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Really great stuff!
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Work in Progress » Reel 2012
- ragupasta
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Houdini Indie and Apprentice » Export Selected in Houdini?
- ragupasta
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Apply your transformations at sop level instead of obj level. That way the scalings and transformations get baked into the .bgeo file.
Houdini Lounge » Houdini 12 install raises a red flag with Antivir
- ragupasta
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Sorry to dig up an old post, but I still get mcp32.exe flagging up as a virus.
Every build of Houdini I download I have to add the same file to the exceptions list everytime.
Wondered if anyone else is still getting this issue?
The definition file is: 7.11.44.160 - 29/9/2012
Also Avira sometimes blocks the license admin from granting licenses, which I then have to turn the AV off to get them.
I know it's not really a Side Effects problem, but Avira support did say they had removed it from their VDF.
Every build of Houdini I download I have to add the same file to the exceptions list everytime.
Wondered if anyone else is still getting this issue?
The definition file is: 7.11.44.160 - 29/9/2012
Also Avira sometimes blocks the license admin from granting licenses, which I then have to turn the AV off to get them.
I know it's not really a Side Effects problem, but Avira support did say they had removed it from their VDF.
Technical Discussion » Modify Data Dop
- ragupasta
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Hello chaps.
I seem to be having a blonde moment today. ops:
I want to control gravity by the use of the “Impacts” attribute generated inside Dop's.
I have done this many times in the past, but I seem to be having a block today.
I used a Modify Data DOP with either dophassubdata() or dopnumrecords() to access the Impacts folder. This dop has a value type set to boolean, and a value of 1.
I then want to use the dopfield() inside a group dop to use in the gravity node as a mask, but the issue I'm having is, I cannot find this modified data inside the details view.
Without having it in details view makes it kinda hard to find the information to drive the dopfield().
Thanks.
I seem to be having a blonde moment today. ops:
I want to control gravity by the use of the “Impacts” attribute generated inside Dop's.
I have done this many times in the past, but I seem to be having a block today.
I used a Modify Data DOP with either dophassubdata() or dopnumrecords() to access the Impacts folder. This dop has a value type set to boolean, and a value of 1.
I then want to use the dopfield() inside a group dop to use in the gravity node as a mask, but the issue I'm having is, I cannot find this modified data inside the details view.
Without having it in details view makes it kinda hard to find the information to drive the dopfield().
Thanks.
Technical Discussion » Multiple Attractors in popnet
- ragupasta
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1. Add additional attractor nodes and in the attractor sub-tab, use the geometry browser that is labelled “SOP”. no need to plug into the popnet, just use this to locate the node you want.
2. Uploading a .hip file when asking a question like this makes troubleshooting a lot easier, as right now I'm not really sure from your description exactly what it is you are after.
2. Uploading a .hip file when asking a question like this makes troubleshooting a lot easier, as right now I'm not really sure from your description exactly what it is you are after.
Work in Progress » Basic window frame collapse
- ragupasta
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Work in Progress » Basic window frame collapse
- ragupasta
- 349 posts
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If your getting geometry intersections the first place to look is the collision guide geometry. Usually this is the source of inter-penetrations inside dops.
I would try this before upping the sub-steps to keep the sim nice and speedy.
Here the 2 images:
Low has 10 uniform samples
High has 30 uniform samples.
A much better representation on the higher.
I would try this before upping the sub-steps to keep the sim nice and speedy.
Here the 2 images:
Low has 10 uniform samples
High has 30 uniform samples.
A much better representation on the higher.
Work in Progress » Animate Box Extrude SOP
- ragupasta
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There is 3 nodes in the geo1 container, but there should be a lot more inside the FOREACHsop.
The nodes inside the foreach are just the usual Houdini nodes from previous versions, so everything should work out ok.
The nodes inside the foreach are just the usual Houdini nodes from previous versions, so everything should work out ok.
Work in Progress » ocean tool
- ragupasta
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Houdini Lounge » Houdini 13 Wishlist.
- ragupasta
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Houdini is a technical software for people who want to create custom systems without writing plugins, not a button push solution.
This is one of the things that makes Houdini awesome!
Im not a programmer/coder, but I feel right a home with Houdini. I've felt this way since 2005 with H.8
Houdini Indie and Apprentice » License Server issues with Houdini Apprentice 12.1.33
- ragupasta
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If it does bug out again, use the save file work-around, by double clicking a save file.
I have also for the time being opened a saved file, then made a new scene, and saved that.
So If I'm starting something fresh, I just double click the saved empty scene file to boot Houdini.
I have also for the time being opened a saved file, then made a new scene, and saved that.
So If I'm starting something fresh, I just double click the saved empty scene file to boot Houdini.
Houdini Indie and Apprentice » License Server issues with Houdini Apprentice 12.1.33
- ragupasta
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An extra little oddity I have found. If I start Houdini via the shortcut/menu this licencing error appears. However if I double click a save file, it immediately opens in Houdini 12.1.33 without issue.
After closing and going via the shortcut again, back to licencing problems.
After closing and going via the shortcut again, back to licencing problems.
Houdini Indie and Apprentice » License Server issues with Houdini Apprentice 12.1.33
- ragupasta
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I'm getting exactly the same issue on Win 7 x64. I have manually installed the licences via “/get_nc_licence.php” to no avail.
Un-installed and re-installed several times and the same issue is present.
V.12.1.33
Un-installed and re-installed several times and the same issue is present.
V.12.1.33
Work in Progress » WIP Building hit and quesions
- ragupasta
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Yeah just use the chunks as emission geometry for the particles.
Cookies are geometry booleans. Good for all sorts, especially seperating pieces that may need to be static objects and such.
Cookies are geometry booleans. Good for all sorts, especially seperating pieces that may need to be static objects and such.
Houdini Indie and Apprentice » RBD Object 'Number of Objects' bug in H12?
- ragupasta
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Houdini Indie and Apprentice » copy along curve with orientation and gradual scale
- ragupasta
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That image looks a bit complicated if all you want is a scaling sweep.
I get the same effect with 2 circle sops and a sweep node. The trick is to enter “sqrt($PT)/3” in the sweep node's scale parameter.
I have a file here and I have made a helix and swept that as well. However if you increase the sampling you are going to need to change the expression multiplier (or division in this case). $PT is in there and resampling to a higher number will affect the scale.
I get the same effect with 2 circle sops and a sweep node. The trick is to enter “sqrt($PT)/3” in the sweep node's scale parameter.
I have a file here and I have made a helix and swept that as well. However if you increase the sampling you are going to need to change the expression multiplier (or division in this case). $PT is in there and resampling to a higher number will affect the scale.
Houdini Lounge » Houdini 12 install raises a red flag with Antivir
- ragupasta
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Had to add it to exception list, as trying to export a flipbook via the Houdini quicktime menu choice, sends Avr into overdrive, and stops everything. File popping up every 2 or 3 seconds whilst the quicktime encoder was trying to do it's stuff.
Really really annoying. I had to go through task manager to kill the encode process as Avr hung everything up.
Really really annoying. I had to go through task manager to kill the encode process as Avr hung everything up.
Work in Progress » WIP Building hit and quesions
- ragupasta
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Looks pretty good so far. How about using some cookies first to make larger chunks that stay together, as now every last piece shatters almost the same. Use the large chunks as static objects until just before impact, then switch it to rbd objects.
Also if your having problems with fluids due to pieces, how about sprite particles for the dust?
Sprites still have their place in effects. You could use sprites for the distant pieces, then only use the pieces close to the camera as emission pieces for fluids.
Here is a file to create particle births from impact positions. It's pretty self-explanitory and straight forward (as long as you are comfy with expressions).
The copysop copy number parameter and the point sop position data are the meat and veg of the effect.
EDIT: How many pieces are in your scene? I had a play after reading this, and with 2000 pieces all as emission objects seemed to sim really nice and speedy. Topped out at about 5.8Gb of ram.
I can upload a flipbook if you like.
Also if your having problems with fluids due to pieces, how about sprite particles for the dust?
Sprites still have their place in effects. You could use sprites for the distant pieces, then only use the pieces close to the camera as emission pieces for fluids.
Here is a file to create particle births from impact positions. It's pretty self-explanitory and straight forward (as long as you are comfy with expressions).
The copysop copy number parameter and the point sop position data are the meat and veg of the effect.
EDIT: How many pieces are in your scene? I had a play after reading this, and with 2000 pieces all as emission objects seemed to sim really nice and speedy. Topped out at about 5.8Gb of ram.
I can upload a flipbook if you like.
Work in Progress » Shading Practices
- ragupasta
- 349 posts
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Hey.
I usually shy away and shade elsewhere instead of Houdini. Typically 3ds max where all the math is hidden away where it cant be used.
So I've decided to actually get some shading knowledge right inside Houdini.
I'm starting right back at the start.
A watermelon!
After this is done I will move onto other various fruits and veg as good practice.
Any suggestions into any images here would be appriciated.
Info: This is just the basic surface shader at the moment. There is no reflections yet, I threw a lighting model in there just for now, ill change that later. There is no bump/displacement that is to come later.
Im a bit unsure about how I've broken up the green stripes, I would much prefer to peturb the edges of the dark green falling off inwards instead of it being right across the green. However my ref pictures do actually have watermelons with this feature.
Anyways also needs an enviroment and a much better render.
Rendering PBR.
I usually shy away and shade elsewhere instead of Houdini. Typically 3ds max where all the math is hidden away where it cant be used.
So I've decided to actually get some shading knowledge right inside Houdini.
I'm starting right back at the start.
A watermelon!
After this is done I will move onto other various fruits and veg as good practice.
Any suggestions into any images here would be appriciated.
Info: This is just the basic surface shader at the moment. There is no reflections yet, I threw a lighting model in there just for now, ill change that later. There is no bump/displacement that is to come later.
Im a bit unsure about how I've broken up the green stripes, I would much prefer to peturb the edges of the dark green falling off inwards instead of it being right across the green. However my ref pictures do actually have watermelons with this feature.
Anyways also needs an enviroment and a much better render.
Rendering PBR.
Technical Discussion » Particle View
- ragupasta
- 349 posts
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I still suggest a driver update. Im running a 470GTX with the 296.10 driver and things are ok for me. (when I was running the earlier drivers it was horrible, in fact I moved to the beta drivers just to get away from it).
EDIT: Actually iirc I had to switch back to H11 scene renderer. The driver update did help, but didn't stop me getting crashes.
EDIT: Actually iirc I had to switch back to H11 scene renderer. The driver update did help, but didn't stop me getting crashes.
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