I was hoping the crowd solver was like a normal dop, where I can inherit attributes from sops into the dop and have them affect the sim automatically. There is a parameter on the crowd transition dop called “duration” which controls the length of the blend between states, if we allow houdini to create the transition for us. No matter what I do, I can't get the duration attribute to get used by this node. I can successfully get the duration attribute into my sim, but it gets overwritten by whatever duration value exists on the crowd trigger node. Ultimately I wanted to add variance in this duration attribute in sops, since controls for variance aren't embedded into the node. Anyone have any tips or a workaround?
Thanks!
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Technical Discussion » Crowd Blend Duration Variance
- Midasssilver
- 310 posts
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Technical Discussion » Companies that use Houdini
- Midasssilver
- 310 posts
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Does anyone know if there is a list going around? The last forum topic with a list is no longer working, so I was hoping someone had a resource. Recently out of work due to Covid. This will probably be useful for everyone else as well.
Thanks!
Thanks!
Technical Discussion » Crowd texture visualization bug
- Midasssilver
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The workaround we found was caching the sim to disk first. Now, playblasting will be longer, but at least materials will be updated in the viewport every frame.
Technical Discussion » Crowd texture visualization bug
- Midasssilver
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Hello,
The issue I am experiencing involves agents that come out of a sim. I successfully used the material stylesheet to vary the texture for each agent, which carries over to the render. The issue comes when I play my sim in the viewport, the textures disappear. I know they are still on the agents, because they render fine, the problem is only with the viewport visualization. Has anyone experienced this before?
Cheers
The issue I am experiencing involves agents that come out of a sim. I successfully used the material stylesheet to vary the texture for each agent, which carries over to the render. The issue comes when I play my sim in the viewport, the textures disappear. I know they are still on the agents, because they render fine, the problem is only with the viewport visualization. Has anyone experienced this before?
Cheers
Technical Discussion » FBX frame range offset problem with crowds
- Midasssilver
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I've found a problem where there is a variance in the frame ranges of imported fbx into a crowd system, depending on whether I import the fbx as a character rig directly in my scene, or whether I read the fbx from disk. I'd prefer to read the fbx from disk to keep my scene light, but this introduces a 1 frame offset in my system. Has anyone else experience and/or have a workaround?
Cheers
Cheers
Technical Discussion » how can I remove a crease in my fluid sim?
- Midasssilver
- 310 posts
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This is a combination of voxel resolution, flatten distance, and regional voxel scale. You need to find the right blend between them.
Technical Discussion » fluid wave
- Midasssilver
- 310 posts
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There are multiple ocean tutorials online. Just make sure you choose one that is relevant to the Houdini version you are using, because the water tools have changed with major versions. Pluralsite has a good one called Intermediate Ocean FX you can check out.
Technical Discussion » FLIP failure
Technical Discussion » H17.5 hair does not render in network
- Midasssilver
- 310 posts
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Technical Discussion » Glow effect
- Midasssilver
- 310 posts
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There are multiple shaders that can do something like this, or fake something like this. I'd check out the glow shader in Mantra, or the ramp shader. You can also use a constant to emit light as well. Glow is traditionally done at the compositing stage though, where you add a glow based off the brightness in your layer.
Technical Discussion » how to apply picture to grid ?
- Midasssilver
- 310 posts
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Apply uvs to your object. Drop down an attribute vop. Use a vec to float to plug the first two outputs into the uv parameters of a colormap, then set your image sequence as the colormap file value.
Technical Discussion » Caching VDBs, reducing size
- Midasssilver
- 310 posts
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Technical Discussion » High Resolution Clouds
- Midasssilver
- 310 posts
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I think it has to do with a combination of your low resolution cloud, and your pixel samples. Try testing with a very small cloud at high resolutions, and see if you see the same patterning. Then try and increase the size of your cloud and see if the patterning appears there. After that, return to the size cloud you have now and see if the problem is fixed.
Technical Discussion » Exporting vdb files doesnt work
- Midasssilver
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The problem you were having was the way you brought your smoke back in. You need to use a dop i/o set to import smoke or pyro, and that's how you get your fields. Then you use a convert node, and set to vdb (not a convert vdb).
Technical Discussion » Pre-Roll The Simulation
- Midasssilver
- 310 posts
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This is why people traditionally work from 1001… so that if they need pre-roll they can access those previous frames.
Technical Discussion » Optimizing Smoke SIMs
- Midasssilver
- 310 posts
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You need to sim and test the look at a low enough resolution that you can iterate fast, but not so low that you lose the shape of your sim. Then test increases to the resolution before you sim high res.
Technical Discussion » Copy Stamp timeshift
- Midasssilver
- 310 posts
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I'm pretty certain the way you offset animations is with Chops, not with copy stamping.
Technical Discussion » Pyro velocity
- Midasssilver
- 310 posts
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Your smoke is behaving the way it would, and is inheriting motion from the movement of the sim. If you don't want it to obey that motion, then I'd suggest simming on a static object and then copying that simulation onto the animated object. The other option would be to increase the timescale of the simulation to a point where it doesn't get dragged behind by the inherited velocity, but then you will need to change your shape parameters to get a desirable look at that timescale.
Technical Discussion » recomendations on wire object settings to simulate a rope
- Midasssilver
- 310 posts
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Literally all you needed was increased substeps on your solver. The reason you need the extra substeps is because you have so many points in your rope. You don't always need to use that many points, and the less points you have, the less substeps required, and the stiffer your rope can become.
Technical Discussion » primitive groups and packed prims
- Midasssilver
- 310 posts
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I think the groups are auto transferred, which is why they broke when you tried to manually transfer them.
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