You could try something like this vellum set up.
https://hdbp.io/ztbfmcjG [hdbp.io]
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Technical Discussion » How to inflate multiple objects in a container mesh?
- Enivob
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Technical Discussion » KarmaXPU - critical error [cudaErrorIllegalAddress]
- Enivob
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It might help if you could post the scene. Then others could test on their hardware. It could be a SSS bug, though. Use the Support menu up above to report the bug and supply your file.
Edited by Enivob - March 6, 2024 08:27:07
Technical Discussion » KarmaXPU - critical error [cudaErrorIllegalAddress]
- Enivob
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The old standby answer might help. Monitor your GPU temperature. Also consider lowering your overclock by a half-step.
Edited by Enivob - March 5, 2024 15:26:11
Technical Discussion » hair stretching with no limit
- Enivob
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3rd Party » Houdini Alembic doesn't render in Blender
- Enivob
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Blender doesn't render zero width curves. That's all your alembic is made of.
Try increasing the extrude value (0.0025 m) for the curve geometry inside Blender to produce a set of polygons to render.
Try increasing the extrude value (0.0025 m) for the curve geometry inside Blender to produce a set of polygons to render.
Edited by Enivob - March 5, 2024 09:44:11
Technical Discussion » particle question: how to record secondary hits?
- Enivob
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There are several hit attributes. (i@hitnum, @hittime)
https://www.sidefx.com/docs/houdini/nodes/dop/popcollisiondetect.html [www.sidefx.com]
Inside a popwrangle, try changing the color based on how many times a hit has occurred.
You could also add them to groups which could be used to spawn another stream.
https://www.sidefx.com/tutorials/particle-streams-1/ [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/dop/popcollisiondetect.html [www.sidefx.com]
Inside a popwrangle, try changing the color based on how many times a hit has occurred.
if(i@hitnum>4){v@Cd = set(1,1,0);} if(i@hitnum>10){ v@Cd = set(0,1,0); i@group_green = 1; }
https://www.sidefx.com/tutorials/particle-streams-1/ [www.sidefx.com]
Edited by Enivob - March 2, 2024 17:57:43
Solaris and Karma » materialX mix node in houdini20 changes the signature
- Enivob
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I think you have a bad mix node. Try dropping down a new one. From your screenshot, the mix input is the wrong type.
When it's the right type, float, I don't experience any auto-adapting of the signature.
When it's the right type, float, I don't experience any auto-adapting of the signature.
Technical Discussion » Point following path: very chaotic speeds?{[SOLVED]}
- Enivob
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Houdini Indie and Apprentice » How can I simulate a heavy crowd agent
- Enivob
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I don't think you even need the crowd system for that. Make the shark a collider for the fish, then their particle system will avoid the shark traveling on a path.
Solaris and Karma » Double sided geo?
- Enivob
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Solaris and Karma » Double sided geo?
- Enivob
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Thanks for the HIP file, but when I try to use that technique with turning book pages, it doesn't work. Notice your sphere it perfectly fine. Do I have to adjust how I model the pages?
Edited by Enivob - Feb. 26, 2024 18:02:20
Houdini Indie and Apprentice » Stick emitted particles to exactly specified points
- Enivob
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Don't use a simulation at all. Create lines between your two objects and use an animated carve to move the point between them to the exact location.
If you want to remain in the popnet try activating Move To Hit with Response set to Stop on the popsolver/ Collision behavior.
Then you can use a popsteerseek to seek the point on the moving collider.
If you want to remain in the popnet try activating Move To Hit with Response set to Stop on the popsolver/ Collision behavior.
Then you can use a popsteerseek to seek the point on the moving collider.
Solaris and Karma » Double sided geo?
- Enivob
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Sorry, this is non-solaris, but related.
Still having a problem constructing a two-sided material that consistently works. I wonder if ray:direction or the normal node are correctly forwarding the information?
The ray:direction is the direction from the camera, right? And the normal node grabs the normal from the surface the camera ray strikes? The normal defaults to object space, but does it need a connection?
Still having a problem constructing a two-sided material that consistently works. I wonder if ray:direction or the normal node are correctly forwarding the information?
The ray:direction is the direction from the camera, right? And the normal node grabs the normal from the surface the camera ray strikes? The normal defaults to object space, but does it need a connection?
Edited by Enivob - Feb. 25, 2024 11:45:26
Technical Discussion » Line around matte holdout Karma XPU
- Enivob
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Zero the anti-alias when you render the matte? (Try box filter)
Load your animated matte into After Effects and apply the matte choker.
Load your animated matte into After Effects and apply the matte choker.
Solaris and Karma » KarmaXPU Serious Motion Blur Bug vs KarmaCPU?
- Enivob
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Technical Discussion » RBD+FLIP
- Enivob
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Technical Discussion » Render millions of points
- Enivob
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Technical Discussion » Forcing Particles to Follow a Path Dynamically
- Enivob
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I'd just shoot them up in straight line, then send the result from the popnet through a path deform node.
Technical Discussion » Expanding or Shrinking a Helix Using Peak
- Enivob
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Just recreate the helix using the helix node. The peak node can only push points so far before uglifying the mesh.
Technical Discussion » Display mtlxmix in GL Viewport
- Enivob
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I can see the mix in my viewport. Make sure you have applied the material by referencing the final output node, in my case, the mtlxstandard_surface.
Edited by Enivob - Feb. 8, 2024 10:55:06
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