Thanks a lot Jeff for that set of tips (or should I say basic rendering knowledge..), and to everyone here helping.
I came to this thread for the name, I expected a compendium of rendering tutorials to learn from, after some posts I just became interested in the increasing tensions with the “mantra sucks!” kind of comments… admittedly i enjoy from them time to time… I love to read the polite guru comebacks. But then it started to get interesting with actual mantra talk… and then I got to the last page and Jeff just dump a ton of info onto my brain… and it all felt like a very well spent time.
That why I love this place
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Houdini Learning Materials » Redering tutorials
- robonilla
- 84 posts
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Houdini Lounge » Mouse locked to one panel
- robonilla
- 84 posts
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No i do think its a weird bug in H13 too. It never happened to me on H12
I'm used to the locked behavior if you keep the Alt/Space key pressed, but I've had instances where the viewport is just completely locked even if im not pressing any key. I haven't been able to reproduce the error at will so I haven't reported the bug, but i'ts actually annoying.
However I found that when that happens right clicking the mouse on another panel that is not the locked one makes it go away.
I've had the impression that could be one of the many bugs that comes with working with double monitors, since people working with one monitor don't seem to get the weird ui errors that I get here at my office, like dissapearing floating panels or frozen warning or save dialog (those also haven't been able to reproduce at will to report them). This is just a speculation so I actually would like to hear if Josh is getting this error on a 1 or 2 monitor setup.
I'm used to the locked behavior if you keep the Alt/Space key pressed, but I've had instances where the viewport is just completely locked even if im not pressing any key. I haven't been able to reproduce the error at will so I haven't reported the bug, but i'ts actually annoying.
However I found that when that happens right clicking the mouse on another panel that is not the locked one makes it go away.
I've had the impression that could be one of the many bugs that comes with working with double monitors, since people working with one monitor don't seem to get the weird ui errors that I get here at my office, like dissapearing floating panels or frozen warning or save dialog (those also haven't been able to reproduce at will to report them). This is just a speculation so I actually would like to hear if Josh is getting this error on a 1 or 2 monitor setup.
Technical Discussion » Concave to Concave in Bullet!!!!
- robonilla
- 84 posts
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i think its because the amount of substeps in your bullet solver. I just tried it with Number of Substeps on the default 10 and i becomes much more stable.
Also the apple a convex hull should do the work since you don't have anything colliding between the stem and the apple itself.
Also the apple a convex hull should do the work since you don't have anything colliding between the stem and the apple itself.
Technical Discussion » Tearing Web
- robonilla
- 84 posts
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if its not a super complicated web and you want it to break at specific points, this wire solver approach would be interesting:
http://ihoudini.blogspot.jp/2011/10/snapping-wires.html [ihoudini.blogspot.jp]
However for a very detailed or big web I would be trying a tearing cloth approach.
http://ihoudini.blogspot.jp/2011/10/snapping-wires.html [ihoudini.blogspot.jp]
However for a very detailed or big web I would be trying a tearing cloth approach.
Technical Discussion » Sorting particles by distance (proximity to point)
- robonilla
- 84 posts
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If you are doing pops inside DOPs you can use a SOP solver with a SORT to sort them by proximity to your desired point and then use that attribute inside your POPVOP.
I did a quick example, check it out.
For ilustration I color the particles inside a POPVOP with a ramp based on the proximity id created based on proximity to a the Null object.
Is this what you were trying to do? or did I misunderstood?
I did a quick example, check it out.
For ilustration I color the particles inside a POPVOP with a ramp based on the proximity id created based on proximity to a the Null object.
Is this what you were trying to do? or did I misunderstood?
Technical Discussion » deleting flip particles also deletes volume prims?
- robonilla
- 84 posts
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oh.. that makes a lot of sense..
It never occurred to me that the volumes had a point indicating their position, although it should have been clear when middle clicking a node with only volumes and it showed the same number of points and volumes.
Thank you very much! i'm glad I didn't send it as a bug or anything
by the way eetu… I love your lab thread! I've learned tons of Houdini just by reading and looking at your experiments!
thank you!
It never occurred to me that the volumes had a point indicating their position, although it should have been clear when middle clicking a node with only volumes and it showed the same number of points and volumes.
Thank you very much! i'm glad I didn't send it as a bug or anything
by the way eetu… I love your lab thread! I've learned tons of Houdini just by reading and looking at your experiments!
thank you!
Technical Discussion » deleting flip particles also deletes volume prims?
- robonilla
- 84 posts
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Hi,
I'm having some trouble deleting points imported from a fluid sim.
I import the points and volumes that result from a flip sim, and I want to delete the points that go above a threshold. I can delete them perfectly with a simple expression, however in some random frames not only the points but also the volume primitives are deleted.
I wanted to know is this a bug? or am I doing something wrong?
I created a simple sample scene, let it sim for a few frames and inside the DELETE_ERROR node if you see the volume visualization inside the red box you'll see that the volumes go away on some frames. The desired behavior would be the one on the green box but without having to separate the volumes, delete points and merge back.
Any thoughts are appreciated, thanks.
I'm having some trouble deleting points imported from a fluid sim.
I import the points and volumes that result from a flip sim, and I want to delete the points that go above a threshold. I can delete them perfectly with a simple expression, however in some random frames not only the points but also the volume primitives are deleted.
I wanted to know is this a bug? or am I doing something wrong?
I created a simple sample scene, let it sim for a few frames and inside the DELETE_ERROR node if you see the volume visualization inside the red box you'll see that the volumes go away on some frames. The desired behavior would be the one on the green box but without having to separate the volumes, delete points and merge back.
Any thoughts are appreciated, thanks.
Technical Discussion » Car Modeling
- robonilla
- 84 posts
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Marty, you just taught me a new word and I like it! “paucity” hehe..
tortwart,
you can literally follow any modeling tutorial on any software, it doesn't have to be made in houdini specifically.
Search for a car modeling tut you like on any software, and start reproducing it in Houdini. For that you should have some knowlede of how to polymodel in H, but for that there are tuts. If/when you find yourself unable to replicate a tool or option on the software is being taught you are more than welcome to ask here how to do that in Hou. !
tortwart,
you can literally follow any modeling tutorial on any software, it doesn't have to be made in houdini specifically.
Search for a car modeling tut you like on any software, and start reproducing it in Houdini. For that you should have some knowlede of how to polymodel in H, but for that there are tuts. If/when you find yourself unable to replicate a tool or option on the software is being taught you are more than welcome to ask here how to do that in Hou. !
Technical Discussion » H13 Bullet's friction not working?
- robonilla
- 84 posts
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SESI replied to my bug report and they already fixed this on build 13.0.348 (gotta love their speed)
Houdini Lounge » Horizontal scrollbar in details view
- robonilla
- 84 posts
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yeah, i checked back when I was replying to your post and didn't have any problem scrolling sideways.
But I do remember having the problem on this very build im using(13.0.260), I'll inform if I get it again.
But I do remember having the problem on this very build im using(13.0.260), I'll inform if I get it again.
Houdini Lounge » Horizontal scrollbar in details view
- robonilla
- 84 posts
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yeah it has happened to me a few times, although i have no idea how to reproduce it, it just happens sometimes. I'll try to pay more attention to what im doing next time it happens.
Houdini Lounge » Defining up vector for copy sop
- robonilla
- 84 posts
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here you go,
you can add an up vector on from the same point sop on the particle tab, (or as well specify it with a createattrib.. its the same)
also define your normals and up before you transform and just make sure you dont recompute normals with your transform node.
here is the fix in your file.
you can add an up vector on from the same point sop on the particle tab, (or as well specify it with a createattrib.. its the same)
also define your normals and up before you transform and just make sure you dont recompute normals with your transform node.
here is the fix in your file.
Technical Discussion » Houdini To 3dsmax
- robonilla
- 84 posts
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As Edward pointed above this guys developed one,
https://github.com/FictionIO/PRTRop [github.com]
The compiled version there worked for 12.5 as well, you would have to try it on 13 or probably compile or ask someone who can compile it for 13.
https://github.com/FictionIO/PRTRop [github.com]
The compiled version there worked for 12.5 as well, you would have to try it on 13 or probably compile or ask someone who can compile it for 13.
SI Users » ICE logic to Houdini
- robonilla
- 84 posts
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Hi WotS,
I was wondering, since you said yourself you had little knowledge about ICE, why are you trying to learn Houdini from ICE concepts? Wouldn´t it be better to follow VOPs or other Houdini tutorials for that purpose? There are tons of free and paid tutorials for that matter.
I would understand if you were already familiar with ICE workflow and were trying to replicate your knowledge in Houdini, but since that´s not the case I´m curious why you were doing it like that.
I was wondering, since you said yourself you had little knowledge about ICE, why are you trying to learn Houdini from ICE concepts? Wouldn´t it be better to follow VOPs or other Houdini tutorials for that purpose? There are tons of free and paid tutorials for that matter.
I would understand if you were already familiar with ICE workflow and were trying to replicate your knowledge in Houdini, but since that´s not the case I´m curious why you were doing it like that.
Technical Discussion » Houdini To 3dsmax
- robonilla
- 84 posts
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alembic only works if you have a plugin in max to read the alembic. Crate from Exocortex works pretty good. If you can't afford the plugin, the prt exporter works fine too.. although i think you need to have Krakatoa in max..
Technical Discussion » H13 Bullet's friction not working?
- robonilla
- 84 posts
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Hi there,
As the title says, the Bullet Solver's friction is not working. Specifically between static and active objects. (I didn't check between actives)
It doesn't matter what number i use in the friction parameter of the rbd object or the static object, they behave as having a friction 0 in any case. I tested using the new Packed Objects and the normal RBD objects and I have the same results.
I tested this on builds 13.0.98, 13.0.260 and 13.0.314 and get the same results.
I created the same test scene in Houdini 12.5 without packed objects of course and it seems to be working there so I guess is a H13 problem.
I am attaching the 13 scene file and the 12.5 file.
By the way I sent a Bug report to SESI about this a few minutes ago, I was just curious if any of you had the same problem? Thought of any work around besides degradint to 12.5?
As the title says, the Bullet Solver's friction is not working. Specifically between static and active objects. (I didn't check between actives)
It doesn't matter what number i use in the friction parameter of the rbd object or the static object, they behave as having a friction 0 in any case. I tested using the new Packed Objects and the normal RBD objects and I have the same results.
I tested this on builds 13.0.98, 13.0.260 and 13.0.314 and get the same results.
I created the same test scene in Houdini 12.5 without packed objects of course and it seems to be working there so I guess is a H13 problem.
I am attaching the 13 scene file and the 12.5 file.
By the way I sent a Bug report to SESI about this a few minutes ago, I was just curious if any of you had the same problem? Thought of any work around besides degradint to 12.5?
Houdini Indie and Apprentice » Jaggy fracture edges
- robonilla
- 84 posts
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hi josh,
it's because this isn't an animated effect, the hips provided here are to show how to create the pre-fractured geometry with jaggy edges procedurally so you then animate it however you want later.
it's because this isn't an animated effect, the hips provided here are to show how to create the pre-fractured geometry with jaggy edges procedurally so you then animate it however you want later.
Houdini Learning Materials » Houdini - Nuke pipeling Tutorial
- robonilla
- 84 posts
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Thank you very mucho!
it looks really good, i'll be watching it on the weekend to learn some new tricks.
really appreciated, and hope to see more of you on that channel.
it looks really good, i'll be watching it on the weekend to learn some new tricks.
really appreciated, and hope to see more of you on that channel.
Technical Discussion » Imported geo pivots not coming
- robonilla
- 84 posts
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Hi h-community
I am trying to import to Houdini some geo from Maya either by Alembic or FBX, but either way I import it the pivots of every object is reset to the world origin.
I tried re-importing the exported data to Maya to check if it was being exported correctly and bot abc and fbx have the pivots correctly if open in Maya but not in Hou.
Is this a known issue or am I missing something ?
I am trying to import to Houdini some geo from Maya either by Alembic or FBX, but either way I import it the pivots of every object is reset to the world origin.
I tried re-importing the exported data to Maya to check if it was being exported correctly and bot abc and fbx have the pivots correctly if open in Maya but not in Hou.
Is this a known issue or am I missing something ?
Houdini Learning Materials » Webinars upload
- robonilla
- 84 posts
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I'm pretty sure they are uploading them… I do hope is soon though I was really interested on the wire and cloth ones but fell behind also…
It was hard to get up at 4 a.m Thursday here to be able to take them live.
They must be pretty hectic with the moving and H13 release but I hope they upload them soon.
It was hard to get up at 4 a.m Thursday here to be able to take them live.
They must be pretty hectic with the moving and H13 release but I hope they upload them soon.
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