maybe this thread can help
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15784&highlight=ati+card [sidefx.com]
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Technical Discussion » Houdini is becoming slow very fast (ATI)
- tamte
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Houdini Indie and Apprentice » Rotate particle Instance
- tamte
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mzigaib
…
I tried rotation pop but it doesn't give me control over the angle and axis separately
…
how do you imagine separate control over angle and axis?
i think they are separated enough in rotation pop
you can allways use vop pop for your custom rotations
Technical Discussion » vops and Rand ID
- tamte
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it is random so it is natural to get repeated values
you have 100 points and each one has random int number 1-100
you cannot expect each to have different number
just change your attribute to float and you will see that they are different before rounding to int
you can also add parameter to change seed of the random to get different set of numbers
you have 100 points and each one has random int number 1-100
you cannot expect each to have different number
just change your attribute to float and you will see that they are different before rounding to int
you can also add parameter to change seed of the random to get different set of numbers
Houdini Indie and Apprentice » objects as bones
- tamte
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Houdini Indie and Apprentice » objects as bones
- tamte
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i am not a pro in this field
but as far as i know the capture SOPs use Capture Region to capture the weights (look inside bone object)
you can use Capture region SOP along with your box object and import it to Capture SOP through Extra Regions parameter or Extra Capture Regions input
maybe there is another way to do this
like Capture Metaballs (for particles maybe?), Wire Capture for wires and polymeshes
but as far as i know the capture SOPs use Capture Region to capture the weights (look inside bone object)
you can use Capture region SOP along with your box object and import it to Capture SOP through Extra Regions parameter or Extra Capture Regions input
maybe there is another way to do this
like Capture Metaballs (for particles maybe?), Wire Capture for wires and polymeshes
Technical Discussion » How to control a string menu with a toggle parameter?
- tamte
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the string menu is only gui for integer parameter
you can drive it just by typing
ch(“../reversecurve”)
as an expression
(without ` because it is not string)
you can drive it just by typing
ch(“../reversecurve”)
as an expression
(without ` because it is not string)
Technical Discussion » Vops If then Block
- tamte
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no need for VEX land for this
you can use switch VOP for both your questions
drop Switch VOP
create new int parameter for it's switcher input
check provide menu of choices on it
and fill it with this string: 0 “X” 1 “Y” 2 “Z”
connect x, y, z to switch node
connect switch to your clamp node
the same way you can bypass if/then block
just compute values for both cases
connect them to switch VOP
and use your dooffset as a switcher
you can use switch VOP for both your questions
drop Switch VOP
create new int parameter for it's switcher input
check provide menu of choices on it
and fill it with this string: 0 “X” 1 “Y” 2 “Z”
connect x, y, z to switch node
connect switch to your clamp node
the same way you can bypass if/then block
just compute values for both cases
connect them to switch VOP
and use your dooffset as a switcher
Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- tamte
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the node created is subnetwork OBJ node, just a container for other obj nodes
dive inside and there you can see other nodes, many of them can be again subnet Obj nodes, so you can keep diving inside until you find geometry Object node(s) which has file SOP inside
press W with your cursor over network view to get a tree view where you can easily find what you want
if you uncheck Import Null Object as Subnets in the FBX import dialog window, you should have endire hierarchy of objects just inside your FBX subnet
then you can specify path to any of the objects in Object Merge sop
for example path to your body object will be:
/obj/RolfoAnimated_007_fk_fbx/rolfo_asset_ref1_rolfo_Rig_rolfo_body_geo
dive inside and there you can see other nodes, many of them can be again subnet Obj nodes, so you can keep diving inside until you find geometry Object node(s) which has file SOP inside
press W with your cursor over network view to get a tree view where you can easily find what you want
if you uncheck Import Null Object as Subnets in the FBX import dialog window, you should have endire hierarchy of objects just inside your FBX subnet
then you can specify path to any of the objects in Object Merge sop
for example path to your body object will be:
/obj/RolfoAnimated_007_fk_fbx/rolfo_asset_ref1_rolfo_Rig_rolfo_body_geo
Houdini Indie and Apprentice » Turning imported FBX geometry into an SDF
- tamte
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just add Object Merge SOP instead of the platonic1 in your sourceGeometry object
and specify path to file SOP that imports your character
and change transform node to IntoThisObject
the geometry imported from fbx is just regular geometry you can use as any geometry created in houdini
it's just deep inside various subnets created by fbx importer
and specify path to file SOP that imports your character
and change transform node to IntoThisObject
the geometry imported from fbx is just regular geometry you can use as any geometry created in houdini
it's just deep inside various subnets created by fbx importer
Technical Discussion » optimizing the geometry inside a tree?
- tamte
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you can set the lock flag on any sop node to cache the geometry
the inputs of that sop are then ignored and cached geometry is used instead
the great advantage is that the upstream nodes do not have to be deleted, so you can unlock the node at any time to recook all the input nodes
the inputs of that sop are then ignored and cached geometry is used instead
the great advantage is that the upstream nodes do not have to be deleted, so you can unlock the node at any time to recook all the input nodes
Technical Discussion » OpenGL + Remote Desktop problem H10
- tamte
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Technical Discussion » OpenGL + Remote Desktop problem H10
- tamte
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when i connect to my computer through windows Remote Desktop i get the message
ERROR: Houdini failed to start OpenGl and cannot continue
i get the same error even if i just want to open Licence Administrator
I tried set HOUDINI_OGL_SOFTWARE = 1 with no luck
Is there any way to run houdini 10 through remote desktop?
H9.5 worsk fine
or is there a way to manage my licences through command line?
H10.290 win xp64
ERROR: Houdini failed to start OpenGl and cannot continue
i get the same error even if i just want to open Licence Administrator
I tried set HOUDINI_OGL_SOFTWARE = 1 with no luck
Is there any way to run houdini 10 through remote desktop?
H9.5 worsk fine
or is there a way to manage my licences through command line?
H10.290 win xp64
Houdini Lounge » how could I convert a pyro sim into polygons
- tamte
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there are many fields inside pyro object (density, burn, temperature, heat, vel, fuel …)
if you look at visualisation node in lowrespyro/uprespyro object
under Geometry Data Path you can see density/Visualisation
this can be written only as density with the same effect
you can write there any of the existing field like burn or heat to get the flames
or you can just duplicate your object (supposing you have it set up like i suggested in previous post) and change the offset to get another range of the volume
you can also use Dop I/O node to import specific field(s)
it depends on your needs, i am not sure now if you are asking for volume flame from smoke separation for two pyro shaders or polygonal as the topic says. But anyways both are very similar to set up
if you look at visualisation node in lowrespyro/uprespyro object
under Geometry Data Path you can see density/Visualisation
this can be written only as density with the same effect
you can write there any of the existing field like burn or heat to get the flames
or you can just duplicate your object (supposing you have it set up like i suggested in previous post) and change the offset to get another range of the volume
you can also use Dop I/O node to import specific field(s)
it depends on your needs, i am not sure now if you are asking for volume flame from smoke separation for two pyro shaders or polygonal as the topic says. But anyways both are very similar to set up
Houdini Lounge » how could I convert a pyro sim into polygons
- tamte
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in your lowrespyro/uprespyro object
append isooffset SOP after visualisation node
increase Uniform Sampling to match your sim
set mode to Volume Sample and play with offset parameter to get the look you want
if you want to render this do not forget to set render flag to this node since it is on pyrofields node by default
this will do the conversion only on density field of your pyro object which is used to visualize the pyro in the viewport, but you can easily use any field
hope you get the idea
append isooffset SOP after visualisation node
increase Uniform Sampling to match your sim
set mode to Volume Sample and play with offset parameter to get the look you want
if you want to render this do not forget to set render flag to this node since it is on pyrofields node by default
this will do the conversion only on density field of your pyro object which is used to visualize the pyro in the viewport, but you can easily use any field
hope you get the idea
Technical Discussion » reducing wire stretching?
- tamte
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it's not only that parameter which is determinig the stretching of the wire
it depends on many factors, you can also reduce density/mass or reduce width to acheive similar results with lower linear spring constant
also Adjust For length parameter helps to preserve length
keep in mind that if you have width attribute on your wire geometry prior to the simulation, this attribute will be used as a multiplier to the width parameter in physical tab of the wire object, which can affect the whole behavior
it depends on many factors, you can also reduce density/mass or reduce width to acheive similar results with lower linear spring constant
also Adjust For length parameter helps to preserve length
keep in mind that if you have width attribute on your wire geometry prior to the simulation, this attribute will be used as a multiplier to the width parameter in physical tab of the wire object, which can affect the whole behavior
Houdini Indie and Apprentice » Working with RBD Glue objects
- tamte
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look at the choreographed breakup in the help examples
there is an expression in the rbdstate1/Glue Strength parameter
this is simply comparing $tx (position x value of each piece) with position x sweep plane which is just a helper object
you can do what you want the same way (with different expression of course)
there is an expression in the rbdstate1/Glue Strength parameter
this is simply comparing $tx (position x value of each piece) with position x sweep plane which is just a helper object
you can do what you want the same way (with different expression of course)
Houdini Indie and Apprentice » Working with RBD Glue objects
- tamte
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the internal glue strength should be the force needed to break the connection between each fragment and null object to which they are internally glued to. So you should not get so much different behaviour with many pieces than with few pieces as long as the the mass of the whole glued object is the same, it off course depends on many factors, you cannot expect it behave exactly the same.
to animate glue strength you need to dive into the rbd glue object.
First make it editable by rightClick and Allow Editing of Contents
then dive into it
inside you can see rbd fractured object, make it editable too
dive into it
there select rbd state node
under Glue tab you can see the listbox next to the glue strength parameter
change it from Use Default To Set Allways
now return back to your DOP network and your animation on internal glue will be working
to animate glue strength you need to dive into the rbd glue object.
First make it editable by rightClick and Allow Editing of Contents
then dive into it
inside you can see rbd fractured object, make it editable too
dive into it
there select rbd state node
under Glue tab you can see the listbox next to the glue strength parameter
change it from Use Default To Set Allways
now return back to your DOP network and your animation on internal glue will be working
Technical Discussion » vops pinch effect
- tamte
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it just sets the Z to 0 because you are interested only in XY(UV) 2d vector
so any value in Z will cause incorrect values in distance from center
the rest is just vector math
so any value in Z will cause incorrect values in distance from center
the rest is just vector math
Houdini Lounge » Cookie 2 Spheres: Strange Normals as a result?
- tamte
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this is one disadvantage of using poly booleans in any 3d software
it is just how it works
but it is the fuse SOP which makes this effect so much visible, try to bypass it
you can use Smooth Shaded display mode in the viewport and turn on head light to see the artifacts in the viewport
to correct or add normals you can usually append Facet SOP with PostComputeNormals checked, but it won't help here because normals are ok
do you really heed to use cookie?
wouldn't the merge SOP be sufficient?
it is just how it works
but it is the fuse SOP which makes this effect so much visible, try to bypass it
you can use Smooth Shaded display mode in the viewport and turn on head light to see the artifacts in the viewport
to correct or add normals you can usually append Facet SOP with PostComputeNormals checked, but it won't help here because normals are ok
do you really heed to use cookie?
wouldn't the merge SOP be sufficient?
Houdini Lounge » fur root/tip color
- tamte
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you are free to alter the material to serve your purpose, there is root/tip mixing of texture maps, you can do the same thing with colors and then create attribs of the same name as your parameters to paint colors localy
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