if you Ctrl+Alt+Shift click to |<< Hotkey Manager will pop up, where you will see it's hotkey (Ctrl+UpArrow)
just a few lines above it there is Jump To End Of Range (>>|) just click on it and assign hotkey, like Ctrl+DownArrow
not sure if you can enable the button in UI though
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Technical Discussion » Cycle simulation
- tamte
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Technical Discussion » Pyro Clusters Work in 13 but not in 14
- tamte
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linux as well,
try just update to newest production build
I have a feeling that you got unfortunate and the one day difference between our builds may matter , like this fix for example?
Thursday, April 2, 2015
Houdini 14.0.292: $OBJCT == $ST was not always working when the start frame of the DOP sim was not frame 1.
and check the edit I did in previous post, I should have posted it as a separate post
try just update to newest production build
I have a feeling that you got unfortunate and the one day difference between our builds may matter , like this fix for example?
Thursday, April 2, 2015
Houdini 14.0.292: $OBJCT == $ST was not always working when the start frame of the DOP sim was not frame 1.
and check the edit I did in previous post, I should have posted it as a separate post
Technical Discussion » Pyro Clusters Work in 13 but not in 14
- tamte
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it appears to be working fine for me, 14.0.292
EDIT:
one think you can do to optimize your setup is to make boxes orient to curve
http://forums.odforce.net/topic/17266-smoke-trail-on-path/ [forums.odforce.net]
EDIT:
one think you can do to optimize your setup is to make boxes orient to curve
http://forums.odforce.net/topic/17266-smoke-trail-on-path/ [forums.odforce.net]
Edited by - May 22, 2015 15:40:31
Houdini Indie and Apprentice » Static object interacting with smoke solver
- tamte
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Technical Discussion » cross product: VEX vs Python
- tamte
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to just fix your code to compute with correct values you need to specify that @tan is vector using v@tan directly:
vector firstVec = {1,0,0};
vector cross1 = cross(firstVec,v@tan);
vector cross2 = cross(v@tan,cross1);
@N = normalize(cross2);
however if you want to have exactly the same result as that python code you have to iterate over points sequentially to avoid flipping (as next N depends on previous)
so change your AttribWrangle to Detail mode and use:
vector firstVec = {1,0,0};
for (int i=0;i<npoints(0);i++)
{
vector tan = point(0, “tan”, i);
vector cross1 = cross(firstVec,tan);
vector cross2 = cross(tan,cross1);
firstVec = normalize(cross2);
setpointattrib(0, “N”, i, firstVec);
}
considering that N attrib already exists, otherwise you would need to create it before or use addattribute to create it within wrangle;
vector firstVec = {1,0,0};
vector cross1 = cross(firstVec,v@tan);
vector cross2 = cross(v@tan,cross1);
@N = normalize(cross2);
however if you want to have exactly the same result as that python code you have to iterate over points sequentially to avoid flipping (as next N depends on previous)
so change your AttribWrangle to Detail mode and use:
vector firstVec = {1,0,0};
for (int i=0;i<npoints(0);i++)
{
vector tan = point(0, “tan”, i);
vector cross1 = cross(firstVec,tan);
vector cross2 = cross(tan,cross1);
firstVec = normalize(cross2);
setpointattrib(0, “N”, i, firstVec);
}
considering that N attrib already exists, otherwise you would need to create it before or use addattribute to create it within wrangle;
Technical Discussion » What Binds Bones To Mesh?
- tamte
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yes, the binding/weighting information is already stored in the .bgeo in boneCapture and pCapt* attributes
have look at the spreadsheet
those attriutes are usually created using Capture SOP, or Capture Geometry Shelf tool
and modified using other Capture Sops/Tools
have look at the spreadsheet
those attriutes are usually created using Capture SOP, or Capture Geometry Shelf tool
and modified using other Capture Sops/Tools
Technical Discussion » Emitting RBDs
- tamte
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Technical Discussion » Infinity Rotation & Movement in Bullet
- tamte
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you can use
POP Speed Limit to limit velocities of packed RBDs
(look at from SpeedLimit example from Examples section of Help)
or you can try using POP Drag and POP Spin Drag to calm your velocities down a bit
POP Speed Limit to limit velocities of packed RBDs
(look at from SpeedLimit example from Examples section of Help)
or you can try using POP Drag and POP Spin Drag to calm your velocities down a bit
Technical Discussion » Import position in sopscalarfield
- tamte
- 8594 posts
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Affex
Hi folks!
EDIT:
Funny enough I was only a few changes from solving the problem. I added a position VOP into the secound input of the fieldforce VOP. Now I can reference that to the animated geo.
you could as well just change SOP Scalar Field/Default Operation to Set Always, so it would read the sop geo every timestep, which would work for transforming as well as deforming geo
however your solution may be more optimized if you have just transforming geometry
Technical Discussion » polyreduce distance based
- tamte
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you can directly use Distance mode in Polyreduce
here is an example of using Polyreduce within Foreach to reduce each slice based on distance to camera
here is an example of using Polyreduce within Foreach to reduce each slice based on distance to camera
Technical Discussion » using groups in vop context
Technical Discussion » Problem with collision of simple object with flip fluid
- tamte
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there are actually still some holes at 0.05
but even if volume resolution of your static mesh is already without holes, this volume si being resampled into FLIP collision field which takes resolution from FLIP/Properties settings
so your FLIP collision field may still contain holes
you can visualize it in Guides tab
the easier option than increasing collision volume resolution is to add a bit more thickness for your collision geometry
but even if volume resolution of your static mesh is already without holes, this volume si being resampled into FLIP collision field which takes resolution from FLIP/Properties settings
so your FLIP collision field may still contain holes
you can visualize it in Guides tab
the easier option than increasing collision volume resolution is to add a bit more thickness for your collision geometry
Technical Discussion » Problem with collision of simple object with flip fluid
- tamte
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to get proper collisions, your bottle needs to have proper collision volume
you can tweak it in your Static Object in Collisions/RBD Solver/Volume Tab
make sure Use Volume Based Colision Detection is checked
to preview it check Collision Guide
and keep increasing Uniform Divisions until collision volume doesn't have any unwanted holes
since H14 there is nice shelf tool called Deforming Object, that will create SDF VDB volume for your object and Static Object in DOPs for you
for non-deforming objects you can just uncheck Use Deforming on that Static Object
the advantage is that volume generated using VDB is much faster to compute so it makes it easier to tweak (of course it's a big advantage for deforming geometries)
you can tweak it in your Static Object in Collisions/RBD Solver/Volume Tab
make sure Use Volume Based Colision Detection is checked
to preview it check Collision Guide
and keep increasing Uniform Divisions until collision volume doesn't have any unwanted holes
since H14 there is nice shelf tool called Deforming Object, that will create SDF VDB volume for your object and Static Object in DOPs for you
for non-deforming objects you can just uncheck Use Deforming on that Static Object
the advantage is that volume generated using VDB is much faster to compute so it makes it easier to tweak (of course it's a big advantage for deforming geometries)
Technical Discussion » Stroke SOP painting from within HDA
Technical Discussion » RBD collision layer/no collide DOP
- tamte
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Technical Discussion » RBD collision layer/no collide DOP
- tamte
- 8594 posts
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you can use it like this
the same as your setup, but you have to specify the same names in Collider Labels as NoCollider nodes are looking for
then as well you can use Affector DOP, to define collide relationships
if you can use Bullet, it gets even easier as you can use collisionignore and collisiongroup attributes since H14
the same as your setup, but you have to specify the same names in Collider Labels as NoCollider nodes are looking for
then as well you can use Affector DOP, to define collide relationships
if you can use Bullet, it gets even easier as you can use collisionignore and collisiongroup attributes since H14
Houdini Indie and Apprentice » About extra images planes ...
- tamte
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instead of trying to render Cf variable, name it all
or simply use Combined Lighting (Per-Light) preset from VEX Variable dropdown menu
no categories needed unless you want to merge lights
or simply use Combined Lighting (Per-Light) preset from VEX Variable dropdown menu
no categories needed unless you want to merge lights
Technical Discussion » missing add to point group node at H14
- tamte
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when using Set Attribute VOP, you need to specifically plug a membership value (0 or 1 ) into Value input, su just plug constant with value 1 in there
then obviously decrease your pcopen radius a bit
to be more precise you may want to use Maximum Merge Mode instead of Add, but it seems that it doesn't matter with groups so never mind
you can as well just use Solver SOP instead of whole dopnet with sop solver setup as a shortcut, but that doesn't matter eighter
then obviously decrease your pcopen radius a bit
to be more precise you may want to use Maximum Merge Mode instead of Add, but it seems that it doesn't matter with groups so never mind
you can as well just use Solver SOP instead of whole dopnet with sop solver setup as a shortcut, but that doesn't matter eighter
Technical Discussion » missing add to point group node at H14
- tamte
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you can use Set Attribute VOP, it has attribute class Point Group
or simply use Bind SOP to import export group membership using group name prefixed with group_ as Name
and Int as type
like: group_groupname
or simply use Bind SOP to import export group membership using group name prefixed with group_ as Name
and Int as type
like: group_groupname
Technical Discussion » Wire object fracture: how does it work
- tamte
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use Convert Line SOP
it will break your curve into individual segment curves, while still keeping points fused
it will break your curve into individual segment curves, while still keeping points fused
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