Yepp, it does nothing.
One can follow the trail.
The code on the node calls:
vop_StampPattern($layers, $dotsize, $dotrand, $blur, $ss*$sfreq - $soff, $srand, $tt*$tfreq - $toff, $trand, 1, 0, “bump”, $filter, $seed);
You can check the function in voplib.h, and it does use the blur(softness) to calculate the filter width:
du = vop_FilterWidth(px) * softness;
dv = vop_FilterWidth(py) * softness;
fwidth = max(du, dv);
But when it eventually calls vop_BumpStamp(fx, fy, fwidth, filter); You can see that the filter width is not actually used:
vop_BumpStamp(float px, py, fwidth; string filter)
{
float d = px*px + py*py;
return 1-smooth(0.0, 1.0, d);
}
To be fair, the vop_stampPattern() function is used by many of the other vop patterns as well, several of which actually use the blur value.
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Houdini Indie and Apprentice » Q about the Soft Dots VEX node
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- eetu
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Technical Discussion » erode dilate volume
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- eetu
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dulo
Until now I used a python sop to do erode and dilate operations (numpy) on volumes, but now I just stumbled over the erode dilate operator in openvdb ..
Is it somehow reachable from houdini or do I need the write some HDK code ?
VDB Reshape SDF has erode and dilate modes for distance fields at least.
Houdini Learning Materials » Most used expressions
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- eetu
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Technical Discussion » [SOLVED]Fluid Exports Lumpy OBJ files?
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- eetu
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Hi, a couple of things need fixing.
The velocity volumes coming out of dops are usually named vel, not v. The point attribute tends to be v. You can always check this with MMB over the nodes.
To modify volume data, you need to use a Volume VOP.
If you want to write to a new volume, in this case speed, you need to create the volume before the Volume VOP. (The default volumes coming out of a flip sim are surface and vel, in this case you could just overwrite the surface data and bypass the need to create a new volume)
VDB smooth SDF probably wants a VDB volume in the mask, so you probably should convert your volume to VDB with Convert VDB SOP. I don't know how the vdb smooth sdf sop decides which volume to use if there are multiple volumes coming in to the second connector, maybe it takes the first one, so to be on the safe side you should probably delete the unnecessary volumes before that.
The velocity volumes coming out of dops are usually named vel, not v. The point attribute tends to be v. You can always check this with MMB over the nodes.
To modify volume data, you need to use a Volume VOP.
If you want to write to a new volume, in this case speed, you need to create the volume before the Volume VOP. (The default volumes coming out of a flip sim are surface and vel, in this case you could just overwrite the surface data and bypass the need to create a new volume)
VDB smooth SDF probably wants a VDB volume in the mask, so you probably should convert your volume to VDB with Convert VDB SOP. I don't know how the vdb smooth sdf sop decides which volume to use if there are multiple volumes coming in to the second connector, maybe it takes the first one, so to be on the safe side you should probably delete the unnecessary volumes before that.
Houdini Indie and Apprentice » how to find the centroid of a 3D object?
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- eetu
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There's a centroid() expression function: http://www.sidefx.com/docs/houdini14.0/expressions/centroid [sidefx.com]
It returns the center of the bounding box of the geometry.
If you want a proper center of gravity, I'd go [forums.odforce.net] via a voxelized version of the geometry and calculate the average of populated voxels' coordinates.
It returns the center of the bounding box of the geometry.
If you want a proper center of gravity, I'd go [forums.odforce.net] via a voxelized version of the geometry and calculate the average of populated voxels' coordinates.
Technical Discussion » [SOLVED]Fluid Exports Lumpy OBJ files?
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- eetu
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Enivob
Thanks for the links and nodes to try out. I have added a VDB Smooth and played with scale to make it less lumpy. One of those links mentions scaling via speed but I don't know how to set that up yet.
Also I read about dialate/smooth/erode workflow. I can't seem to locate the dilate or erode nodes. Are they nodes or are they parameters in some other node?
You need to calculate the velocity magnitude to a volume, and use that as the alpha mask volume for vdb smooth sdf sop. Dilate and erode are operating modes for vdb reshape sdf sop.
Technical Discussion » [SOLVED]Fluid Exports Lumpy OBJ files?
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- eetu
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Ah, I misread that the saved surface differed from the surface you saw in renders, my bad, you were comparing to the particles.
There are a couple of threads going on in Odforce about vdb meshing;
http://forums.odforce.net/topic/21981-another-vdb-dilemma/ [forums.odforce.net]
http://forums.odforce.net/topic/21988-vdb-jitter-continues/ [forums.odforce.net]
maybe the proposed solutions could be of help to you as well.
There are a couple of threads going on in Odforce about vdb meshing;
http://forums.odforce.net/topic/21981-another-vdb-dilemma/ [forums.odforce.net]
http://forums.odforce.net/topic/21988-vdb-jitter-continues/ [forums.odforce.net]
maybe the proposed solutions could be of help to you as well.
Technical Discussion » [SOLVED]Fluid Exports Lumpy OBJ files?
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- eetu
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Ah, I bet you are caching out the geometry from the “dopimport1” node inside your fluid OBJ, the one with the display flag set. This dopimport node fishes out the visualization data from the sim, so what you are getting is the “surface” guide geometry you would see in the DOPnet.
You need to cache out from the “RENDER” null that has the render flag set, that branch does all the proper particle surfacing, instead of just an isosurface of the volume data.
You need to cache out from the “RENDER” null that has the render flag set, that branch does all the proper particle surfacing, instead of just an isosurface of the volume data.
Technical Discussion » Clarification of Max Render Resolution HIPNC
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- eetu
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Just scale it to 1080p and say “2x speedup of rendering achieved by subsample filtering”
Houdini Indie and Apprentice » How many computers can install indie?
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- eetu
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I think the licensing scheme is quite elegant and well thought out. The Indie licence is so stupidly cheap that it is very understandable that it has restrictions.
Opinions of course differ
Opinions of course differ

Technical Discussion » Clarification of Max Render Resolution HIPNC
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- eetu
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To clarify, if your project has at some point been saved from a NC session, it will not “upgrade” to an LC session if you load it to indie, so it will always only render as 720p from that point on. (At least it works like that between NC and commercial, so I presume it's the same between NC and LC)
Houdini Indie and Apprentice » Attributes not showing up
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- eetu
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Ah. The “pin” button means that the current view is “pinned” or “locked” to a single node, and does not follow the other panes. The node it seems to be pinned to is “subdivide1”.
Pinning can be quite useful, looking at the attributes of a different node that what you are editing, or e.g. looking at the 3d view of a different object (downstream in your process) than whose nodes you are editing at the moment.
Pinning can be quite useful, looking at the attributes of a different node that what you are editing, or e.g. looking at the 3d view of a different object (downstream in your process) than whose nodes you are editing at the moment.
Houdini Indie and Apprentice » Attributes not showing up
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- eetu
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a) The attributes show up for me just as expected. Remember that the spreadsheet is not a “global” view, it's always a view at one node's position in the graph. If you're looking at the Geometry Spreadsheet tab, then it always shows the state of the selected (yellow border) node. If you use the floating window via RMB on the node, then it always shows the state of that node.
b) You have created your physics object with the “RBD Object” shelf tool, which always creates just a single physics object. In this case you want to use the “RBD Fractured Object”, which can create a multitude of physics objects, partitioned by the primitive groups of your geometry.
To get groups from your “connected” primitive attribute, append a Partiotion SOP, with Rule set to $CONNECTED
b) You have created your physics object with the “RBD Object” shelf tool, which always creates just a single physics object. In this case you want to use the “RBD Fractured Object”, which can create a multitude of physics objects, partitioned by the primitive groups of your geometry.
To get groups from your “connected” primitive attribute, append a Partiotion SOP, with Rule set to $CONNECTED
Technical Discussion » H14 created Bgeo cannot be read in H13
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- eetu
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Ahh, yes, they know better 
There was indeed this journal entry [sidefx.com], if one knew what to search for..

There was indeed this journal entry [sidefx.com], if one knew what to search for..
Technical Discussion » H14 created Bgeo cannot be read in H13
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- eetu
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There are a couple of post-13.0 journal notes about file format changes: https://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=default&view=FULL&logfile=ALL&icon=ALL&version=ALL&buildstart=&buildend=&perpage=20&search=bgeo&find=Find [sidefx.com]
You could make sure you have at least 13.0.600, or setting the HOUDINI13_VOLUME_COMPATIBILITY env var. (The latter of course does not help with an existing sequence.)
You could make sure you have at least 13.0.600, or setting the HOUDINI13_VOLUME_COMPATIBILITY env var. (The latter of course does not help with an existing sequence.)
Houdini Lounge » Problem rendering ocean surface
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- eetu
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Houdini Indie and Apprentice » Falloff (Control) object
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- eetu
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I'm sorry, I still don't get it. Just describe us, without mentioning any nodes or parameters, what kind of an effect you want to achieve. It's quite easy to get caught in trying to do things in one particular way, when it might be wise to try some other approach altogether.
Attached is one try at guessing what you might want to achieve, this time using eroding distance fields..
Attached is one try at guessing what you might want to achieve, this time using eroding distance fields..
Houdini Indie and Apprentice » Falloff (Control) object
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- eetu
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Ok, I guess I just haven't understood what it is you want to achieve in the end here. Mind explaining it again?

Houdini Indie and Apprentice » Falloff (Control) object
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- eetu
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Hi!
The .hip is using some cmivfx assets which are not included, so this is a bit adapted, but should have the important bits. Parameters like the percentage slider want a single constant value, so you can't use a point attribute there. It really just depends on the node whether they accept per-point parameters.
Luckily, Pointreduce can use a “weight” attribute, so you have to name your attribute that.
The .hip is using some cmivfx assets which are not included, so this is a bit adapted, but should have the important bits. Parameters like the percentage slider want a single constant value, so you can't use a point attribute there. It really just depends on the node whether they accept per-point parameters.
Luckily, Pointreduce can use a “weight” attribute, so you have to name your attribute that.
Houdini Indie and Apprentice » Falloff (Control) object
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- eetu
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