Hi All,
I am trying to create whitewater for a shrinking beach like this,
I couldn't get the foam right.Either the whitewater Source disappears after a while or the they don't get affected by the flip volume.Could anyone help me on this?.Went through couple of master classes still couldn't get it right. Please check the attached hip file.
Thanks in advance.
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Technical Discussion » Whitewater Question
- aaryanguna
- 27 posts
- Offline
Technical Discussion » error in searching wrangle snippets (
- Antony Gribovsky
- 9 posts
- Offline
Exception in thread Thread-5:
Traceback (most recent call last):
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 808, in __bootstrap_inner
self.run()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 68171, in __threadRun
self.__run()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 761, in run
self.__target(*self.__args, **self.__kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodegraphfastfind.py”, line 1081, in <lambda>
search_in_locked_nodes, show_all)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodegraphfastfind.py”, line 1024, in _updateResults
recurse_in_locked_nodes=search_in_locked_nodes)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 639, in nodes
for c in conditions)]
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 639, in <genexpr>
for c in conditions)]
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 226, in matches
target = str(target).lower()
UnicodeEncodeError: ‘ascii’ codec can't encode characters in position 146-153: ordinal not in range(128)
Traceback (most recent call last):
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 808, in __bootstrap_inner
self.run()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\hou.py”, line 68171, in __threadRun
self.__run()
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.416\python27\lib\threading.py”, line 761, in run
self.__target(*self.__args, **self.__kwargs)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodegraphfastfind.py”, line 1081, in <lambda>
search_in_locked_nodes, show_all)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodegraphfastfind.py”, line 1024, in _updateResults
recurse_in_locked_nodes=search_in_locked_nodes)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 639, in nodes
for c in conditions)]
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 639, in <genexpr>
for c in conditions)]
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.416/houdini/python2.7libs\nodesearch\matchers.py”, line 226, in matches
target = str(target).lower()
UnicodeEncodeError: ‘ascii’ codec can't encode characters in position 146-153: ordinal not in range(128)
Technical Discussion » How to get corridor with subdivision and 90 degree corners?
- Shadowjonny
- 97 posts
- Offline
So i followed this video: https://vimeo.com/210679269 [vimeo.com] . To make a corridor but i dont know how he made it to be 90 degree on each corner and with a clean topology something in his Wrangle “Grid”. Also is there a corridor example? it is made by sideFX.
Edited by Shadowjonny - May 8, 2019 08:15:13
Technical Discussion » Particle direction change with constant rotation
- Eyecon
- 55 posts
- Offline
Hi,
Struggling a bit to understand what's going on with quaternions and rotations but I'm basically trying to get a particle to point at its direction of motion in general but to constantly rotate around a certain predefined local axis. In the attached example I'm establishing orientation based on the velocity and setting up constant rotation relative to an object's coordinate system. All seems fine until the particle changes velocity using the pop wind. Not sure what's happening with rotations at this point, it seems to be working but things seem to jump abruptly at certain points. I'm guessing this has to do with matrix rotations but I'm not sure I fully understand the issue or how to fix it.
Struggling a bit to understand what's going on with quaternions and rotations but I'm basically trying to get a particle to point at its direction of motion in general but to constantly rotate around a certain predefined local axis. In the attached example I'm establishing orientation based on the velocity and setting up constant rotation relative to an object's coordinate system. All seems fine until the particle changes velocity using the pop wind. Not sure what's happening with rotations at this point, it seems to be working but things seem to jump abruptly at certain points. I'm guessing this has to do with matrix rotations but I'm not sure I fully understand the issue or how to fix it.
Technical Discussion » attributes of GPU for viewport performace
- anon_user_37409885
- 4189 posts
- Offline
Can anyone help break down what parts of a GPU help the redraw speed of the viewport. When we assess the market for GPUs how can we tell if it will be better for volume redraws etc.
Thanks!
Thanks!
Houdini Engine for Unity » Creating a procedural house and creating random version on instantiate.
- SVStudio
- 1 posts
- Offline
Hi,
Could anyone tell me if i can create a procedural house (thia part i know is possible) and use it in unity in such a way that every time i spawn a prefab - house it will randomize the parameters so that each house looks a little different (taller shorter etc)?
I am sorry if this is a noob question but i have a choice - either start creating prefabs in unity by hand or learn houdini and try using it in my unity project.
Thanks!
Piotr
Could anyone tell me if i can create a procedural house (thia part i know is possible) and use it in unity in such a way that every time i spawn a prefab - house it will randomize the parameters so that each house looks a little different (taller shorter etc)?
I am sorry if this is a noob question but i have a choice - either start creating prefabs in unity by hand or learn houdini and try using it in my unity project.
Thanks!
Piotr
Houdini Indie and Apprentice » Indie Restrictions + Render Farms + 3rd Party Engines?
- am-pm
- 6 posts
- Offline
I have some questions about 3rd party render engines in combo with render farms.
I work in Octane a lot, mostly using a cobbled together in-house farm of GPU's - but often i need more. In theory with Octane i have to use the ORC (Octane Render Cloud) infrastructure which requires the ability to export an ORBX file - but the Octane/houdini devs tell me that has been restricted for indie license holders due to the 4k restrictions of the indie license. When i ask about this i get a standard blurb that sidefx themselves placed this restriction on exporting ORBX files.
So this in theory rules out ORC alltogether and leaves me with little choice but to rent barebones GPU servers - but as i can't transfer my houdini licenses temporarily to those systems to render this is also ruled out
I've found only one company that can render my Indie + octane scene files so far and no idea how legit this is.
As an micro indie studio i really need a bit of render farm love - what gives? There must be a better way for Otoy + Sidefx to support the Octane render eco system. Is there another way around this? or a different option i've not considered? I see with Mantra you can render in the cloud no problem, why not in 3rd party engines?
If there's no other options I suppose i'm looking to change render engines so i can have some potential to scale rendering power when needed, maybe redshift, or arnold. For anyone using those - how does it work with render farms and indie licenses? Do you run into the same problem with Redshift Proxies for example? Are they disabled for Indie users? or do they just work differently? How about Arnold? any gotchas to watch out for?
Thanks,
Paul
I work in Octane a lot, mostly using a cobbled together in-house farm of GPU's - but often i need more. In theory with Octane i have to use the ORC (Octane Render Cloud) infrastructure which requires the ability to export an ORBX file - but the Octane/houdini devs tell me that has been restricted for indie license holders due to the 4k restrictions of the indie license. When i ask about this i get a standard blurb that sidefx themselves placed this restriction on exporting ORBX files.
So this in theory rules out ORC alltogether and leaves me with little choice but to rent barebones GPU servers - but as i can't transfer my houdini licenses temporarily to those systems to render this is also ruled out
I've found only one company that can render my Indie + octane scene files so far and no idea how legit this is.
As an micro indie studio i really need a bit of render farm love - what gives? There must be a better way for Otoy + Sidefx to support the Octane render eco system. Is there another way around this? or a different option i've not considered? I see with Mantra you can render in the cloud no problem, why not in 3rd party engines?
If there's no other options I suppose i'm looking to change render engines so i can have some potential to scale rendering power when needed, maybe redshift, or arnold. For anyone using those - how does it work with render farms and indie licenses? Do you run into the same problem with Redshift Proxies for example? Are they disabled for Indie users? or do they just work differently? How about Arnold? any gotchas to watch out for?
Thanks,
Paul
Technical Discussion » Houdini grain
- anon_user_02620880
- 1 posts
- Offline
Hi,
I'm trying a stage on Houdini. A castle made of sand is moving upwards. After 25 frames the castle falls down and collapses. My question is that I want the castle moving upwards at one side and falling down at the other at the same time.
Thanks for your help.
I'm trying a stage on Houdini. A castle made of sand is moving upwards. After 25 frames the castle falls down and collapses. My question is that I want the castle moving upwards at one side and falling down at the other at the same time.
Thanks for your help.
Technical Discussion » Making Terrain w/ Heightfields, project is almost 1gig
- tylerklimekartist
- 1 posts
- Offline
This is my first time making a terrain with heightfields in houdini, and I'm running into a problem. My filesize for the hipnc is almost 1gig, and im running into memory problems as it keeps getting bigger. I'm unsure why it is so large? All I really have is the terrain I formed.
Houdini Indie and Apprentice » Starting a new Vellum Grain sim with old data
- Jerry Hat
- 30 posts
- Offline
Let's say I have a Vellum grains sim.
How do I take the final output of that and start a whole new file and sim that uses those points as the new Vellum Grain?
I wouldn't need any other info than position, though it would be good to know how to pass on velocity etc.
thanks in advance, J
How do I take the final output of that and start a whole new file and sim that uses those points as the new Vellum Grain?
I wouldn't need any other info than position, though it would be good to know how to pass on velocity etc.
thanks in advance, J
Technical Discussion » Instance replacement issues
- aless2
- 6 posts
- Offline
Hi all!
I have basically no experience with Houdini and I hoped in trying to make something after watching a few videos and following a few lessons.
In the Houdini - Rigids series by Steven Knipping it's shown how to replace low resolution pieces with higher ones, however when I try to do the same it seems like the coordinates of the points with which I simulated at first don't copy on the hi resolution pieces that I have previously cached.
I'm worried there's something wrong in different parts and I can't figure this one out, maybe it's something really easy and a more expert eye will spot the issue immediately.
I'll attach screenshots and the file hoping it helps to better understand what's going on
Oh and also the flipbook will give and error and won't open when I work on this file, is it a common issue?
I have basically no experience with Houdini and I hoped in trying to make something after watching a few videos and following a few lessons.
In the Houdini - Rigids series by Steven Knipping it's shown how to replace low resolution pieces with higher ones, however when I try to do the same it seems like the coordinates of the points with which I simulated at first don't copy on the hi resolution pieces that I have previously cached.
I'm worried there's something wrong in different parts and I can't figure this one out, maybe it's something really easy and a more expert eye will spot the issue immediately.
I'll attach screenshots and the file hoping it helps to better understand what's going on
Oh and also the flipbook will give and error and won't open when I work on this file, is it a common issue?
Technical Discussion » Stylesheets for Houdini Engine
- wmpcg
- 21 posts
- Offline
Hi guys,
does anyone know if you can use stylesheets for packed primitives in Houdini Engine?
I'm thinking of buying Indie, but my project really needs instancing for it to be feasible, and some variation would be nice. All I could find in the docs was vertex color for packed prims, any ideas?
does anyone know if you can use stylesheets for packed primitives in Houdini Engine?
I'm thinking of buying Indie, but my project really needs instancing for it to be feasible, and some variation would be nice. All I could find in the docs was vertex color for packed prims, any ideas?
Houdini for Realtime » Web Based Brain MRI Viewer (Houdini Pointclouds)
- ToddDurant
- 24 posts
- Offline
Pointclouds were created with Houdini and displayed in web form with Potree [www.potree.org]. Coloring comes from Substance Painter and the white/grey matter is from actual MRI data.
You can view it here on my website [www.todddurant.com]. Load times can take a minute or two depending on connection speeds.
This was one of the most enjoyable projects I've worked on and I just wanted to show that Houdini and for that matter LIDAR data can be used outside their traditional domains.
Thanks!
Technical Discussion » Substance plugin doesn't show up after installation
- dankray
- 82 posts
- Offline
Allegorithmic's plugin doesn't show up in SHOP network.
Houdini 17.0. Plugin installed in houdini.17.0/dso (even though by default it was 17.5)
Tried reinstalling Visual C++ 2015 Redistributable - didn't work.
Has anyone got it to work?
Houdini 17.0. Plugin installed in houdini.17.0/dso (even though by default it was 17.5)
Tried reinstalling Visual C++ 2015 Redistributable - didn't work.
Has anyone got it to work?
Technical Discussion » Truck with Trailer Movement Setup.
- heimlich
- 14 posts
- Offline
Hi Guys, I have been trying for a while now to figure out how to do a proper Trailer movement when its attached to a truck. The following link has a mp4 describing the issues, as well as my setup file. Since I am still a bit new to Houdini, I am quite frankly stumped and would appreciate any help. I've searched around and couldnt find anything similar, even though to me, it seems like such a basic thing that should be easily possible. I imagine its just a matter of knowing how. There might also be a bug with chops when loading a scene, and if anyone could confirm, I'll submit that.
https://www.dropbox.com/s/us7lxef2d1nw8og/Houdini_Truck_Issue.zip?dl=0 [www.dropbox.com]
Thanks,
Oliver
https://www.dropbox.com/s/us7lxef2d1nw8og/Houdini_Truck_Issue.zip?dl=0 [www.dropbox.com]
Thanks,
Oliver
Houdini Learning Materials » Rendering realistic darkening of end grain
- Pilate
- 2 posts
- Offline
Boxes with corners of finger or dovetail joinery become more distinct when an oil and/or clear coat is applied to the wood as it darkens the end grain increasing the contrast with the regular surface. I'm a noob and I've been trying to find a means to achieve this for quite some time. One of the issues is that while I could assign a darkened version of a procedural material to faces representing the end grain of a part, there's no way to make it match the material being applied to the other sides.
Technical Discussion » Deadline + Houdini Takes ROP
- dankray
- 82 posts
- Offline
I am trying to send jobs to Thinkbox Deadline with differnet cameras at different takes. I can't do it using only one redshift ROP - is it necessary when sending jobs to create new ROP for each camera?
Houdini Lounge » From our Customers . . .
- markedwardross
- 62 posts
- Offline
Technical Discussion » Condensation Shelf Tool - quick question hopefully
- Cigoler
- 70 posts
- Offline
Using the condensation shelf tool what controls the ‘ballooning’ of the fluid from taking over the object. My object gets engulfed very quickly when all I want is well defined droplets?
EDIT: So just quickly playing with a new scene I'm guessing it's related to scale. What can I do to work at a much lower scale? Scaling up the geometry fixes my problem of the ballooning, but is it possible to work at a lower scale and not have to crunch more in sim time?
EDIT: So just quickly playing with a new scene I'm guessing it's related to scale. What can I do to work at a much lower scale? Scaling up the geometry fixes my problem of the ballooning, but is it possible to work at a lower scale and not have to crunch more in sim time?
Edited by Cigoler - May 2, 2019 08:07:04
Technical Discussion » How to lock 'Find Node'
- dankray
- 82 posts
- Offline
In Houdini 17 every time ‘find node’ loses focus (you click somewhere else) it refreshes the results and jumps back to the beginning forcing you to search for the last item again. It would be really useful to be able to block it in order to do operations in a batch.
Edited by dankray - May 2, 2019 04:24:29
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