it's working correctly for me 13.0.260
here is simple example, VDB sdf volume rendered directly with Volime Isosurface property so no conversion to polygons necessary
it works with standard volumes as well of course
do you have file showing your problem?
btw is your volume SDF or just fog volume?
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Technical Discussion » How to render level set surfaces?
- tamte
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Technical Discussion » Expressions in Toggle type parameter field with python.
- tamte
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you can use parameter callbacks
usually used with buttons but it works on any parameter
basically if that parameter is changed, that callback script is run and can do whatever you want, even check for the value of the parameter which is bound to so probably what you need
http://www.sidefx.com/docs/houdini13.0/hom/assetscripts#parameter_callback_scripts [sidefx.com]
usually used with buttons but it works on any parameter
basically if that parameter is changed, that callback script is run and can do whatever you want, even check for the value of the parameter which is bound to so probably what you need
http://www.sidefx.com/docs/houdini13.0/hom/assetscripts#parameter_callback_scripts [sidefx.com]
Technical Discussion » Expressions in Toggle type parameter field with python.
- tamte
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you can't get the value of the parameter within itself
it would be infinite recursion
to get its value it would need to evaluate and for that it would need it's value again etc.
maybe some example of what behaviour you want to achieve may be helpful
it would be infinite recursion
to get its value it would need to evaluate and for that it would need it's value again etc.
maybe some example of what behaviour you want to achieve may be helpful
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- tamte
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for execution speed it's the same
for creating that, it's much faster to just put wrangle node and type that than create vopnet in VOP SOP
for creating that, it's much faster to just put wrangle node and type that than create vopnet in VOP SOP
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- tamte
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Technical Discussion » Shading at the origin?
- tamte
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yes, or if your object is not deforming (just transforming at object level) you can use Transform VOP in your shader to transform P from Camera to Object space before using it as an input for the noise
Technical Discussion » One frame per CPU core?
- tamte
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on Mantra ROP/Main tab
click on the arrow next to Command parm and chose Use One CPU
which will fill in the command for you
then it's up to you to run more frame at once (in parallel) with some script or something
click on the arrow next to Command parm and chose Use One CPU
which will fill in the command for you
then it's up to you to run more frame at once (in parallel) with some script or something
Technical Discussion » adding grid of points on a surface
- tamte
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use Divide SOP
uncheck Convex Polygons
check Bricked Polygons and adjust Size to get grid as you want
then you can remove border points
EDIT: koen was faster
uncheck Convex Polygons
check Bricked Polygons and adjust Size to get grid as you want
then you can remove border points
EDIT: koen was faster
Houdini Indie and Apprentice » where does the toon character geo lives?
- tamte
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just export it from the locked version if you want a bgeo file (right-click/save geometry…), by default it's just locked inside of Toon Character Object HDA as you noticed and therefore it doesn't need to reference it from disk so it's very likely that external file is not distributed with Houdini
Technical Discussion » Assigning different forces to separate flip fluids.
- tamte
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if you are using H13, use POP forces in DOPs so you can easily use POP groups/streams to apply your forces to or you can literally have per-particle control if you wish
(the group masking in DOP forces will not work for you since it only works on DOP objects, so if you have one FLIP object and no matter how many sources/emitters, it's still the same object so you can't use DOP groups to distinguish between particles by emitter)
(the group masking in DOP forces will not work for you since it only works on DOP objects, so if you have one FLIP object and no matter how many sources/emitters, it's still the same object so you can't use DOP groups to distinguish between particles by emitter)
Technical Discussion » Render Differences
- tamte
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I'd guess it's just a different gamma correction applied on top of your viewport vs render
(more precisely gamma correction on mplay and possibly IPR and no correction on viewport and viewing rendered file from disk without correction too)
go to Edit/Color Settings…/Color Correction and make sure that all the checkboxes are checked
on top of that you can always see the gamma settings in correction toolbar
for mplay and IPR it is at the bottom by default
for viewport click on viewport name and check Correction Toolbar
saved rendered files are by default without baked in gamma correction (which is correct for linear renders) so it's your responsibility to view them with correct gamma LUT
or if you want to bake the gamma to renders you can add vm_gamma property to your mantra ROP
(more precisely gamma correction on mplay and possibly IPR and no correction on viewport and viewing rendered file from disk without correction too)
go to Edit/Color Settings…/Color Correction and make sure that all the checkboxes are checked
on top of that you can always see the gamma settings in correction toolbar
for mplay and IPR it is at the bottom by default
for viewport click on viewport name and check Correction Toolbar
saved rendered files are by default without baked in gamma correction (which is correct for linear renders) so it's your responsibility to view them with correct gamma LUT
or if you want to bake the gamma to renders you can add vm_gamma property to your mantra ROP
Technical Discussion » Cvex Volume Procedural vs OpenVDB Rendering
- tamte
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you can always test speed for your case and consider for yourself
and remember you can use CVEX Volume Procedural with VDB volumes
and remember you can use CVEX Volume Procedural with VDB volumes
Technical Discussion » New Particles when collision
- tamte
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just enable Add Hit Attributes on your POP Solver
then insert (or branch and merge) POP Replicate to your pop stream and set it's group to @hitnum>0
the rest is just a matter of customizing that collision emission on POP Replicate node so you can:
in Birth tab set Kill Original Particle
in Shape tab set uniform scale to 0 so that all points originate on parent particle position
in Attributes Tab you can add some variance to velocity so you get some dispersion after impact
etc
then insert (or branch and merge) POP Replicate to your pop stream and set it's group to @hitnum>0
the rest is just a matter of customizing that collision emission on POP Replicate node so you can:
in Birth tab set Kill Original Particle
in Shape tab set uniform scale to 0 so that all points originate on parent particle position
in Attributes Tab you can add some variance to velocity so you get some dispersion after impact
etc
Houdini Lounge » best way to emit from prim center on H13 particles?
- tamte
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that's because centroid() returns center of the bounding box
if you want the same results with your Foreach method you would need to use
pointavg() function to get the center for each primitive
but attribwrangle is by far the fastest from all 3 mentioned methods
if you want the same results with your Foreach method you would need to use
pointavg() function to get the center for each primitive
but attribwrangle is by far the fastest from all 3 mentioned methods
Houdini Lounge » best way to emit from prim center on H13 particles?
- tamte
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you can get prim centers simply by using attribwrangle
set it to Primitive and type:
addpoint(0, @P);
removeprim(0, @primnum, 1);
set it to Primitive and type:
addpoint(0, @P);
removeprim(0, @primnum, 1);
Houdini Indie and Apprentice » Resuming simulation
- tamte
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what you want is using explicit cache
http://www.sidefx.com/docs/houdini13.0/nodes/obj/dopnet, [sidefx.com] scroll to Explicit Cache parameter
http://www.sidefx.com/docs/houdini13.0/nodes/obj/dopnet, [sidefx.com] scroll to Explicit Cache parameter
Houdini Lounge » Static RBD not colliding with fractured geometry
- tamte
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you are using Bullet so Collision Geometry in RBD Solver tab is irrelevant
go to Collisions/Bullet Data tab and uncheck Polygons As Convex Hulls to allow it to collide with actual geometry and not convex proxy shape
go to Collisions/Bullet Data tab and uncheck Polygons As Convex Hulls to allow it to collide with actual geometry and not convex proxy shape
Houdini Indie and Apprentice » disconnect primitives polys ?
- tamte
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to separate all primitives you can use
Facet SOP -> Unique Points
or
Fuse SOP -> Unique
to disconnect them by angle
Facet SOP -> Cusp Polygons
to disconnect individual polygons
Edge Cusp SOP and specify polygon or edge selection to separate
Facet SOP -> Unique Points
or
Fuse SOP -> Unique
to disconnect them by angle
Facet SOP -> Cusp Polygons
to disconnect individual polygons
Edge Cusp SOP and specify polygon or edge selection to separate
Houdini Indie and Apprentice » Cloth from Voronoi Fracture
- tamte
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append Divide SOP
you may change Maximum edges to 4, or keep it at 3, depends on your topology
then Cloth Object should work
you may change Maximum edges to 4, or keep it at 3, depends on your topology
then Cloth Object should work
Houdini Lounge » Node information(middle mouse) window?
- tamte
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not sure if there is a hotkey by default, but you can get the window through Right Click/Extended Infirmation…
if you want the hotkey, assign it in Hotkey Manager to /Houdini/Panes/Network Editor/Node Menu/Extended Information
if you want the hotkey, assign it in Hotkey Manager to /Houdini/Panes/Network Editor/Node Menu/Extended Information
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