So, I found out something that I think is a bit odd.
Apparently restscale will override restlength of a vellum source for some reason.
I always thought that @restlength = restlength*restscale;
But after manipulating the restlength of a vellum strut object in SOP if I use restscale =1 in DOP the result should be the same as if I don't use anything, but what I get is equivalent to replace restlength to 1.
Is there some technical issue I am missing here?
Nico.
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Technical Discussion » Vellum Constraint Propperties in DOP
- Nicolas Heluani
- 280 posts
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Technical Discussion » point replicate procedural in material context?
- Nicolas Heluani
- 280 posts
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Hi!
Is there any way to make work point replicate procedural in the mat context? I am trying to keep everything tidy in one context instead of jumping to SHOP…. isn't SHOP anyway on the way out?
Nico.
Is there any way to make work point replicate procedural in the mat context? I am trying to keep everything tidy in one context instead of jumping to SHOP…. isn't SHOP anyway on the way out?
Nico.
Work in Progress » Space Station modeler just to blow it!
- Nicolas Heluani
- 280 posts
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pickledI used RS for this render but to be honest I tried the new Renderman too and is just amazing.
Cool! What did you render it with?
Work in Progress » Space Station modeler just to blow it!
- Nicolas Heluani
- 280 posts
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Work in Progress » Space Station modeler just to blow it!
- Nicolas Heluani
- 280 posts
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goldfarbThanks you Michael, really appreciate the kind words.
wow!
nice work
And man, fantastic tools and resources you guys at SideFx have developed, never seizes to amaze me what you can do with Houdini.
Work in Progress » Space Station modeler just to blow it!
- Nicolas Heluani
- 280 posts
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Hi Following my race to film quality FX from start to finish I was really inspired by Dneg First Man.
So I wanted to crash a space station… Only problem is I didn't have one…
So I build it my self procedurally:
You can check more details on my art station page including some HiRes pics:
https://www.artstation.com/artwork/v1X09v [www.artstation.com]
Coming soon… boom!
So I wanted to crash a space station… Only problem is I didn't have one…
So I build it my self procedurally:
You can check more details on my art station page including some HiRes pics:
https://www.artstation.com/artwork/v1X09v [www.artstation.com]
Coming soon… boom!
Technical Discussion » Changing attributes inside a packed object.
- Nicolas Heluani
- 280 posts
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TantoThanks… I will take a look at it. Though I am working with Redshift and I am not sure if it is compatible.
Hey Nicolas,
Have a look at Material stylesheets [www.sidefx.com], they allow you to do just that.
Technical Discussion » Changing attributes inside a packed object.
- Nicolas Heluani
- 280 posts
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So imagine this…
you have a complex obj with many materials assigned to it:
shop_materialpath = “mat/(manynames)”
now that object gets packed and copied in 1000 points…
how can I change that materialpath to say:
“shop/(manynames)” without unpacking it?
is this possible?
or is unpacking it the only way?
Nico.
you have a complex obj with many materials assigned to it:
shop_materialpath = “mat/(manynames)”
now that object gets packed and copied in 1000 points…
how can I change that materialpath to say:
“shop/(manynames)” without unpacking it?
is this possible?
or is unpacking it the only way?
Nico.
Technical Discussion » RFE Idea: add Piece attribute in a merge SOP
- Nicolas Heluani
- 280 posts
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You could do this in many ways in Houdini. I personally like the ‘name’ or id attribute. But my point is that is such a common thing to do with merge, that it could be useful to have it embedded in the merge SOP.
Edited by Nicolas Heluani - July 17, 2019 16:04:59
Technical Discussion » RFE Idea: add Piece attribute in a merge SOP
- Nicolas Heluani
- 280 posts
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What you guys think? wouldn't that be useful?
Is something I find myself doing all the time… it would be cool if the merge node does it automatically. Particularly because sometimes the geometry being merge does not necessarily have any rule to break them apart later.
Nico.
Is something I find myself doing all the time… it would be cool if the merge node does it automatically. Particularly because sometimes the geometry being merge does not necessarily have any rule to break them apart later.
Nico.
Technical Discussion » HDAs within an HDA
- Nicolas Heluani
- 280 posts
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Well it really didn't matter as apparently something change in the last versions and now I can have HDA's within HDA's without any problem… However, thanks for the answer Andr.
PS: What I meant is having an Arm.hda within a Human.hda. In older version when I tied this it complained but now it doesn't so… kudos SideFX the pace of improvement is amazing!
Nico.
PS: What I meant is having an Arm.hda within a Human.hda. In older version when I tied this it complained but now it doesn't so… kudos SideFX the pace of improvement is amazing!
Nico.
Technical Discussion » HDAs within an HDA
- Nicolas Heluani
- 280 posts
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Hi,
I am making a rather complex procedural model which is clearly divided in 3 mayor sections, one section can easily be replicated twice, but with different user inputs. Imagine a procedural human with asymetric arms!
Basically I would like to have that “arm” as a separate HDA within the “Human” HDA. Would that be possible to do?
Any help or advice about how to go about this will be appreciated.
Nico.
I am making a rather complex procedural model which is clearly divided in 3 mayor sections, one section can easily be replicated twice, but with different user inputs. Imagine a procedural human with asymetric arms!
Basically I would like to have that “arm” as a separate HDA within the “Human” HDA. Would that be possible to do?
Any help or advice about how to go about this will be appreciated.
Nico.
Technical Discussion » Redshift Gallery label? Where to find it?
- Nicolas Heluani
- 280 posts
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Hi,
According to Change log journal on 17.5.295
“Added Redshift to the map of gallery labels.”
But I cannot seems to find it? in the material pallete gallery… just Mantra and all renderers right now.
Is this feature still not fully implemented by RS and that is the issue?
Nico.
According to Change log journal on 17.5.295
“Added Redshift to the map of gallery labels.”
But I cannot seems to find it? in the material pallete gallery… just Mantra and all renderers right now.
Is this feature still not fully implemented by RS and that is the issue?
Nico.
Technical Discussion » How to properly manage KitBash .obj and .fbx files in Houdini
- Nicolas Heluani
- 280 posts
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matthew_h_kMatthew would you mind sharing if you had any problems fixing the inverted normals in some of the models? Also how did you go about creating the materials if you used the obj files?
Hi Midphase,
I have resorted to creating a setup with a couple of for loops that separate out each piece, adjust pivots and move to origin, rename and export as alembic. For this I favour the monolithic .obj instead of FBX.
This allows our company assets workflow to be maintained and we then use instanced, packed disk objects for a lot of our work.
For some kits a bit more work is required - fixing bad geo, tweaking UVs etc, and for that we push it through Maya first. It seems that often meshes we get from Max don't play nicely in Houdini for some reason and will have to be cleaned in Maya first.
Hope that is of some help!
Matt.
Nicolas.
Technical Discussion » PDG Rendering and lot of questions...
- Nicolas Heluani
- 280 posts
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I will just jump right into it and hope one of you knows the answer…
1. It would be really cool if I can close Houdini once I start cooking a task…basically have a Cooking manager.
2. Related… can we have PDG “indie” at least to check out how it works?
3. When will be Flip Book output be supported, there were plans for it right?
4. Just confirming here, but when I set a frame range in a TOP-ROPfetch it overrides my mantra framerange right, so basically I can just ignore the mantra frame range.
5. You guys are amazing, this stuff is dark magic.
Thanks,
Nico.
PS: Any PDG Master Class coming up?
1. It would be really cool if I can close Houdini once I start cooking a task…basically have a Cooking manager.
2. Related… can we have PDG “indie” at least to check out how it works?
3. When will be Flip Book output be supported, there were plans for it right?
4. Just confirming here, but when I set a frame range in a TOP-ROPfetch it overrides my mantra framerange right, so basically I can just ignore the mantra frame range.
5. You guys are amazing, this stuff is dark magic.
Thanks,
Nico.
PS: Any PDG Master Class coming up?
Edited by Nicolas Heluani - April 6, 2019 12:05:27
Technical Discussion » Vellum, substep and SOP solvers
- Nicolas Heluani
- 280 posts
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MidasssilverNo worries man,
Tried to resolve your situation and didn't have much luck, so I don't think I can be of much help, but I do think you are correct about the way dops is calculating the push force you have going on. As you increase the number of substeps, the push force increases exponentially. Hopefully some houdini guru can shed some more light on the math at play.
I am sharing the file because indeed I find it an interesting issue. I am not so sure if this is a bug or by design. I will leave this post a bit longer maybe until after 17.5 but if this is not “fixed” or properly explained I think I will contact SideFX, as scalable SOP solvers are quite important in any system I will guess.
Technical Discussion » Vellum, substep and SOP solvers
- Nicolas Heluani
- 280 posts
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@Midasssilver:
Sorry for not being more clear.
The hipfile is a simplified version of a more larger setup. I clarified in the original post that the behavior is as it should be as long as I keep it with one substep. The reason why I need to do everything inside dops is for the larger setup.
I think the problem is because the collision between particles creates a force that pushes my worm, this is actually desired. But when increasing the substeps for precision it seems the force gets multiplied rather than spread across each substep. That's my thesis so far.
Like I said:
Sorry for not being more clear.
The hipfile is a simplified version of a more larger setup. I clarified in the original post that the behavior is as it should be as long as I keep it with one substep. The reason why I need to do everything inside dops is for the larger setup.
I think the problem is because the collision between particles creates a force that pushes my worm, this is actually desired. But when increasing the substeps for precision it seems the force gets multiplied rather than spread across each substep. That's my thesis so far.
Like I said:
Is like the SOP solver multiplies its effect per substep.Basically I know there is a huge difference of behaviour of the SOP solver according to the number of substep. My question was why? The SOP solver is basically gradually increasing the pscale shouldn't the force also be spread across substeps?
Technical Discussion » Vellum, substep and SOP solvers
- Nicolas Heluani
- 280 posts
- Offline
Hi everyone I shared this in ODforce but I figure it may be good here too,
I am sharing this simplified version of a project of mine cause I have an issue that is really baffling me.
It's a hair simulation, just one hair which I am manipulating its pscale through SOP solvers to create some worm like movement,
It works completely fine as long as I keep it in 1 substep, but if I increase the number of substeps it goes ballistic!
I have other solvers that really polish the movement of the worm they all work fine, as long as I don't increase the number of substeps to more than one. Is like the SOP solver multiplies its effect per substep.
I have no idea what could be causing this, worse I don't understand the why and that really bugs me.
Edit: I believe its the internal collision being multiplied but no so such how to address this yet.
Edit 2 for a bit more clarity.
Any help would be really appreciated.
Best,
Nicolas.
I am sharing this simplified version of a project of mine cause I have an issue that is really baffling me.
It's a hair simulation, just one hair which I am manipulating its pscale through SOP solvers to create some worm like movement,
It works completely fine as long as I keep it in 1 substep, but if I increase the number of substeps it goes ballistic!
I have other solvers that really polish the movement of the worm they all work fine, as long as I don't increase the number of substeps to more than one. Is like the SOP solver multiplies its effect per substep.
I have no idea what could be causing this, worse I don't understand the why and that really bugs me.
Edit: I believe its the internal collision being multiplied but no so such how to address this yet.
Edit 2 for a bit more clarity.
Any help would be really appreciated.
Best,
Nicolas.
Edited by Nicolas Heluani - March 6, 2019 18:06:04
Technical Discussion » Scheduler / Render Manager Issue
- Nicolas Heluani
- 280 posts
- Offline
Yes…there are diferent ways. I basically have a command file I run through the houdini command tool with hbatch. You can search hbatch here in the forums mt answer will popup. Otherwise just let me know I will share more details here.
Edited by Nicolas Heluani - March 3, 2019 04:32:23
Technical Discussion » Vellum and OBJID
- Nicolas Heluani
- 280 posts
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Ok, I found a quick dirt fix.
Which is basically create more and more constraints into the same vellum object
You can do that by simply adding a copy and transform sop in the sop solver of the Vellum Rest Blend with the value ofBut everything remains in the same Vellum object.
Correct me if I am wrong… is PatchGeometry the attribute to use instead of the creation of separate Vellum objects when spawning many instances?
Nico.
Which is basically create more and more constraints into the same vellum object
You can do that by simply adding a copy and transform sop in the sop solver of the Vellum Rest Blend with the value of
floor (1+$F/number of frames to create)
Correct me if I am wrong… is PatchGeometry the attribute to use instead of the creation of separate Vellum objects when spawning many instances?
Nico.
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