I am sure there is a way to collide them without using VDBs but still VDB works great.
Glad I could help.
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Houdini Lounge » Particles won't collide with collider GEO
- Berk_Erdag
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Technical Discussion » Merge multiple spectrum to One spectrum
- Berk_Erdag
- 86 posts
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Just as deviner said, export them to a texture. Merge the two spectrums then add an Ocean Evaluate node. Inside the Ocean Evaluate there is Export to Texture option, turn on "Bake All Displacements to One Layer" so that you will get only one texture for both spectrums. And hopefully that will save you some memory.
Technical Discussion » crowds sim
- Berk_Erdag
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Hi,
It is not that easy to describe it. However, basically you should approach crowds as if they are particles.
You create your different agents, then feed them into a crowdsource to multiply them and place them. After that you use a crowdsolver to do your simulations. The hardest part in my opinion is the materials with the material stylesheets. But once you got the logic behind it, it becomes easy and repetitive.
Maybe these tutorials will be helpful for you:
https://www.youtube.com/watch?v=hr--w0wl3ps&t=0s [www.youtube.com]
https://www.sidefx.com/tutorials/intro-to-crowds/ [www.sidefx.com]
https://vimeo.com/150917240 [vimeo.com]
https://www.cgcircuit.com/course/crowds-for-feature-film-in-houdini [www.cgcircuit.com]
It is not that easy to describe it. However, basically you should approach crowds as if they are particles.
You create your different agents, then feed them into a crowdsource to multiply them and place them. After that you use a crowdsolver to do your simulations. The hardest part in my opinion is the materials with the material stylesheets. But once you got the logic behind it, it becomes easy and repetitive.
Maybe these tutorials will be helpful for you:
https://www.youtube.com/watch?v=hr--w0wl3ps&t=0s [www.youtube.com]
https://www.sidefx.com/tutorials/intro-to-crowds/ [www.sidefx.com]
https://vimeo.com/150917240 [vimeo.com]
https://www.cgcircuit.com/course/crowds-for-feature-film-in-houdini [www.cgcircuit.com]
Houdini Lounge » Particles won't collide with collider GEO
- Berk_Erdag
- 86 posts
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Just checked your scene. I saw that the staticobject1 is empty inside, so particles do not know with what to collide. I turned your ground burst sim into a VDB then put it inside the staticobject1.
See the attached file. I colored the nodes (actually only one node and a null) I added as red to see it easier.
You can also write the VDB version of your sim to a filecache for faster previews.
See the attached file. I colored the nodes (actually only one node and a null) I added as red to see it easier.
You can also write the VDB version of your sim to a filecache for faster previews.
Houdini Indie and Apprentice » Infinite Ocean effect strange behavior
- Berk_Erdag
- 86 posts
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Checked your scene. I first decreased the velocity on the sphere to 0 instead of -10.
The main thing is you need to go to your flipsolver1 and in the Volume Motion, under Solver tab, you need to put Feedback Scale to 1. It again is not enough so you need to decrease your density to something like 10 inside your sphere_object2.
It worked on my scene this way.
The main thing is you need to go to your flipsolver1 and in the Volume Motion, under Solver tab, you need to put Feedback Scale to 1. It again is not enough so you need to decrease your density to something like 10 inside your sphere_object2.
It worked on my scene this way.
Technical Discussion » bad render
- Berk_Erdag
- 86 posts
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is there color information on your geo?
maybe add an attributedelete and delete Cd or materials, then try the simulation.
maybe add an attributedelete and delete Cd or materials, then try the simulation.
Edited by Berk_Erdag - June 8, 2021 06:21:12
Houdini Indie and Apprentice » How to remove straggler primitives from an existing group?
- Berk_Erdag
- 86 posts
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It is not stupid. You are a genius! That surely would have saved me countless hours a few months ago.
Anyway it is good to know the solution. Thanks for getting back here and writing the solution.
Anyway it is good to know the solution. Thanks for getting back here and writing the solution.
Houdini Indie and Apprentice » FBX animation start end
- Berk_Erdag
- 86 posts
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Oh I see. I am sure there is a way but I never really had the time to play around with KineFX so can't help you there.
But if I come across a solution with get back to you right away!
But if I come across a solution with get back to you right away!
Houdini Lounge » Reducing Mantra rendering speeds
- Berk_Erdag
- 86 posts
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I also recently found that Noise Level inside the Mantra node, can be increased a lot to cut on the render times. The effects of increasing it was nearly invisible until I hit 0.1 on my scene. You might want to give that a try.
Houdini Indie and Apprentice » FBX animation start end
- Berk_Erdag
- 86 posts
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Houdini Indie and Apprentice » Mixing RBD material fracture nodes.
- Berk_Erdag
- 86 posts
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It feels like you are missing different name attributes for the different pieces. I can't see the upper parts of the chain but if you put assemble SOPs to both the big piece and the smaller ones and give them different names (Output Prefix option inside the Assemble) then your constraints will work accordingly in my opinion.
Maybe if you can upload the simple setup scene file, I can be of more help.
Maybe if you can upload the simple setup scene file, I can be of more help.
Houdini Indie and Apprentice » Houdini crashes to desktop
- Berk_Erdag
- 86 posts
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Technical Discussion » Avoiding intersecting geos after looping vellum sim
- Berk_Erdag
- 86 posts
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I am afraid you are right. It seems like the solution won't be that simple.
Looking forward to a solution you find hopefully! Good luck.
If I come across any way to fix the issue, will post it here right away.
Looking forward to a solution you find hopefully! Good luck.
If I come across any way to fix the issue, will post it here right away.
Houdini Indie and Apprentice » What is the most efficient way for this setup pop,rbd,vellum
- Berk_Erdag
- 86 posts
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I am checking the odforce post.
Waiting for the results of low res and post process thing from you.
In the meantime if I can think of anything else will get back to you.
Waiting for the results of low res and post process thing from you.
In the meantime if I can think of anything else will get back to you.
Houdini Learning Materials » Attributes not showing up in Null Info
- Berk_Erdag
- 86 posts
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It seems to me copytopoints is not sending the attributes down the chain. Try to write * to the first attributes box of the copytopoints. It does not let some attributes through, by default it says *,^v,^Alpha,^N,^up,^pscale,^scale,^orient,^rot,^pivot,^trans,^transform which means everything except velocity, Alpha, Normals, pscale etc...
Technical Discussion » White water looks too diffuse and smokey
- Berk_Erdag
- 86 posts
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I assume you are using Mantra so inside the whitewater material, there is an option called Scattering Phase. A low number like 0.1 or 0.2 will give you some better looking foam. Also don't forget to increase Reflect Intensity to get the feel of wetness of the foam.
See if those improved the look.
See if those improved the look.
Houdini Indie and Apprentice » What is the most efficient way for this setup pop,rbd,vellum
- Berk_Erdag
- 86 posts
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Can't really say what the issue is without really getting into the scene.
Maybe try to bypass some nodes and see if deform works, like bypassing randomization by weight or change the scattering options. Just to find the cause of the problem.
Another idea that I have might be to use Boolean and fuse to combine the flowers together. (After merging the parts of the flowers put a Boolean SOP and plug into both inputs of the boolean then choose union, then add a Fuse SOP)
What if you completely remove point deform, just use a low res geo for vellum then make them smoother/high res with vellum post process?
That's all I could think of, hopefully Tomas will have some better ideas. Will get back to you if I can think of something else.
Maybe try to bypass some nodes and see if deform works, like bypassing randomization by weight or change the scattering options. Just to find the cause of the problem.
Another idea that I have might be to use Boolean and fuse to combine the flowers together. (After merging the parts of the flowers put a Boolean SOP and plug into both inputs of the boolean then choose union, then add a Fuse SOP)
What if you completely remove point deform, just use a low res geo for vellum then make them smoother/high res with vellum post process?
That's all I could think of, hopefully Tomas will have some better ideas. Will get back to you if I can think of something else.
Technical Discussion » Avoiding intersecting geos after looping vellum sim
- Berk_Erdag
- 86 posts
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This is a question I couldn't solve for a long time. Would love to see some answers.
However, if possible maybe you can add a vellum post process SOP after make loop and play around with Spatial Blur. You might lose details but it in some cases fixed those intersections for me.
However, if possible maybe you can add a vellum post process SOP after make loop and play around with Spatial Blur. You might lose details but it in some cases fixed those intersections for me.
Technical Discussion » delete certain Objects after RDB
- Berk_Erdag
- 86 posts
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I checked your scene. To delete certain objects you can always select them with hand and just hit delete. Or what I actually prefer is to delete them based on velocity since your scene had some super fast flying little spheres. So something like if velocity is bigger than a certain number then delete it.
Smaller RBD objects tend to jitter sometimes to overcome that you can make them have box geometry representation instead of convex hull which does not work great for the torus in your scene. Or increase the thresholds for sleeping so they'll come to a rest state easier.
Smaller RBD objects tend to jitter sometimes to overcome that you can make them have box geometry representation instead of convex hull which does not work great for the torus in your scene. Or increase the thresholds for sleeping so they'll come to a rest state easier.
Houdini Lounge » Packing Mesh + shaders in Alembic
- Berk_Erdag
- 86 posts
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I think you can give Entagma's tutorial a try. https://www.youtube.com/watch?v=1h15stU-TaE [www.youtube.com]
It is about exporting from Houdini to Blender with alembic but should work for your case as well. (First 4 minutes might even be enough)
You're welcome and hopefully this'll solve your issues.
It is about exporting from Houdini to Blender with alembic but should work for your case as well. (First 4 minutes might even be enough)
You're welcome and hopefully this'll solve your issues.
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