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Houdini Lounge » ehlp with volume trail
- Follyx
- 237 posts
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could anyone check the file and give me a hint how to avoid the collection of particles in the narrower curves?
Houdini Lounge » Internal Documentation Browser Extremely Slow
- Follyx
- 237 posts
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Yep. Didnt figured it out: sometime it behaves normal, sometimes its pretty slow, sometimes it dont work at all.
Imho it urgently needs a maintenance.
Imho it urgently needs a maintenance.
Technical Discussion » I want particles move exactly on a path...
- Follyx
- 237 posts
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Technical Discussion » Smoke Cannot be seen in Simulation!?
- Follyx
- 237 posts
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@Midasilver: saw the date of the thread? Hm, anyway. Always interesting to find mistakes.
Are you struggling with the injection of the debris part cause its not part of the tut (cgsociety by Steve Knipping, here: Applied Houdini Rigids II) ;-)?
One way would be to build at first a debris sim in small and afterward adpapt it in the "big" destruction file...
First of all would be good to toggle display/geometry/wire over packed to on (better to work with packed fragments.)
For performance issues (dont had one in this file) just decreasing the scatter amount of the parts to be fragmented and going futher. Next would be in concentrating on on block, so deactivate the copy sops. After this going into the simulation should be possible on an normal pc as well.
You original problem in not seeing smoke is thanks to the reason you put the pop output into the source volume in the smokesim.
The smokesource (source volume) is awaiting vectorized input as its build in your pyrosource. Also a volume rasterize sop (beause of me first a volume from attrib)will work but with the volume rasterize sop you have to know wich vectorfields should be generated for the smokesolver.
Adjust your popsolver try to coordinate pop and smoke with each other.
Cheers, happy christmas and healthyness
Are you struggling with the injection of the debris part cause its not part of the tut (cgsociety by Steve Knipping, here: Applied Houdini Rigids II) ;-)?
One way would be to build at first a debris sim in small and afterward adpapt it in the "big" destruction file...
First of all would be good to toggle display/geometry/wire over packed to on (better to work with packed fragments.)
For performance issues (dont had one in this file) just decreasing the scatter amount of the parts to be fragmented and going futher. Next would be in concentrating on on block, so deactivate the copy sops. After this going into the simulation should be possible on an normal pc as well.
You original problem in not seeing smoke is thanks to the reason you put the pop output into the source volume in the smokesim.
The smokesource (source volume) is awaiting vectorized input as its build in your pyrosource. Also a volume rasterize sop (beause of me first a volume from attrib)will work but with the volume rasterize sop you have to know wich vectorfields should be generated for the smokesolver.
Adjust your popsolver try to coordinate pop and smoke with each other.
Cheers, happy christmas and healthyness
Edited by Follyx - Dec. 19, 2020 07:10:37
Technical Discussion » qlib initialisation problem
- Follyx
- 237 posts
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installled the latest qlib on 18.5.351 (had the mistake before as well). Done it via packages.
Each time I start HOU I get an
My json file:
{
"path": "E:/GITHUB/qLib",
"env": [
{
"QLIB": "E:/GITHUB/qLib",
},
{
"QOTL": "$QLIB/otls",
},
{
"HOUDINI_OTLSCAN_PATH": "$QOTL/base;$QOTL/future;$QOTL/experimental;$HOUDINI_OTLSCAN_PATH",
},
{
"HOUDINI_PATH": "$QLIB;&",
},
],
}
Any Ideas? Maybe my understanding of integrating some stuff via json files is wrong but I have a lot of stuff wich all are integrated with this json sheme as above... so?
Each time I start HOU I get an
Error while parsing a menu definition file
'E:/GITHUB/qLib/NetworkViewMenu.xml':
Cannot find element 'help_menu' needed for ordering of 'qLib_network_view_menu'.
error message. Canot figure out whats wrong.My json file:
{
"path": "E:/GITHUB/qLib",
"env": [
{
"QLIB": "E:/GITHUB/qLib",
},
{
"QOTL": "$QLIB/otls",
},
{
"HOUDINI_OTLSCAN_PATH": "$QOTL/base;$QOTL/future;$QOTL/experimental;$HOUDINI_OTLSCAN_PATH",
},
{
"HOUDINI_PATH": "$QLIB;&",
},
],
}
Any Ideas? Maybe my understanding of integrating some stuff via json files is wrong but I have a lot of stuff wich all are integrated with this json sheme as above... so?
Edited by Follyx - Dec. 19, 2020 03:57:34
Technical Discussion » inexplicable vel in smokesim
- Follyx
- 237 posts
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great. New playground. Best Results with activated direction strenth and let the scale on 20.
But would be good to know why the problem with the -x is behave like it does with the activated static object…
The Funny thing: if I put a standard font letter as source or another object it behaves at expected. Also checked the source for the volume (the “SK”) but there is no vel at all in it…
But would be good to know why the problem with the -x is behave like it does with the activated static object…
The Funny thing: if I put a standard font letter as source or another object it behaves at expected. Also checked the source for the volume (the “SK”) but there is no vel at all in it…
Edited by Follyx - Dec. 7, 2020 09:40:32
Technical Discussion » inexplicable vel in smokesim
- Follyx
- 237 posts
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ok, my fault. -x, not -z. 2D cause its for this idea(mograph)enough. And the sparse solver, well I dont know. Maybe its a worse habit if I play arroung for R&D?… But the problem still goes on. Dont find the solution. Just deactivate the static object and youll see…
edit: tried it with the sparse solver couple of min ago. Dont get the swirly look as before.
edit: tried it with the sparse solver couple of min ago. Dont get the swirly look as before.
Edited by Follyx - Dec. 7, 2020 09:23:45
Technical Discussion » inexplicable vel in smokesim
- Follyx
- 237 posts
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Hi, have an intersting(?), annoying problem in a simple smokesim. If I activate my staticobject I become inexplicable vel in -z. Neither the base nor the VDB for the static have any vel in it. Dont know whats going on and really would appreciate any suggestions.
Thanks in advance.
Thanks in advance.
Houdini Lounge » Desktops not saved
- Follyx
- 237 posts
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@CYTE: yep, had the same idea yesterday. work.
@bobc4d: in both cases
@bobc4d: in both cases
Edited by Follyx - Nov. 15, 2020 03:05:21
Houdini Lounge » Desktops not saved
- Follyx
- 237 posts
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With each start of Hou I have to organize my desktips again. Prior deleted shelfs retained as in the original setup. Also I save it under a new desktop name, same behaviour. Any suggestions?
Edited by Follyx - Nov. 14, 2020 09:38:57
Technical Discussion » volume source problem
- Follyx
- 237 posts
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ok, I see. Nevertheless an interesting theme… so what would be your action i.e. in this scene to map the velocity to the paricle fluid? Or do you use a complete different approach for a scene like this…. I mean its a really open field for a setup like this with such an final behaviour in production, isnt it? Intersted heavily in different approaches.
Edited by Follyx - Nov. 8, 2020 03:17:01
Technical Discussion » volume source problem
- Follyx
- 237 posts
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Technical Discussion » volume source problem
- Follyx
- 237 posts
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well, its working. yes - but without converting the smoke to a vdb it will not. It should work as with the old sourcevolume without converting the velbase to a vdb. I just dont know why it dont do as it should…
Edited by Follyx - Nov. 7, 2020 08:12:38
Technical Discussion » volume source problem
- Follyx
- 237 posts
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please could anyone have a look at the attached file?
I dont find the mistake. Its an absolute basic setup from mapping the vel from a a smokesim to an particlefluid.
I dont find the mistake. Maybe I searched to long…
Already unhided the old node for being sure that everything from the other stuff is working. Dont get it to work with the volumesource. Aldo take care for vel and v … hmm.
Thanks in advance.
I dont find the mistake. Its an absolute basic setup from mapping the vel from a a smokesim to an particlefluid.
I dont find the mistake. Maybe I searched to long…
Already unhided the old node for being sure that everything from the other stuff is working. Dont get it to work with the volumesource. Aldo take care for vel and v … hmm.
Thanks in advance.
Technical Discussion » saving shader disiplaced geo
- Follyx
- 237 posts
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is it possible to save a shader displaced geo?
Edited by Follyx - Oct. 28, 2020 10:31:54
Houdini Lounge » mat sop node vs. object material assignment
- Follyx
- 237 posts
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sorry for the late reply, became ill. Gladfully no Corona. So:
@Thomas: perfect solution, as always. Great, thank you.
@xilofoton: I tried your solution as well but it dont work.
Anyway thanks to both.
@Thomas: perfect solution, as always. Great, thank you.
@xilofoton: I tried your solution as well but it dont work.
Anyway thanks to both.
Edited by Follyx - Oct. 28, 2020 08:31:20
Houdini Lounge » mat sop node vs. object material assignment
- Follyx
- 237 posts
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dont find the problem:
in main take the material is via the object node assigned. In take 1 via a mat node. Both are the same shaders.
In take 1, assigned via mat node, the shader isnt applied. Why?
in main take the material is via the object node assigned. In take 1 via a mat node. Both are the same shaders.
In take 1, assigned via mat node, the shader isnt applied. Why?
Edited by Follyx - Oct. 24, 2020 09:44:28
Houdini Lounge » TOP Task Timer
- Follyx
- 237 posts
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Houdini Lounge » Meshing a simulation help
- Follyx
- 237 posts
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intersting… I remember there was a plugin from Thinkbox for 3dsMax. Xmesh? dont remember exactly, anyway. Yep this would be great to work in Houdini with such a setup. Interesting…
Houdini Lounge » TOP Task Timer
- Follyx
- 237 posts
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is there a way, because of me a hda or pythonscript, to stop the exactly time - and maybe the nearly remaining - from top cooking? And yep I know in the taskgraphtable I see the used time for each frame.
Edited by Follyx - Aug. 29, 2020 12:09:42
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