yeah. thx oblong… thats what i am doing actually
and i have a nice 2 Color visualization for the base and the transfered strength
but i have no idea how to build my own visualization for some Kind of ramped strength values or even changing values…
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Technical Discussion » Visualizing Glue Stress
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Houdini Lounge » multiple packed primitives and glue networks
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- 62 posts
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Hey CWhite =]
sorry for my delay - thx for your answer that was a great help - seems to be a good practice not to use the Piece names Houdini automaticly creates…
but ist a bit confusing when it uses the name attribute to create
the Network and it fetches the correct pieces but in the same time it is not correctly referenced back to the dop Network.
what i mean is that when i look in the glueNetwork SOP it looks correct.
so that means it takes the right names and correct path to the data to
create the piece connections. But when it sends the data back to the
DOP Sim Houdini forget everything about the data path and takes only
the names and creates this errorish behavior ?!
:shock:
sorry for my delay - thx for your answer that was a great help - seems to be a good practice not to use the Piece names Houdini automaticly creates…
but ist a bit confusing when it uses the name attribute to create
the Network and it fetches the correct pieces but in the same time it is not correctly referenced back to the dop Network.
what i mean is that when i look in the glueNetwork SOP it looks correct.
so that means it takes the right names and correct path to the data to
create the piece connections. But when it sends the data back to the
DOP Sim Houdini forget everything about the data path and takes only
the names and creates this errorish behavior ?!
:shock:
Houdini Lounge » multiple packed primitives and glue networks
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- 62 posts
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Hey guys ,
i am a bit annoyed - cause i tried the whole day to get
it work and i dont got it.
i have a scene here i reduced a bit to show the Problem.
2 packed prims and an glue Network - everything works fine when the
glue is bypassed - but when i use it in the DOP everything goes mystic…
the one object stops moving and it seems that it partially override strength
value on the other objects glue Network…
is it a bug or a Feature ?
in the end the goal is to have one object falling and cracking a very Little
bit when it hits the ground(other object) and then remove parts of the
ground objects glue Network so that both falling even further…
i am a bit annoyed - cause i tried the whole day to get
it work and i dont got it.
i have a scene here i reduced a bit to show the Problem.
2 packed prims and an glue Network - everything works fine when the
glue is bypassed - but when i use it in the DOP everything goes mystic…
the one object stops moving and it seems that it partially override strength
value on the other objects glue Network…
is it a bug or a Feature ?
in the end the goal is to have one object falling and cracking a very Little
bit when it hits the ground(other object) and then remove parts of the
ground objects glue Network so that both falling even further…
Technical Discussion » Visualizing Glue Stress
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- 62 posts
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Hey =]
as the topic title suggest i thought about
if there is a way to visualize the stress on an glue network like the steamers in pyro velocity.
i would like to see when an glue connection tends to break and such stuff.
cheerz
de HEAVY
as the topic title suggest i thought about
if there is a way to visualize the stress on an glue network like the steamers in pyro velocity.
i would like to see when an glue connection tends to break and such stuff.
cheerz
de HEAVY
Houdini Indie and Apprentice » Rocket Trail Workflow and Shading
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- 62 posts
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hey Marty, did you find time to take a look ?
or can smbdy else help to inform me about a rocket trail shading workflow ?
cheerz
de -HEAVY-
or can smbdy else help to inform me about a rocket trail shading workflow ?
cheerz
de -HEAVY-
Houdini Indie and Apprentice » Rocket Trail Workflow and Shading
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- 62 posts
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ok i removed the unnecessary geo but cause everything comes from Maya animation you have to use the bgeo from here
http://www.zipl.de/rocket_bgeo/emitterGEO.rar [zipl.de]
to make it work.
the file node for the geo is in the “Rocket_ONE” node, but there
is no magic in it. only missing age to color and age to alpha.
So if one will take the few seconds to step throught the posted
video the one can answer the most important question which is
more a general question:
Is this the way to go when comes to shade and create rocket trails
without pyro?
i know there are a lot ways to create setups especially in H but when
it comes to shading there shouldnt be that much various workflows.
and yeah, hell yeah i dont take it as offense, but it seems that there
have been a bad habit over the last years - look the file, change
something so it works, tell the author “do it better that way” and
explain later if he asks - as Marty said “No time to decipher the
questions.” - but do people learn stuff that way ? without knowing why
things happen ? i dont think so… but i understand that time is short and
one do it that others the other way. so enough of that know.
back to topic.
cheerz and thx for help i appreciate that
de -heavy-
http://www.zipl.de/rocket_bgeo/emitterGEO.rar [zipl.de]
to make it work.
the file node for the geo is in the “Rocket_ONE” node, but there
is no magic in it. only missing age to color and age to alpha.
So if one will take the few seconds to step throught the posted
video the one can answer the most important question which is
more a general question:
Is this the way to go when comes to shade and create rocket trails
without pyro?
i know there are a lot ways to create setups especially in H but when
it comes to shading there shouldnt be that much various workflows.
and yeah, hell yeah i dont take it as offense, but it seems that there
have been a bad habit over the last years - look the file, change
something so it works, tell the author “do it better that way” and
explain later if he asks - as Marty said “No time to decipher the
questions.” - but do people learn stuff that way ? without knowing why
things happen ? i dont think so… but i understand that time is short and
one do it that others the other way. so enough of that know.
back to topic.
cheerz and thx for help i appreciate that
de -heavy-
Houdini Indie and Apprentice » Rocket Trail Workflow and Shading
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- 62 posts
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Houdini Indie and Apprentice » Rocket Trail Workflow and Shading
- -heavy-
- 62 posts
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Houdini Indie and Apprentice » Rocket Trail Workflow and Shading
- -heavy-
- 62 posts
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Hey Guys,
i am working on a rocket trail without the use of pyro
based on the tutorial of Johnny Roek.
for those who dont know:
http://www.youtube.com/watch?v=Ed-sdDrePyo [youtube.com]
it uses copy node to copy volumes to a particle system.
in my test i used H13 and the instancer node to achieve
this effect, but it gets terrible slow in viewport when the
instances are active.
So can somebody confirm that this is the way to go to
get this effect or is it a nice but useless timeconsuming
way cause there are better ones ?
and if this is a good to go way - how can i get color based
on age and transparency control to the volume instances ?
…
cheerz
de Heavy
i am working on a rocket trail without the use of pyro
based on the tutorial of Johnny Roek.
for those who dont know:
http://www.youtube.com/watch?v=Ed-sdDrePyo [youtube.com]
it uses copy node to copy volumes to a particle system.
in my test i used H13 and the instancer node to achieve
this effect, but it gets terrible slow in viewport when the
instances are active.
So can somebody confirm that this is the way to go to
get this effect or is it a nice but useless timeconsuming
way cause there are better ones ?
and if this is a good to go way - how can i get color based
on age and transparency control to the volume instances ?
…
cheerz
de Heavy
Technical Discussion » Scattering points away from edges
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- 62 posts
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Houdini Lounge » ROP output driver in Houdini apprentice HD
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- 62 posts
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Hey =]
i check in here because i get stuck with caching a pyro sim.
is there an apprentice option to speed up pyro sims like caching when there is
no option to cache sims ? - its getting terrible slow when i get propper resolution.
i think about upgrading to HD but if there is no benefit - its wasted money.
cheerz
deHeavy
i check in here because i get stuck with caching a pyro sim.
is there an apprentice option to speed up pyro sims like caching when there is
no option to cache sims ? - its getting terrible slow when i get propper resolution.
i think about upgrading to HD but if there is no benefit - its wasted money.
cheerz
deHeavy
Houdini Indie and Apprentice » H13 new particle workflow
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- 62 posts
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Houdini Indie and Apprentice » H13 new particle workflow
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- 62 posts
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mawi-heavy-If the emission geometry has attribute v it will be picket up as initial velocity for the particles. So in SOPs remap your N attribute to v.
…
The point SOP you got in your file only creates the velocity attribute but if you inspect it, its 0.
wait a moment i inspect that.
ok good to go. - i see that it works ,
but i had a NtoV Vop too, what is the difference ?
and why does it work this way and not the other way around ?
mawi
What happens in maya if you put
Code:
velocity = <<0,1,0>>;
in the per partice runtime expression?
you have constant up motion. but thats not the point - ohh i see, my sentence was wrong - i meant - if we give an inital velocity the forces respects that - so it should be handcoded in creation expression.
Houdini Indie and Apprentice » H13 new particle workflow
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- 62 posts
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hey Joker thx for the reply and your help.
it's a quite helpful hack but i cant belive thats the way to go
if we would like to push things up in the air that then fall by
gravity in a ballistic manner.
so what can i try next ?
i am coming from Maya like many others - there we have all forces reacting
with the velocity….
it's a quite helpful hack but i cant belive thats the way to go
if we would like to push things up in the air that then fall by
gravity in a ballistic manner.
so what can i try next ?
i am coming from Maya like many others - there we have all forces reacting
with the velocity….
Houdini Indie and Apprentice » H13 new particle workflow
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- 62 posts
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So next one… cuz i dont got it !
to get a correct networkflow i builded a basic setup from shelf tools
shelf -> ground plane = autoDop with gravity
-> emitter surface –> source particles = particles in AutoDop
here is the ‘main’ problem for the moment:
cuz there is no Normal to velocity inheritance - like before - i need
a pop vop to get correct emission along the surface normals.
but then gravity wont work i tried using a force in the to get
extra downforce but it doesnt work, the particles wont fall down..
when i bypass the pop vop i have the particles falling down but no
initial upwards motion from the Normals.
i can use a lot of variance in the emission to get the right speed
but i totally loose control over the shape.
so hey !
..whats the deal with that new pop sop in auto dop ?
to get a correct networkflow i builded a basic setup from shelf tools
shelf -> ground plane = autoDop with gravity
-> emitter surface –> source particles = particles in AutoDop
here is the ‘main’ problem for the moment:
cuz there is no Normal to velocity inheritance - like before - i need
a pop vop to get correct emission along the surface normals.
but then gravity wont work i tried using a force in the to get
extra downforce but it doesnt work, the particles wont fall down..
when i bypass the pop vop i have the particles falling down but no
initial upwards motion from the Normals.
i can use a lot of variance in the emission to get the right speed
but i totally loose control over the shape.
so hey !
..whats the deal with that new pop sop in auto dop ?
Technical Discussion » hiding or removing play backward button
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- 62 posts
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as the thread title sais i would like to remove the play reverse button.
i accidentially hit it most of the time so i would like to remove it…
i accidentially hit it most of the time so i would like to remove it…
Houdini Indie and Apprentice » Particle nAge to pyro emission
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Hi there,
its a common used thing in maya setUps to use ramped or reduced
emission of fuel or heat or density over particles lifespan,
so based on ageNormalized which gives a value from 0-1 what we
can use.
so im a bit courious that there is no simple way of doing the same
thing in H…. but i know i had a tutorial where in some quote or in passing
he created a vop sop to create a fuel field to pipe in to the dop pyro sim.
if this the way to go ? and if yes can somebody in short explain the setup
to me cause i dont find the tut anymore.
thx
deHeavy
its a common used thing in maya setUps to use ramped or reduced
emission of fuel or heat or density over particles lifespan,
so based on ageNormalized which gives a value from 0-1 what we
can use.
so im a bit courious that there is no simple way of doing the same
thing in H…. but i know i had a tutorial where in some quote or in passing
he created a vop sop to create a fuel field to pipe in to the dop pyro sim.
if this the way to go ? and if yes can somebody in short explain the setup
to me cause i dont find the tut anymore.
thx
deHeavy
Houdini Indie and Apprentice » Pyro shader modifiers in Houdini 12.5
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- 62 posts
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ohh yes this is something i want to know also…
what happend to the field modifiers ?
cheerz
de heavy
what happend to the field modifiers ?
cheerz
de heavy
Houdini Indie and Apprentice » H13 - Popnet - Normals are not used as Velocity
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- 62 posts
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Ohhh damn thx Joker for that solution.
it drove me mad - a simple thing not working anymore from
one release to the next….
Does anyone know why its not working anymore and why we
have to use this hack now ?
cheerz
de Heavy
it drove me mad - a simple thing not working anymore from
one release to the next….
Does anyone know why its not working anymore and why we
have to use this hack now ?
cheerz
de Heavy
Houdini Indie and Apprentice » HOUDINI crashes when changing an expression
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- 62 posts
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hey i am trying to reproduce the 3dBuzz Tornado
and ther is a point where Houdini crashes everytime.
fairly simple setup:
create a circle -> change it to Polytype-> connect
a sort OP to randomize the Points -> connect a Points OP
now when i change the $TX to
$TX + (rand($FF *$PT +40)-0.5) and copy that to $TY
and i click into to change smth in that expression boing
Houdini crashes with a fatal error.
i tried it several times it happens evertime !
so my quest -> is it a bug ?
and
(for those who knew the 3dBuzzTut)
is there an other way to create randomized particles sticked
to the end of a nurbs curve so i can move the emitter with the
topPoint?
thanx a lot
cheerz de
-HEAVY-
and ther is a point where Houdini crashes everytime.
fairly simple setup:
create a circle -> change it to Polytype-> connect
a sort OP to randomize the Points -> connect a Points OP
now when i change the $TX to
$TX + (rand($FF *$PT +40)-0.5) and copy that to $TY
and i click into to change smth in that expression boing
Houdini crashes with a fatal error.
i tried it several times it happens evertime !
so my quest -> is it a bug ?
and
(for those who knew the 3dBuzzTut)
is there an other way to create randomized particles sticked
to the end of a nurbs curve so i can move the emitter with the
topPoint?
thanx a lot
cheerz de
-HEAVY-
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