..
- xiondebra
- 543 posts
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Technical Discussion » Rendertime metaball instancing?
- xiondebra
- 543 posts
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You can use the clusterThis mantra procedural to instance metaballs onto points at render time, and it does all the groovy blobby stuff you would expect.
Linux only for now: http://www.digitalcinemaarts.com/software/clusterthis/ [digitalcinemaarts.com]
–Mark
Linux only for now: http://www.digitalcinemaarts.com/software/clusterthis/ [digitalcinemaarts.com]
–Mark
Technical Discussion » Looking for more beta testers
- xiondebra
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Hello there,
We are looking for a few more beta testers for a new Houdini plugin that is hopefully going to be released at SIGGRAPH. It's a POP (and maybe a DOP microsolver) that does interesting things and it's a product that's already out there for XSI. I'm simply wrapping it up into a set of Houdini plugins. I'd like to get feedback on it's “production usefulness” as well as wringing out tech bugs. If you've got XSI/ICE experience too, that would be extremely helpful.
Currently it's for Linus/gcc 4.3 only …
Please let me know if you'd be interested in getting involved, we're looking for another dozen or so people.
Please reply to me off-list at: mstory@siggraph.org
Thanks,
Mark
We are looking for a few more beta testers for a new Houdini plugin that is hopefully going to be released at SIGGRAPH. It's a POP (and maybe a DOP microsolver) that does interesting things and it's a product that's already out there for XSI. I'm simply wrapping it up into a set of Houdini plugins. I'd like to get feedback on it's “production usefulness” as well as wringing out tech bugs. If you've got XSI/ICE experience too, that would be extremely helpful.
Currently it's for Linus/gcc 4.3 only …
Please let me know if you'd be interested in getting involved, we're looking for another dozen or so people.
Please reply to me off-list at: mstory@siggraph.org
Thanks,
Mark
Technical Discussion » General notions of a POP modifier
- xiondebra
- 543 posts
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Here's a sample:
http://www.digitalcinemaarts.com/tmp/smokey_sphere_v1.mp4 [digitalcinemaarts.com]
One emitter POP, one Drag POP, and one “magic” POP.
–Mark
http://www.digitalcinemaarts.com/tmp/smokey_sphere_v1.mp4 [digitalcinemaarts.com]
One emitter POP, one Drag POP, and one “magic” POP.
–Mark
Technical Discussion » General notions of a POP modifier
- xiondebra
- 543 posts
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If you look at these 2 HDK examples, they modify velocity in one and acceleration in the other:
http://www.sidefx.com/docs/hdk11.0/_p_o_p_2_p_o_p___local_force_8_c-example.html [sidefx.com]
http://www.sidefx.com/docs/hdk11.0/_p_o_p_2_p_o_p___circle_force_8_c-example.html [sidefx.com]
I think from the description of an ICE network (as posted in a reply on od) there's a difference in the way a modifier works in XSI vs. Houdini. Which makes sense in the way the author (who isn't familiar with Houdini) of the simulator is describing it's use .
So my assumption(s) were correct, the confusion I encountered seems to be on the way an XSI/ICE operator differs from a Houdini POP.
I can't wait to see this plugin released, should be a useful tool.
Thanks!
–Mark
http://www.sidefx.com/docs/hdk11.0/_p_o_p_2_p_o_p___local_force_8_c-example.html [sidefx.com]
http://www.sidefx.com/docs/hdk11.0/_p_o_p_2_p_o_p___circle_force_8_c-example.html [sidefx.com]
I think from the description of an ICE network (as posted in a reply on od) there's a difference in the way a modifier works in XSI vs. Houdini. Which makes sense in the way the author (who isn't familiar with Houdini) of the simulator is describing it's use .
So my assumption(s) were correct, the confusion I encountered seems to be on the way an XSI/ICE operator differs from a Houdini POP.
I can't wait to see this plugin released, should be a useful tool.
Thanks!
–Mark
Technical Discussion » General notions of a POP modifier
- xiondebra
- 543 posts
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Greetings,
In regards to what a POP “modifier” should behave like in a typical Houdini particle system, would it be accurate to say that if the design of the POP is to affect the particle's motion depending on it's proximity to a field, that the proper method of affecting the particle's motion is to *add* to either it's velocity or acceleration? Thus the modifier would be adding (or subtracting in the case of negative values) to the motion instead of defining it like in a particle generator.
And further, if the proximity of the particle is not within the field, that the velocity and/or acceleration should *not* be modified so as to preserve the particle's motion. Would that be a reasonable definition and approach? Seems to me it is … 8)
However, I'm working on a POP that the author of the simulator claims that the velocity output would be zero if the particle isn't within range of the field, this is apparently the way it works in XSI & Maya, (I don't know, I've never written a particle operator for either of those apps) so I'm wondering if anyone here might have had experience with this sort of issue.
Thanks as always,
Mark
(also posted on od, sorry, in need of an answer …)
In regards to what a POP “modifier” should behave like in a typical Houdini particle system, would it be accurate to say that if the design of the POP is to affect the particle's motion depending on it's proximity to a field, that the proper method of affecting the particle's motion is to *add* to either it's velocity or acceleration? Thus the modifier would be adding (or subtracting in the case of negative values) to the motion instead of defining it like in a particle generator.
And further, if the proximity of the particle is not within the field, that the velocity and/or acceleration should *not* be modified so as to preserve the particle's motion. Would that be a reasonable definition and approach? Seems to me it is … 8)
However, I'm working on a POP that the author of the simulator claims that the velocity output would be zero if the particle isn't within range of the field, this is apparently the way it works in XSI & Maya, (I don't know, I've never written a particle operator for either of those apps) so I'm wondering if anyone here might have had experience with this sort of issue.
Thanks as always,
Mark
(also posted on od, sorry, in need of an answer …)
Technical Discussion » Accessing multiple input context geometry in a POP Node?
- xiondebra
- 543 posts
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Hello,
If you want to read geometry outside of your POP network (from a SOP network), you can do something like this:
POP_ContextData* data = (POP_ContextData*) context.getData();
GU_Detail gdpcopy;
UT_String myGeoSOP = “/obj/collision_geo/OUT”;
GU_Detail * myCollisionSource = getGeo(myGeoSOP,
data, // Context data for context geos
t, // Time to cooksops at
1, // Add extra inputs so we recook if SOP does
0, // Ignore object level transforms
&gdpcopy, // Where to store result if we need to transform
0 /*&myPrevSop*/, // Tracks last SOP so we can detect changes
0 /*&doXform*/, // If transform was needed
0 /*&xform*/, // What the transform was
0 /*&myNeedResetAttractor*/ // Did the SOP change?
);
if(!myCollisionSource) {
addError(POP_INVALID_SRC);
return error();
}
long int numCollisionFaces = myCollisionSource->primitives().entries();
If you need to read particles from a different input on your POP, I'm not sure, I just ran into a problem but can post what I find if you need that too.
Take care,
Mark
If you want to read geometry outside of your POP network (from a SOP network), you can do something like this:
POP_ContextData* data = (POP_ContextData*) context.getData();
GU_Detail gdpcopy;
UT_String myGeoSOP = “/obj/collision_geo/OUT”;
GU_Detail * myCollisionSource = getGeo(myGeoSOP,
data, // Context data for context geos
t, // Time to cooksops at
1, // Add extra inputs so we recook if SOP does
0, // Ignore object level transforms
&gdpcopy, // Where to store result if we need to transform
0 /*&myPrevSop*/, // Tracks last SOP so we can detect changes
0 /*&doXform*/, // If transform was needed
0 /*&xform*/, // What the transform was
0 /*&myNeedResetAttractor*/ // Did the SOP change?
);
if(!myCollisionSource) {
addError(POP_INVALID_SRC);
return error();
}
long int numCollisionFaces = myCollisionSource->primitives().entries();
If you need to read particles from a different input on your POP, I'm not sure, I just ran into a problem but can post what I find if you need that too.
Take care,
Mark
Technical Discussion » Ripple solver on moving geometry
- xiondebra
- 543 posts
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iWave was used for a few effects on Surf's Up but I've found using the Ripple DOP and SOP Solvers together produce much better results.
Technical Discussion » mantra "clusterThis" procedural geometry DSO
- xiondebra
- 543 posts
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Houdini Lounge » New Houdini Tool website www.houdinitoolbox.com
- xiondebra
- 543 posts
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Houdini Lounge » After Burn
- xiondebra
- 543 posts
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francoisdYea, this sounds like when you're generating an IFD to then be passed to mantra. If mantra is reading that geo at render time, then you'll not be waiting for the “Evaluating Python” message.
The problem with the delayed load instance you propose ratman, is that for example if you render 50000 points, it will take 1.5 minute to translate the data to Mantra while you read “Evaluating Python” at the bottom.
And if you're clever, you can figure which part of the data you need to load, e.g. slicing.
Over-n-out,
Mark
Houdini Lounge » After Burn
- xiondebra
- 543 posts
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Cool! Go for it!
You'll find you have much more performance & flexibility.
And share some of your work if the mood strikes you.
Take care,
Mark
You'll find you have much more performance & flexibility.
And share some of your work if the mood strikes you.
Take care,
Mark
Houdini Lounge » After Burn
- xiondebra
- 543 posts
- Offline
francoisd
Hey rtanrantino,
Has anyone created their own particle cloud per point with the hdk?
François
Yep.
8)
Houdini Lounge » Arnold Renderer Info
- xiondebra
- 543 posts
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There is in fact a Houdini/Arnold plugin being planned (for the near future hopefully) but I can't say much more because of NDA restrictions. However, I can say the more people expressing interest for a Houdini plugin, the faster it will happen. I hope it comes along real soon.
If you're a studio and would like to see a Houdini/Arnoldmplugin, I know they'd love to hear from you.
Email:
info@solidangle.com
Take care,
Mark
If you're a studio and would like to see a Houdini/Arnoldmplugin, I know they'd love to hear from you.
Email:
info@solidangle.com
Take care,
Mark
Technical Discussion » The Question about GB_ATTRIBTYP on HDK v11
- xiondebra
- 543 posts
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Houdini Indie and Apprentice » VRAY_Procedural args
- xiondebra
- 543 posts
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mantra procedurals are often in a different location than Houdini's DSO's.
Try putting the .so file in
$HOME/houdiniX.X/dso/mantra/
Mark
Try putting the .so file in
$HOME/houdiniX.X/dso/mantra/
Mark
Technical Discussion » shh controling houdini session
- xiondebra
- 543 posts
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You can use “openport”:
http://www.sidefx.com/docs/houdini10.0/commands/openport [sidefx.com]
and “closeport”:
http://www.sidefx.com/docs/houdini10.0/commands/closeport [sidefx.com]
And then communicate via “hcommand”.
http://www.sidefx.com/docs/houdini10.0/commands/openport [sidefx.com]
and “closeport”:
http://www.sidefx.com/docs/houdini10.0/commands/closeport [sidefx.com]
And then communicate via “hcommand”.
Houdini Lounge » JOBS: Looking for Houdini TD's and artists in Washington Sta
- xiondebra
- 543 posts
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Greetings,
We are looking for Houdini TD's and artists residing in Washington State (United States), the Seattle area (Whidbey Island preferably) to work with a new vfx/film studio and scientific visualization shop here on Whidbey Island.
The company:
http://digitalcinemaarts.com/ [digitalcinemaarts.com]
Please send correspondence, reels/resume to:
recruiting@digitalcinemaarts.com
Thanks!
Mark Story
We are looking for Houdini TD's and artists residing in Washington State (United States), the Seattle area (Whidbey Island preferably) to work with a new vfx/film studio and scientific visualization shop here on Whidbey Island.
The company:
http://digitalcinemaarts.com/ [digitalcinemaarts.com]
Please send correspondence, reels/resume to:
recruiting@digitalcinemaarts.com
Thanks!
Mark Story
Houdini Lounge » venom effect how could be done?
- xiondebra
- 543 posts
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dyeiGreetings,
i found the report where they talk about that effect, where they say that, indeed, it was made with houdini.
http://features.cgsociety.org/story_custom.php?story_id=4091&page=3 [features.cgsociety.org]
I worked on that show and did some of the shots in that sequence. All the rigging was done in Maya and then we took points and surfaces (via Sony's PIT data exchange) into Houdini, instanced a crap load of metaballs and did some really cool things with the surfacing and displacement shaders.
Fun, fun show to work on; Ryan Laney was the supe for the goo team, he was amazing at pulling this creature into shape. Very, very heavy data flow for that effect, but not quite like what they had to do for the “SandMan”.
Mark
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