I am very happy with the addition of ODE engine into houdini
I have just one question about how it is integrated into houdini's “integrated dynamics environment” which I suppose means that everything should work with everything. But it seems that I am not able to get ODE and cloth having mutual collisions. Does it have something to do with the settings or it's simply not supported?
Is it possible to get impact data with ODE?
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Houdini Lounge » ODE Integration question
- tamte
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Houdini Lounge » Reverse keys by scaling
- tamte
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you can do this in channel editor
select bunch of keyframes
press y to enable scale handle
now you can scale to negative
you can also adjust pivot point for the scaling
select bunch of keyframes
press y to enable scale handle
now you can scale to negative
you can also adjust pivot point for the scaling
Houdini Indie and Apprentice » What is missing ?
- tamte
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1. in scatter1 SOP increase attribute bias to 1
2. in copy1 SOP go to the Attribute Tab and check Use Template Point Attributes to inherit color and alpha (and other attrs)
2. in copy1 SOP go to the Attribute Tab and check Use Template Point Attributes to inherit color and alpha (and other attrs)
Houdini Indie and Apprentice » hi-res sim of particles
- tamte
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there is a seed for the whole POP
it's directly on the POP Network SOP, called Random Seed
this should give you what you want
but do not change it over time
just generate several simulations with different seed and save them to disk
then bring back with file SOPs and render together
there should be a way to render them directly from disk, but i have not done it in H9 yet
it's directly on the POP Network SOP, called Random Seed
this should give you what you want
but do not change it over time
just generate several simulations with different seed and save them to disk
then bring back with file SOPs and render together
there should be a way to render them directly from disk, but i have not done it in H9 yet
Houdini Indie and Apprentice » particle render problem
- tamte
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you can write simulation to disk using “ROP Output Driver SOP” or File SOP
as you tried, but also check the initialize simulation OPs in rop output driver sop
it may also depend on your POP sim start frame, so try to export from your start frame
also make sure that your Output file path contains $F variabile (the same for File sop to read them back)
i recommend you to delete all unnecesarry attributes (with Attribute SOP) before export to make the files smaller
as you tried, but also check the initialize simulation OPs in rop output driver sop
it may also depend on your POP sim start frame, so try to export from your start frame
also make sure that your Output file path contains $F variabile (the same for File sop to read them back)
i recommend you to delete all unnecesarry attributes (with Attribute SOP) before export to make the files smaller
Houdini Indie and Apprentice » particle render problem
- tamte
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check Initialize Simulation OPs checkbox in Mantra ROP node
or cache your simulation with Cache SOP before rendering
or cache your simulation with Cache SOP before rendering
Houdini Indie and Apprentice » Cloth Pin Constraint
- tamte
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it's called sbd(soft body) pin constraint because it is used for wires as well
the names Cloth Pin Constraint and Wire Pin Constraint are there only for tidiness, that's how i see it
the names Cloth Pin Constraint and Wire Pin Constraint are there only for tidiness, that's how i see it
Houdini Lounge » Grouping and Foreach
- tamte
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Technical Discussion » balloon-like behavior with cloths
- tamte
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append delete sop after dopimport and delete the last primitive, which should be the particle system
Technical Discussion » balloon-like behavior with cloths
- tamte
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there is one disadvantage of squishy object over cloth for softbody sim
sqishy objects are simulated as particles and i think you can't get mutual collisions between two sq objects
so if you need only ball/ground collision go for squishy object
if you need ball/ball collision, it probably won't work in one simulation, but there may be some workaround i am not aware of
sqishy objects are simulated as particles and i think you can't get mutual collisions between two sq objects
so if you need only ball/ground collision go for squishy object
if you need ball/ball collision, it probably won't work in one simulation, but there may be some workaround i am not aware of
Technical Discussion » balloon-like behavior with cloths
- tamte
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try to play with the bend stiffness
set it really high and you should get some softbody look
or use the squishy object
set it really high and you should get some softbody look
or use the squishy object
Houdini Lounge » Invisible and Reflective; Shadow
- tamte
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Houdini Lounge » About curve SOP coordinates parameter,
- tamte
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not exactly
xb will read x-th primitive of the input surface (NURBS/bezier) and position the curve point to u-th breakpoint in u direction and v-th breakpoint in v direction
pn will position the curve point directly to point number n (polygon/curve)
i am not the master in this subject, i just opened help and tried it in a simple scene to see what it does, so it may be something deeper under the surface what i am not aware of
xb will read x-th primitive of the input surface (NURBS/bezier) and position the curve point to u-th breakpoint in u direction and v-th breakpoint in v direction
pn will position the curve point directly to point number n (polygon/curve)
i am not the master in this subject, i just opened help and tried it in a simple scene to see what it does, so it may be something deeper under the surface what i am not aware of
Houdini Lounge » About curve SOP coordinates parameter,
- tamte
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from the docs: "xb : For example, 0b…. Creates a point at breakpoint (u,v) of the surface number x in the input geometry."
so the are not the uv parameters of the input surface, they are IDs of breakpoint in u/v direction
thats probably what b in xb means, breakpoint
so the are not the uv parameters of the input surface, they are IDs of breakpoint in u/v direction
thats probably what b in xb means, breakpoint
Houdini Lounge » render points
- tamte
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Technical Discussion » Texture on geo as a matte
- tamte
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here is the render from that file, i don't know if it's what you want, but it's matting the background objects by texture alpha
Technical Discussion » Texture on geo as a matte
- tamte
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bobster
What decompression software does that need? I've never seen that file format before. Is that for linux? Can you compress it for mac or windows?
no compression
it's a regular .hip file you need only houdini to open this
created on H9.5.231, WinXP 32
do you have any problems opening it?
Technical Discussion » what does"!!" mean in houdini?
- tamte
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are we talking about hscript?
actually != means not equal
i do not know if !! means something
but || means OR if that is what you are looking for
in VEX it should be the same and there are many more operators, but we have help for this, right?
actually != means not equal
i do not know if !! means something
but || means OR if that is what you are looking for
in VEX it should be the same and there are many more operators, but we have help for this, right?
Technical Discussion » get distance of points
- tamte
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ray SOP is good, but you must know exact directions in which you want to measure (defined by point normal)
you can also use Intersect VOP for the same thing (may be faster since VOPs are multithreaded, do not know about ray SOP)
if you want to measure minimum distance from point to surface
use pointdist() expression function (search the docs for usage)
if you use it in attribcreate SOP and vary the point with $PT, you will get all closest distances to given surface. This may be a lot slower since it is an expression
i really miss something like this in VOPs
ps: you can use distance() function instead of your initial expression
you can also use Intersect VOP for the same thing (may be faster since VOPs are multithreaded, do not know about ray SOP)
if you want to measure minimum distance from point to surface
use pointdist() expression function (search the docs for usage)
if you use it in attribcreate SOP and vary the point with $PT, you will get all closest distances to given surface. This may be a lot slower since it is an expression
i really miss something like this in VOPs
ps: you can use distance() function instead of your initial expression
Technical Discussion » ogl texture per primitive?
- tamte
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i am trying to display texture in the viewport based on primitive attribute
i have tried material node with parameter override on ogl_tex1 parameter
it does not work
i also tried to create string attribute ogl_tex1 with file paths
does not work either
UV Quickshade cannot accept attribute variables
and creating texture attribute to override UV quickshade's Texture param gives me nothing
is there any way to make it work?
i do not want to render during tweaking, because i have to tweak the whole animation timing and composition which consists mainly of changing primitives with different textures
thanks for any info
Tomas
i have tried material node with parameter override on ogl_tex1 parameter
it does not work
i also tried to create string attribute ogl_tex1 with file paths
does not work either
UV Quickshade cannot accept attribute variables
and creating texture attribute to override UV quickshade's Texture param gives me nothing
is there any way to make it work?
i do not want to render during tweaking, because i have to tweak the whole animation timing and composition which consists mainly of changing primitives with different textures
thanks for any info
Tomas
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