Thanks all! Glad you're excited and I hope you get some cool use from it. I've just released a new build which SESI has up-converted to master's license. Enjoy and thank you SESI
https://github.com/andrew-lowell/HMT/releases [github.com]
Also, be sure to check github for the latest HMT tutorials which I'll be releasing weekly.
Found 531 posts.
Search results Show results as topic list.
Houdini Lounge » Official release of the Houdini Music Toolset (HMT)
- andrewlowell
- 537 posts
- Offline
Houdini Lounge » Official release of the Houdini Music Toolset (HMT)
- andrewlowell
- 537 posts
- Offline
lbabienoNo, I feel like a real-time application would be better suited for what I'm seeing here. The HMT is specifically for generating MIDI notes. That has a few disadvantages like Houdini's complexity and non-music specific workflows. But also has a large amount of benefits like the open architecture and the raw simulation abilities which could be applied in creative ways.
jeskola buzz
So yeah, no sound output. Just MIDI output.
Houdini Lounge » Official release of the Houdini Music Toolset (HMT)
- andrewlowell
- 537 posts
- Offline
This is the official release of the Houdini Music Toolset (HMT)!
Download and installation instructions as well as documentation can be found on Github [github.com]
I'm also releasing two tutorials
00 Installation and Sound Check
01 How to make a Simple Note
For the last 5 years I've been doing progressively more advanced music composition in Houdini. The mergers of music and visuals have been a life-long passion for me. In addition to teaching dynamics and FX in Houdini, I've also given selective talks and demonstrations on my personal music developments to groups like the Vancouver Houdini User Group, the Los Angeles Houdini User Group, and the Procedural Conference in Breda. I always experience an overwhelming amount of enthusiasm and a supportive community.
Here's my way of both saying thank you as well as furthering anyone who would also like to combine musical and visual art. The Houdini Music Tool-set turns Houdini into a powerful music making suite (a MIDI sequencer). Be sure to keep a look out for free weekly tutorials covering the tool-set and workflows.
Enjoy!
Download and installation instructions as well as documentation can be found on Github [github.com]
I'm also releasing two tutorials
00 Installation and Sound Check
01 How to make a Simple Note
For the last 5 years I've been doing progressively more advanced music composition in Houdini. The mergers of music and visuals have been a life-long passion for me. In addition to teaching dynamics and FX in Houdini, I've also given selective talks and demonstrations on my personal music developments to groups like the Vancouver Houdini User Group, the Los Angeles Houdini User Group, and the Procedural Conference in Breda. I always experience an overwhelming amount of enthusiasm and a supportive community.
Here's my way of both saying thank you as well as furthering anyone who would also like to combine musical and visual art. The Houdini Music Tool-set turns Houdini into a powerful music making suite (a MIDI sequencer). Be sure to keep a look out for free weekly tutorials covering the tool-set and workflows.
Enjoy!
Edited by andrewlowell - June 5, 2020 03:29:04
Technical Discussion » Different Pitch for each trigerred audio sample
- andrewlowell
- 537 posts
- Offline
Technical Discussion » What happened to .bchan export and/or how do I get it back?
- andrewlowell
- 537 posts
- Offline
Ah, Gotcha. Yeah my Indi license isn't happy with it. Same with my H16. That's too bad
Technical Discussion » Different Pitch for each trigerred audio sample
- andrewlowell
- 537 posts
- Offline
Copying is a lot more difficult in CHOPs than say, SOPs because of the sample based nature of what's going on. If you've got the copy method to work that's awesome, I've use the copy approach before and it's completely valid. One thing that might give a bit more control is to use a lookup ramp as an intermediary step. In this way you can also time-stretch/warp the audio.
Step 1: Triggers, a channel of 0. 1's at individual samples
Step 2: Trigger CHOP, Generate ramps or 0-1 linear progressions. The length would default to the length of the audio file. Half = double pitch. Twice = half pitch.
Step 3: Lookup CHOP
Step 4: This can be done to multiple channels. To hear it, they need to be added. You can use a math chop set to add channels
Step 1: Triggers, a channel of 0. 1's at individual samples
Step 2: Trigger CHOP, Generate ramps or 0-1 linear progressions. The length would default to the length of the audio file. Half = double pitch. Twice = half pitch.
Step 3: Lookup CHOP
Step 4: This can be done to multiple channels. To hear it, they need to be added. You can use a math chop set to add channels
Technical Discussion » What happened to .bchan export and/or how do I get it back?
- andrewlowell
- 537 posts
- Offline
Hi, I've noticed export options for .bchan, and .chan out of CHOPs went away around version 17,18. I'm open to a few workflows, but basically. This was probably the most useful export for me.
1. .chan files can read into nuke, maya.
2. I can use .bchan and then convert it to a 32-bit float wave file, preserving the dynamic range of sound
So, other than read a .bclip into an older version of Houdini. Are there any conversion utilities or perhaps .. export flags on the .wav export? I could use the options.
Thanks in advance
1. .chan files can read into nuke, maya.
2. I can use .bchan and then convert it to a 32-bit float wave file, preserving the dynamic range of sound
So, other than read a .bclip into an older version of Houdini. Are there any conversion utilities or perhaps .. export flags on the .wav export? I could use the options.
Thanks in advance
Technical Discussion » Deleted points in CHOP revert to their initial value
- andrewlowell
- 537 posts
- Offline
Technical Discussion » feature request, import sample in vop chop
- andrewlowell
- 537 posts
- Offline
Ah right great point! For the time being I could make a digital asset out of it, should be simple enough.
Technical Discussion » feature request, import sample in vop chop
- andrewlowell
- 537 posts
- Offline
It just dawned on me that the same type of functionality I depend on in vop sops (import attribute with pt number, input, etc) could be a very useful workflow in chops, and would allow much faster data processing than the expression chop which I use for those things currently, and would also be a great node-based workflow instead of long expressions.
import sample vop (in vop chop context)
-> input
-> channel
-> index
would be awesome, thanks!
import sample vop (in vop chop context)
-> input
-> channel
-> index
would be awesome, thanks!
Houdini Lounge » finite elements, unpredictable plasticity
- andrewlowell
- 537 posts
- Offline
I'm trying to get this plasticity working with the restP attribute. Here's a test, been working at this for quite a few days now with no luck.
In my understanding, I should be able to manipulate the restP, and change the shape that the metal will go back to. Does this effect the jerk and v ? I've tried all kinds of procedures, substeps, need a bit of guidance on how to do plastic here (scene attached)
In my understanding, I should be able to manipulate the restP, and change the shape that the metal will go back to. Does this effect the jerk and v ? I've tried all kinds of procedures, substeps, need a bit of guidance on how to do plastic here (scene attached)
Houdini Lounge » more info on restPprevious restP restPinitial
- andrewlowell
- 537 posts
- Offline
I'm trying to build in some plasticity and would like a bit more information on how these attributes are used in the finite elements solver.
Modifying the initial rest position is easy enough at sops level, but since cloth doesn't really have a object-positional awareness, has anyone used these attributes to deform in a plastic sorta way? The problem is that mixing in P with restP is sensitive to position (like falling) not just impact changes etc. But, modifying the restP by getting the length of restP-restPprevious seems to have that effect if rest is changing every frame.
So, has anyone successfully build a plasticity deformer for the finite elements or used these attributes in this or a similar way?
Modifying the initial rest position is easy enough at sops level, but since cloth doesn't really have a object-positional awareness, has anyone used these attributes to deform in a plastic sorta way? The problem is that mixing in P with restP is sensitive to position (like falling) not just impact changes etc. But, modifying the restP by getting the length of restP-restPprevious seems to have that effect if rest is changing every frame.
So, has anyone successfully build a plasticity deformer for the finite elements or used these attributes in this or a similar way?
Houdini Lounge » need some insight into proximity capture / deform
- andrewlowell
- 537 posts
- Offline
Working with these nodes is striking me as very mysterious. I'd like to know more about the index/pair data type, how to access and work with it, and whatever else the proximity capture might be doing under the hood.
I'm making thousands of capture envelopes to deform vegetation. I have a system working and it's at an “acceptable” level of performance, but it's a pretty gruesome hack to get it there.
For each spline, I'm making a bunch of envelopes, foreach looping through to only get the right geo for each branch, then making a primitive number “offset” and offsetting the boneCapture1, boneCapture3 attributes. I'm also hackidy-hack renaming the various path attributes .. boneCapture.pCaptPath (I don't see this one anywhere in details, but found it with the attribStringEdit node. And then the pCaptSkelRoot.
The thing I'm really struggling with is that there seems to be a “limit” set as for the primitive number of the boneCapture index/pair attribute. If it exceeded this number, the attribute broke (values disappeared). I managed to fix this by merging, then deleting a capture proximity with a full set of capture regions. So, I'm guessing it's some sort of an invisible detail attribute.
So, I've got everything working .. but I'd like to have a cleaner workflow and any other information that is known about how that stuff works 8)
I'm making thousands of capture envelopes to deform vegetation. I have a system working and it's at an “acceptable” level of performance, but it's a pretty gruesome hack to get it there.
For each spline, I'm making a bunch of envelopes, foreach looping through to only get the right geo for each branch, then making a primitive number “offset” and offsetting the boneCapture1, boneCapture3 attributes. I'm also hackidy-hack renaming the various path attributes .. boneCapture.pCaptPath (I don't see this one anywhere in details, but found it with the attribStringEdit node. And then the pCaptSkelRoot.
The thing I'm really struggling with is that there seems to be a “limit” set as for the primitive number of the boneCapture index/pair attribute. If it exceeded this number, the attribute broke (values disappeared). I managed to fix this by merging, then deleting a capture proximity with a full set of capture regions. So, I'm guessing it's some sort of an invisible detail attribute.
So, I've got everything working .. but I'd like to have a cleaner workflow and any other information that is known about how that stuff works 8)
Houdini Lounge » How to split poly-splines by group or attribute
- andrewlowell
- 537 posts
- Offline
Houdini Lounge » How to split poly-splines by group or attribute
- andrewlowell
- 537 posts
- Offline
I've encountered needing to do a fairly low level operation that I thought would have been easy with nodes like poly/vertex split.
Turns out I'd have to do quite a bit of looping to come close. So, I'm looking for a low level way to take a poly-spline, with a point group (could be an attribute too) .. and split it into different primitives based on that. Hopefully there's a node or setting hiding somewhere that can make an easy job of this 8) .. test geometry scene attached
Turns out I'd have to do quite a bit of looping to come close. So, I'm looking for a low level way to take a poly-spline, with a point group (could be an attribute too) .. and split it into different primitives based on that. Hopefully there's a node or setting hiding somewhere that can make an easy job of this 8) .. test geometry scene attached
Houdini Lounge » light decay according to distance curve
- andrewlowell
- 537 posts
- Offline
Hey .. just making a bunch of sparkles (out of a point cloud with instanced point lights).
The falloff is very difficult to control (according to distance) .. with the default light controls; I'm wondering if anyone has a way to do the decay according to a distance based curve? (Animation or otherwise)
thanks!
The falloff is very difficult to control (according to distance) .. with the default light controls; I'm wondering if anyone has a way to do the decay according to a distance based curve? (Animation or otherwise)
thanks!
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
- 537 posts
- Offline
finally got the dual rest features working in other shaders. Yeah used VOPs to blend between rest and rest2 before the noise is applied.
Yeah renaming utilities are fine if that's the workflow but to make things like background plates, cameras, fbx, and all the rest of it line up correctly it's just best in my view to start at the exact frame that it will start on in the rest of the pipeline.
With the reset frame in dops … probably would have confused me a lot less if it would have said “Simulation Reset Frame” or something to that effect. Frames always implies an absolute frame number to me but yeah nothing else in DOPs works with actual frames so I shouldn't have been so quick to assume that those were in frames lol.
But yeah if you're starting your DOPs Sim at 1190, and your reset frame is at “1” … than in your material your blending should start at 1190, and then 1190 + increment.
glad that's sorted out
Yeah renaming utilities are fine if that's the workflow but to make things like background plates, cameras, fbx, and all the rest of it line up correctly it's just best in my view to start at the exact frame that it will start on in the rest of the pipeline.
With the reset frame in dops … probably would have confused me a lot less if it would have said “Simulation Reset Frame” or something to that effect. Frames always implies an absolute frame number to me but yeah nothing else in DOPs works with actual frames so I shouldn't have been so quick to assume that those were in frames lol.
But yeah if you're starting your DOPs Sim at 1190, and your reset frame is at “1” … than in your material your blending should start at 1190, and then 1190 + increment.
glad that's sorted out
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
- 537 posts
- Offline
Thanks I'll check this out! .. yeah I was using the start frame + object creation frame. Often studios start their shots at frame 1000 etc
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
- 537 posts
- Offline
by the way … HUGE gotcha here, or at least it was for me.
The “reset frame” … isn't an absolute frame. It seems to correspond from the start of the simulation. So, if the sim starts at 1190, a value of 1 would be 1190. The shader would need to start at 1190 here though I think. Still working on this but think I might have found a fix for the particular situation I'm in right now 8)
Anyone have any more info on Dual rest feilds, my vops were somewhat unsuccessful, I'd really like to know how I can get this info in other shaders. thx!
The “reset frame” … isn't an absolute frame. It seems to correspond from the start of the simulation. So, if the sim starts at 1190, a value of 1 would be 1190. The shader would need to start at 1190 here though I think. Still working on this but think I might have found a fix for the particular situation I'm in right now 8)
Anyone have any more info on Dual rest feilds, my vops were somewhat unsuccessful, I'd really like to know how I can get this info in other shaders. thx!
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
- 537 posts
- Offline
ahhhhhhhhh ha! … yeah don't have it working yet but it's pretty clear that even if the “initial reset frame” is set to 1, it won't actually start until the object creation frame, in this case 1190.
then it will go 50 from there. So, that's a bit deceiving … if the start frame is also set to 1 in the VOPs or Material, than you'll get a ramp isn't valid, or am I wrong on this?
then it will go 50 from there. So, that's a bit deceiving … if the start frame is also set to 1 in the VOPs or Material, than you'll get a ramp isn't valid, or am I wrong on this?
-
- Quick Links