We have very cool and useful feature in the Maya for nParticles.
It's Particles Self Collision feature.
In the Maya it's so fast and without any problem or error.
I know Dynamic System of Houdini is so perfect and in some special cases , it's actually better than Maya , But I think we don't have this feature in the Houdini , even with new Particles System ! Right ?
So how can I do that ?
Specially for sands and soils simulations ?
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Technical Discussion » Particles Self Collision
- Jack.N
- 72 posts
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Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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So I should test it on Linux :cry:
nobody Really don't know how can I do that in Windows ???
I have to change all $HIP variables to full path on my projects manually and it's a little annoying , specially if I wanna use my projects on another PC with different path
nobody Really don't know how can I do that in Windows ???
I have to change all $HIP variables to full path on my projects manually and it's a little annoying , specially if I wanna use my projects on another PC with different path
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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Really Thanks my friend , I did that , But I take same error !
Can you render my project perfectly on your system ?
what's your OS ?
Can you render my project perfectly on your system ?
what's your OS ?
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
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Sorry , but it doesn't work for me.
In the attached project I take two error when using hbatch.exe.
one error for geometry file , because I used $HIP/Geo/TestGeo.bgeo.
another error for Mantra node , because I used $HIP/Render/Test.$F.jpg for output.
Maybe that's because I didn't use hbatch.exe directly , I put these codes in the batch file , then I execute it :? If yes , so how can I solve it ?
echo render -V -I -C -f 1 100 mantra1 | “C:\Program Files\Side Effects Software\Houdini 13.0.401\bin\hbatch.exe” “C:\Users\Jack\Desktop\testHbatch\testHBatch.hip”
But this project rendered correctly if I use full path for File SOP and Mantra !!!
In the attached project I take two error when using hbatch.exe.
one error for geometry file , because I used $HIP/Geo/TestGeo.bgeo.
another error for Mantra node , because I used $HIP/Render/Test.$F.jpg for output.
Maybe that's because I didn't use hbatch.exe directly , I put these codes in the batch file , then I execute it :? If yes , so how can I solve it ?
echo render -V -I -C -f 1 100 mantra1 | “C:\Program Files\Side Effects Software\Houdini 13.0.401\bin\hbatch.exe” “C:\Users\Jack\Desktop\testHbatch\testHBatch.hip”
But this project rendered correctly if I use full path for File SOP and Mantra !!!
Technical Discussion » Define $HIP for hbatch.exe rendering
- Jack.N
- 72 posts
- Offline
Hi
I wanna render my files out of the Houdini with cmd, Of course I can render it with hbatch.exe correctly.
But my problem is relative paths for File SOP , or others.
I take error for each File SOP that using $HIP for it's path .
for example I used this path in the file1 :
$HIPtest.bgeo
But I take this error :
Error saving geometry for: /obj/sphere_object1/file1
Command Exit Code: 1
How can I define $HIP (global variable) in the hbatch command ?
I wanna render my files out of the Houdini with cmd, Of course I can render it with hbatch.exe correctly.
But my problem is relative paths for File SOP , or others.
I take error for each File SOP that using $HIP for it's path .
for example I used this path in the file1 :
$HIPtest.bgeo
But I take this error :
Error saving geometry for: /obj/sphere_object1/file1
Command Exit Code: 1
How can I define $HIP (global variable) in the hbatch command ?
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
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That's perfect Sadjad , thanks for sharing.
But I have problem , when I add your node in the VOP network , I take message in the console :
JK –> Curve's Normal is lost !
But I have problem , when I add your node in the VOP network , I take message in the console :
JK –> Curve's Normal is lost !
Houdini Indie and Apprentice » Error in Open Houdini Indie in Houdini FX !
- Jack.N
- 72 posts
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I try to open hiplc file in the Houdini FX , But I take error message.
Maybe we can just open hiplc files in the new versions of the Houdini , right ?
I using H13.0.401
Maybe we can just open hiplc files in the new versions of the Houdini , right ?
I using H13.0.401
Technical Discussion » Volume Blending
- Jack.N
- 72 posts
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Specially thanks Sadjad.
Yes ,your project worked perfectly , But I like to know is there another way for doing that with Houdini nodes ?
your project working perfectly for dissolve effect , But how we can Blend two different volumes with together ?
Yes ,your project worked perfectly , But I like to know is there another way for doing that with Houdini nodes ?
your project working perfectly for dissolve effect , But how we can Blend two different volumes with together ?
Technical Discussion » Volume Blending
- Jack.N
- 72 posts
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Hi
I wanna blend two different Pyro with different Voxel Size and scale with together , Even If I can fade out first one and fade in second one would be great !
Of course I tested it with Blend Shapes and Sequence Blend nodes with turning on Blend Voxel Data option , They are works great on simple Volumes such as ISO Offset node , but that seems they are only works perfectly on volumes with same voxel size and scale !
I think they use voxel size and scale of the first input for second input too and that's not what I need !
How I can blend two volumes or even make dissolve effect between them ?
thanks
I wanna blend two different Pyro with different Voxel Size and scale with together , Even If I can fade out first one and fade in second one would be great !
Of course I tested it with Blend Shapes and Sequence Blend nodes with turning on Blend Voxel Data option , They are works great on simple Volumes such as ISO Offset node , but that seems they are only works perfectly on volumes with same voxel size and scale !
I think they use voxel size and scale of the first input for second input too and that's not what I need !
How I can blend two volumes or even make dissolve effect between them ?
thanks
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
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Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
- Offline
Woooooooooow :shock:
Specially thanks for this perfect answer Sadjad :roll:
Your are one of the BEST
Specially thanks for this perfect answer Sadjad :roll:
Your are one of the BEST
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
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Sorry guys for my many questions , But I have another question.
I working on some different projects about working with curves and path (like Offset Tool).
for now I like to know what's method can be use for Curve Deformers ?
my meant is deforming a geometry on the curve.
In Maya we can do this with Motion Path and then using Flow Path Object.
But in the Houdini we don't have same tool , Of course I found some similar tools in the Orbolt3D , But I l wanna know how I can do that manually ?
specially thanks
I working on some different projects about working with curves and path (like Offset Tool).
for now I like to know what's method can be use for Curve Deformers ?
my meant is deforming a geometry on the curve.
In Maya we can do this with Motion Path and then using Flow Path Object.
But in the Houdini we don't have same tool , Of course I found some similar tools in the Orbolt3D , But I l wanna know how I can do that manually ?
specially thanks
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
- Offline
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
- Offline
Specially thanks Sadjad with your fast reply :shock:
I have another question , How we can do that with Peak SOP ?
Why it can't do that correctly ?
I have another question , How we can do that with Peak SOP ?
Why it can't do that correctly ?
Houdini Indie and Apprentice » Curve Offset Tool
- Jack.N
- 72 posts
- Offline
We have a useful tool in Maya to create new curve with some offset to base curve , It's Curve Offset.
But I can't do it in the Houdini with Peak SOP , How can I do that ?
Thanks.
But I can't do it in the Houdini with Peak SOP , How can I do that ?
Thanks.
Technical Discussion » Different styls of fractures
- Jack.N
- 72 posts
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-heavy-
Hey Jack =]
this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.
the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable
the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.
if you have any questions feel free to ask.
cheerz
de Heavy
That's really perfect , Thanks Heavy
Technical Discussion » Different styls of fractures
- Jack.N
- 72 posts
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Yes , That's work perfectly , thanks.
But I think it can work only for some special projects.
What about if I wanna do it in the RBD Dynamics ?
Maybe I should change Fracture DOP network manually !?
I wanna create something like RayFire Wood destruction in the Max ,it can make very perfect wood destruction with perfectly details , Please check this videos :
https://vimeo.com/70413425 [vimeo.com]
https://vimeo.com/62777404 [vimeo.com]
Maybe Houdini need to add another fracture node with different algorithm (Voronoi for Rocks and another for woods) :!:
But I think it can work only for some special projects.
What about if I wanna do it in the RBD Dynamics ?
Maybe I should change Fracture DOP network manually !?
I wanna create something like RayFire Wood destruction in the Max ,it can make very perfect wood destruction with perfectly details , Please check this videos :
https://vimeo.com/70413425 [vimeo.com]
https://vimeo.com/62777404 [vimeo.com]
Maybe Houdini need to add another fracture node with different algorithm (Voronoi for Rocks and another for woods) :!:
Technical Discussion » Different styls of fractures
- Jack.N
- 72 posts
- Offline
Hello my friends
I know we can fracture any object with Voronoi Fracture SOP or use Make Breakable option in the Dynamic network.
both method take me same fracture style that useful only for rocks , walls or similar.
What about another styles such as Wood fracturing , Glass or etc ?
for example about wood we should have some long an thin pieces with sharp edges .
Is there another method to achive another styles ?
I think that's because Houdini only use Voronoi algorithm , right ?
I know we can fracture any object with Voronoi Fracture SOP or use Make Breakable option in the Dynamic network.
both method take me same fracture style that useful only for rocks , walls or similar.
What about another styles such as Wood fracturing , Glass or etc ?
for example about wood we should have some long an thin pieces with sharp edges .
Is there another method to achive another styles ?
I think that's because Houdini only use Voronoi algorithm , right ?
Houdini Indie and Apprentice » Arnold Question !
- Jack.N
- 72 posts
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Just one more question , I can render Old Particles with Arnold very well , But I can't render New Particles , It's show noting :?:
Houdini Indie and Apprentice » Arnold Question !
- Jack.N
- 72 posts
- Offline
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