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Houdini Learning Materials » move a node from /obj to some other context?
- zdimaria
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if youve made changes to the tube at the scene level (/obj) then you can use an object merge, and set the transform to ‘into this object’
Houdini Lounge » hey just bought the apprentice-hd edition.
- zdimaria
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Houdini Indie and Apprentice » tutorial to paint area of of pyro effects?
- zdimaria
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there are a number of ways to do this. paint where you want the fuel to be. then you can scatter points on the log and build fuel from these points with a fluid source sop. or you can use a volume from attrib and build a fuel volume from the attribute you painted. you can really use any method to define a volume and as long as its called fuel, or whatever you call it is referenced in the sop to dop bindings of the source volume dop, it will work.
Houdini Indie and Apprentice » Custom vel for flip
- zdimaria
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did you try switching the sop geo with a sop vector field? can you post a small example of it not working?
Houdini Indie and Apprentice » Custom vel for flip
- zdimaria
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instead of a sop geo dop, use a sop vector field dop. also, where you are using the field force in your network?
if you are using it just as a force on your object, it may be getting cleared out by the solver (not sure on this). if you want to add the field force to the points in the sim, you should do that in the 2nd tab of the solver. if you want to use it on the grid, then you need to plug it into the 3rd tab. if thats the case though i would just use a source volume instead, or use a gas calculate / gas linear combination to add the incoming sop vector field to the vel of the sim.
if you are using it just as a force on your object, it may be getting cleared out by the solver (not sure on this). if you want to add the field force to the points in the sim, you should do that in the 2nd tab of the solver. if you want to use it on the grid, then you need to plug it into the 3rd tab. if thats the case though i would just use a source volume instead, or use a gas calculate / gas linear combination to add the incoming sop vector field to the vel of the sim.
Technical Discussion » Problem with running a voronoi fracture
- zdimaria
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make sure youre not viewing any nodes lower in the network, and that you dont have the pink template button on anywhere either.
some times i have issues like this with houdini cooking stuff it shouldnt, worst case scenario just set to manual update or even disable the voronoi2
some times i have issues like this with houdini cooking stuff it shouldnt, worst case scenario just set to manual update or even disable the voronoi2
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- zdimaria
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Technical Discussion » Custom Render Property for Shader
- zdimaria
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Technical Discussion » Custom Render Property for Shader
- zdimaria
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Technical Discussion » Custom Render Property for Shader
- zdimaria
- 390 posts
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if im understanding correctly, i think all you need to do is create your parameter and then use a channel reference to grab it. to make the parameter click the gear icon and then edit parameter interface and drag an empty float parm over.
then use the expression ch(“path/to/nodename/parametername”) to grab its value.
then use the expression ch(“path/to/nodename/parametername”) to grab its value.
Houdini Lounge » Getting the Rotation matrix for an exported .bgeo
- zdimaria
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when you add a transform sop to an object the pivot is always set to 0 0 0
also something to check out is the hip by brian burke here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27105&highlight= [sidefx.com]
it is similar to what jesse suggested but stays in sops
also something to check out is the hip by brian burke here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27105&highlight= [sidefx.com]
it is similar to what jesse suggested but stays in sops
Houdini Lounge » Detect fluid/particle contact
- zdimaria
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if i understand correctly you could really use this technique. you would just create a primitive attribute set to $F and store the min of that each frame. At the end of the simulation, you have a list of all of the faces in your scene, which ones have gotten wet, and at what frame that happened.
as far as triggering item properties, im not really sure what you mean by that. can you give an example of exactly what youre trying to trigger?
as far as triggering item properties, im not really sure what you mean by that. can you give an example of exactly what youre trying to trigger?
Technical Discussion » Creating an acid effect using a cookie SOP
- zdimaria
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cant look at the file right now but i would try and avoid using the cookie sop as it (like most geometry boolean operations) is unreliable. i would instead try and either deform the geo itself or convert it to a volume and cut away from that.
Houdini Lounge » Detect fluid/particle contact
- zdimaria
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these are called wetmaps. the basic workflow for them is to color your flip fluid white, and color the object black. then use an attribute transfer to transfer the color from the flip fluid to the object.
then you need to keep track of the wetmap over time. ive attached what i think is the easiest / fastest way to do this.
if you have a really high res flip sim however, it can be kind of slow to run through this process, in which case you can just render out each frame of the wetmap without history, and then in comp take the maximum of the current frame and all previous frames.
then you need to keep track of the wetmap over time. ive attached what i think is the easiest / fastest way to do this.
if you have a really high res flip sim however, it can be kind of slow to run through this process, in which case you can just render out each frame of the wetmap without history, and then in comp take the maximum of the current frame and all previous frames.
Houdini Lounge » Script to generate text based changelogs between two builds
- zdimaria
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Houdini Indie and Apprentice » Custom vel for flip
- zdimaria
- 390 posts
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you can also use a sop solver plugged into 3rd tab on the flip solver and object merge your volume into it ad add it to the vel field either with a volume mix or by first adding it to a temp vel field and using a gas calculate / gas linear combination / gas field vop to add this temp field to the vel field.
to make this process easier you can use a source volume dop which sets up a more thorough version of this for you. if you set it to source pump, it will be similar to sourcing a vel field, the only difference being that it is masked by a scalar pump field.
to make this process easier you can use a source volume dop which sets up a more thorough version of this for you. if you set it to source pump, it will be similar to sourcing a vel field, the only difference being that it is masked by a scalar pump field.
Technical Discussion » vary vm_refractlimit per object
- zdimaria
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is it possible to vary vm_refractlimit on an object by object basis? i have added the property to my geometry container, but it seems to have no effect.
Technical Discussion » hrender ram usage
- zdimaria
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ive noticed that if rendering a hip using hrender, it uses much more memory than using mantra to first render out an ifd, and then mantra again to render it. hrender seems to hold the first half of this process in memory. is this expected behavior for hbatch?
Houdini Indie and Apprentice » Cloth object lifting RBD
- zdimaria
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ive always been under the impression that this was not possible, and that the only way to do this was by making the rbd a very stiff cloth / wire object.
Technical Discussion » Retiming simulation changes sim behaviour
- zdimaria
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if you are retiming a flip sim in sops, make sure that you either have reseeding turned off or that you are creating an ID attribute for the particles.
not exactly sure what the issue is with the egg shell, unless you are merging it with the flip sim and then retiming it.
not exactly sure what the issue is with the egg shell, unless you are merging it with the flip sim and then retiming it.
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