Hey everyone!
I'm testing the Vertex Animation workflow which has been proved to be a great solution to our pipeline, but had run onto a somewhat relevant issue.
Everything from exporting to setting up the material and textures has gone smoothly. The problem in here is that the camera culls the object if you are too close to it.
I'm thinking that it may be related to the bounding box of sorts, but I haven't been able to figure out the problem.
Here's an illustrative gif of what's going, As you can see the selection outline shows that the object is still active within the scene, but rather is no longer drawn. Anyone has come across with this? Any help would be much appreciated.
Cheers!
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Houdini Indie and Apprentice » Vertex Animation Shader Culls Geometry
- wabisabidesign
- 1 posts
- Offline
Houdini Indie and Apprentice » Importing custom python modules on Mac: pythonrc.py file location?
- astronomertom
- 13 posts
- Offline
I'm trying to import numpy and other python modules so I can use them in Houdini for expressions.
I tried using the paths defined at ‘Python Script locations’, http://www.sidefx.com/docs/houdini/hom/locations.html [www.sidefx.com]
but these paths do not appear to be defined on the Mac. I launched Houdini Terminal and printenv shows
HFS=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources
H=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources
HB=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/bin
HDSO=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/../Libraries
HD=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/demo
HH=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini
HHC=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/config
HT=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit
HSB=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/sbin
HOUDINI_MAJOR_RELEASE=16
HOUDINI_MINOR_RELEASE=5
HOUDINI_BUILD_VERSION=473
HOUDINI_VERSION=16.5.473
HOUDINI_BUILD_KERNEL=17.0.0
HOUDINI_BUILD_PLATFORM=Usage: sw_vers
HOUDINI_BUILD_COMPILER=9.0.0.9000037
HIH=/Users//houdini16.5
HIS=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini
but no paths for the pythonrc.py file.
Suggestions?
Thanks,
Tom
I tried using the paths defined at ‘Python Script locations’, http://www.sidefx.com/docs/houdini/hom/locations.html [www.sidefx.com]
but these paths do not appear to be defined on the Mac. I launched Houdini Terminal and printenv shows
HFS=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources
H=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources
HB=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/bin
HDSO=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/../Libraries
HD=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/demo
HH=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini
HHC=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/config
HT=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit
HSB=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/sbin
HOUDINI_MAJOR_RELEASE=16
HOUDINI_MINOR_RELEASE=5
HOUDINI_BUILD_VERSION=473
HOUDINI_VERSION=16.5.473
HOUDINI_BUILD_KERNEL=17.0.0
HOUDINI_BUILD_PLATFORM=Usage: sw_vers
HOUDINI_BUILD_COMPILER=9.0.0.9000037
HIH=/Users//houdini16.5
HIS=/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources/houdini
but no paths for the pythonrc.py file.
Suggestions?
Thanks,
Tom
Technical Discussion » Triplanar in displacement
- c0y
- 52 posts
- Offline
Hi,
i'm on houdini 16.5, is it possible to plug uvtriplanar in displacement / bump / normal when we are outside of the shader ?
thx
i'm on houdini 16.5, is it possible to plug uvtriplanar in displacement / bump / normal when we are outside of the shader ?
thx
Edited by c0y - June 23, 2018 05:18:32
Technical Discussion » Moving leaves on a branch
- art3mis
- 350 posts
- Offline
Hi
Trying to create realistic movement of leaves on a swaying branch.
The leaves need to bend according to
1 - their velocity
and
2 - any surrounding wind force
I know I need some sort of constraint(glue??) were the leaves attach to the branch.
Other than that would appreciate some input. Are there any tutorials or reference .hip files that would get me started?
Trying to create realistic movement of leaves on a swaying branch.
The leaves need to bend according to
1 - their velocity
and
2 - any surrounding wind force
I know I need some sort of constraint(glue??) were the leaves attach to the branch.
Other than that would appreciate some input. Are there any tutorials or reference .hip files that would get me started?
Houdini Engine API » Houdini Engine for 3ds Max | How to Install
- Ali2k
- 2 posts
- Offline
Hi guys
This tutorial is made with Houdini Engine Install Guide in both Persian and English language.
Persian: https://youtu.be/iNDpJTt73aY [youtu.be]
The Houdini Engine download link for 3dsMax is removed from SideFX.com and
GitHub(Hideki Suzuki), so you can get it at the link below
https://github.com/Ali2k/HoudiniEngineFor3dsMax [github.com]
Can be installed from 3dsMax 2013/2014/2015/2016/2016_SP1
Plug-in is under development by SideFX and will be available in late 2018.
This tutorial is made with Houdini Engine Install Guide in both Persian and English language.
Persian: https://youtu.be/iNDpJTt73aY [youtu.be]
The Houdini Engine download link for 3dsMax is removed from SideFX.com and
GitHub(Hideki Suzuki), so you can get it at the link below
https://github.com/Ali2k/HoudiniEngineFor3dsMax [github.com]
Can be installed from 3dsMax 2013/2014/2015/2016/2016_SP1
Plug-in is under development by SideFX and will be available in late 2018.
Edited by Ali2k - June 21, 2018 19:53:55
Houdini Indie and Apprentice » Fur: using guides + grooming tools
- madrenderman
- 129 posts
- Offline
Hello guys, I'm trying to use curves as guides, I import them as abc and plug them into “Guide creation” , everything works fine but after that the fur seems “locked” to the guides. I mean, if I use a frizz, blend, clump, they don't have any effect. How can I use both guides and other tools together ?
Thank you
Ray
Thank you
Ray
Houdini Indie and Apprentice » Weird viewport issues
- Himanshu_Sharma
- 1 posts
- Offline
Hi
Working with volume visualisation in the smoke solver for the first time. My viewport won't display the colors/transparency properly.
Display [cdn.discordapp.com]
I have a 1080 Ti with the latest drivers. I did try to mess around with the viewport setting in the texture tab but that didn't help.
Working with volume visualisation in the smoke solver for the first time. My viewport won't display the colors/transparency properly.
Display [cdn.discordapp.com]
I have a 1080 Ti with the latest drivers. I did try to mess around with the viewport setting in the texture tab but that didn't help.
Technical Discussion » Mercury spilling using flip
- aaryanguna
- 27 posts
- Offline
Hello everyone,
I am trying to create mercury spilling on ground,like in the ref image attached.Can anyone tell me how to achieve this using flip particles?
Thank you.
I am trying to create mercury spilling on ground,like in the ref image attached.Can anyone tell me how to achieve this using flip particles?
Thank you.
Edited by aaryanguna - June 21, 2018 02:27:11
Houdini Jobs » Houdini/Cinema Artist required for short-term project
- NVenn
- 1 posts
- Offline
Melbourne-based studio searching for creative Houdini or Cinema 4D FX artist to work on a short-term, freelance basis in July/August 2018.
We require an independent and experienced VFX artist to run simulations on multiple scenes, working with photo-real 3D models to create dynamic footage.
You would need to have strong simulation, lighting and rendering skills in Houdini with some working knowledge of RedShift a benefit. Ideally you’d work locally in Melbourne, Australia but we’re open to interstate and international applicants.
This is a creatively open project which is a great opportunity for the right person to show what Houdini can do. The successful applicant will be creatively confident and ready to take charge of their scenes from conception to final renders.
If you fit the bill, please get in contact with Nick Venn at nickvenn@airbag.co
We require an independent and experienced VFX artist to run simulations on multiple scenes, working with photo-real 3D models to create dynamic footage.
You would need to have strong simulation, lighting and rendering skills in Houdini with some working knowledge of RedShift a benefit. Ideally you’d work locally in Melbourne, Australia but we’re open to interstate and international applicants.
This is a creatively open project which is a great opportunity for the right person to show what Houdini can do. The successful applicant will be creatively confident and ready to take charge of their scenes from conception to final renders.
If you fit the bill, please get in contact with Nick Venn at nickvenn@airbag.co
Technical Discussion » IFDs vs RIB
- The3DStig
- 126 posts
- Offline
After much effort- it looks like I've convinced my office to invest in a HoudiniFX license (and one Engine license).
Now we're getting to some questions about how we're going to implement it for rendering, without needing an extra Engine license for each machine in our render farm. I know that we can use unlimited Mantra nodes so long as those nodes have IFDs to process. As an Indie user at home I'm not too familiar with generating IFDs but I'm sure I can figure it out. I plan on pointing to mostly networked assets that have been cached out (like fluids sims, abc, bgeo sequences, etc… assuming that's possible) so generation will be quick and file size will be lightweight.
As an alternative to Mantra, I've been asked to look in Rman. I've used it quite a bit before but always as an Indie user (and using a farm service like GridMarkets) so I've never had to deal with generating RIBs.
My question is this: Do I need to generate a series of RIBs (like IFDs for Mantra) before rendering with Rman over a farm OR do I just hit render on the Hqueue ROP and let it run?
Thanks!
Now we're getting to some questions about how we're going to implement it for rendering, without needing an extra Engine license for each machine in our render farm. I know that we can use unlimited Mantra nodes so long as those nodes have IFDs to process. As an Indie user at home I'm not too familiar with generating IFDs but I'm sure I can figure it out. I plan on pointing to mostly networked assets that have been cached out (like fluids sims, abc, bgeo sequences, etc… assuming that's possible) so generation will be quick and file size will be lightweight.
As an alternative to Mantra, I've been asked to look in Rman. I've used it quite a bit before but always as an Indie user (and using a farm service like GridMarkets) so I've never had to deal with generating RIBs.
My question is this: Do I need to generate a series of RIBs (like IFDs for Mantra) before rendering with Rman over a farm OR do I just hit render on the Hqueue ROP and let it run?
Thanks!
Technical Discussion » RBDs, Flip, and Source Sinks
- ajk48n
- 31 posts
- Offline
Hi everyone,
I'm having some trouble working with rbds, flip, and source sinks together. I'm trying to make a dry ice simulation.
For my setup, I have a a container with flip inside of it. Then I drop 3 rbd cubes into it. The cubes are brought in through a rbdfracturedobject.
Simply like this, everything interacts nicely.
I want the cubes to be dry ice, and cause the water to evaporate away into steam. So, I use a dopimport to bring the cubes back into SOP land. Then I scatter some points on their surface, and copy spheres to them. The scatter has a constantly changing seed value.
These spheres are piped into a fluid source, and used as a sink volume. That sink volume is then brought back into the dop network and put into the post-solve step on the flip solver.
Both the rigid body solver and the flip solver are mutually colliding.
Depending on flip settings, this can either be stable or unstable (although usually unstable). When the sim starts everything is fine and the sink volume starts to be generated on the cube surfaces. Everything is fine for maybe 10-30 frames. Then the whole sim freaks out, and I get either the boxes ejected violently from the flip area, or the the flip particles eject themselves.
Does anyone have any thoughts on how to fix the instability, or a different way of setting this up?
Thanks
I'm having some trouble working with rbds, flip, and source sinks together. I'm trying to make a dry ice simulation.
For my setup, I have a a container with flip inside of it. Then I drop 3 rbd cubes into it. The cubes are brought in through a rbdfracturedobject.
Simply like this, everything interacts nicely.
I want the cubes to be dry ice, and cause the water to evaporate away into steam. So, I use a dopimport to bring the cubes back into SOP land. Then I scatter some points on their surface, and copy spheres to them. The scatter has a constantly changing seed value.
These spheres are piped into a fluid source, and used as a sink volume. That sink volume is then brought back into the dop network and put into the post-solve step on the flip solver.
Both the rigid body solver and the flip solver are mutually colliding.
Depending on flip settings, this can either be stable or unstable (although usually unstable). When the sim starts everything is fine and the sink volume starts to be generated on the cube surfaces. Everything is fine for maybe 10-30 frames. Then the whole sim freaks out, and I get either the boxes ejected violently from the flip area, or the the flip particles eject themselves.
Does anyone have any thoughts on how to fix the instability, or a different way of setting this up?
Thanks
Edited by ajk48n - June 19, 2018 22:00:10
Houdini Indie and Apprentice » Rotate UI elements in the parameter panel
- plagelpuss
- 11 posts
- Offline
Is it possible to rotate the ramp UI element in the properties panel. I am using a ramp to set the profile of something that is vertical and I feel like the controls would be more intuitive if I could flip the ramp UI so that the edges looked the same.
Technical Discussion » Static Object issue in RBD sim
- chanson78
- 45 posts
- Offline
Hello
I can't seem to figure this one out and I know it has a simple answer/solution but I can't get my head around it. I have a RBD particle sim going on here with two boxes as static colliders BUT when I run the sim the two colliders create some invisible collision between the box ends. Ive had the same result when it was one extruded L shape box or when it is two boxes.
I can't seem to figure this one out and I know it has a simple answer/solution but I can't get my head around it. I have a RBD particle sim going on here with two boxes as static colliders BUT when I run the sim the two colliders create some invisible collision between the box ends. Ive had the same result when it was one extruded L shape box or when it is two boxes.
Edited by chanson78 - June 19, 2018 09:22:36
Technical Discussion » Cone Twist aXis
- -heavy-
- 62 posts
- Offline
Can somebody tell me what I need to do, to orient the axis of the cone twist constraint to the right axis of my pieces nor where i can find some more information?
at the moment it seems the axis is only going in X axis - i think i missed a step in my SOP Level…
thanx
deHeavy
at the moment it seems the axis is only going in X axis - i think i missed a step in my SOP Level…
thanx
deHeavy
Work in Progress » Houdini final animation cloud and fire v1.3 + HIPlc File
- NemikoAit
- 2 posts
- Offline
Hello! I want to present you my latest project! Did a test of cloud and fire, the video below. Hip_file is available for download
instagram @nemikoait_ilyas_habutdinov
hip file https://gum.co/IlDLG [gum.co]
instagram @nemikoait_ilyas_habutdinov
hip file https://gum.co/IlDLG [gum.co]
Edited by NemikoAit - June 19, 2018 02:49:10
Technical Discussion » Exporting particles to alembic that have geo(renderable)
- Jyota_Malcolm
- 12 posts
- Offline
Hello,
I'm looking to export particles to alembic while maintaining their attributes, but also giving each particle a mesh that is renderable in another software package(modified build of blender).
So far my setup is the firework pop shelf and the instance geo pop shelf tool. Attached is a hip file with this setup.
In the DOP I/O I've tried to export using the alembic rop. If I do that it will only export the particles, not the instanced geo. If I include an instance node before the rop alembic, in viewport it looks like it is working, but when you export it it puts each instanced in it's own object and it appears to strip away attributes.
My end goal of what I would like is an alembic file that are tiny spheres that represent the particles and has attributes, specifically age attached to each sphere(particle). Also it would import in other software packages as one alembic object and not multiple objects.
I really appreciate any help anyone can give me! I understand what I'm asking may be specific.. But I am under quite a bit of constraints as to how I can do things.
Thank you again!
Cheers,
Jyota
I'm looking to export particles to alembic while maintaining their attributes, but also giving each particle a mesh that is renderable in another software package(modified build of blender).
So far my setup is the firework pop shelf and the instance geo pop shelf tool. Attached is a hip file with this setup.
In the DOP I/O I've tried to export using the alembic rop. If I do that it will only export the particles, not the instanced geo. If I include an instance node before the rop alembic, in viewport it looks like it is working, but when you export it it puts each instanced in it's own object and it appears to strip away attributes.
My end goal of what I would like is an alembic file that are tiny spheres that represent the particles and has attributes, specifically age attached to each sphere(particle). Also it would import in other software packages as one alembic object and not multiple objects.
I really appreciate any help anyone can give me! I understand what I'm asking may be specific.. But I am under quite a bit of constraints as to how I can do things.
Thank you again!
Cheers,
Jyota
Houdini Jobs » Short contract for simulation and special FX work for AR
- gustavor
- 1 posts
- Offline
Looking for experienced Houdini contract artist that can create amazing, polished, stylized special FX.
A number of simulation animations and FX are needed for an AR piece our studio is making in Unity.
This is a 1 minute piece with a high visual target. Part of the work is cloth simulation, but the more important piece is a stylized effect of ‘cloth’ pieces that cluster together, almost like it has a mind of it's own.
These will all need to be imported into Unity via Maya.
Thanks!
grasche@gmail.com
A number of simulation animations and FX are needed for an AR piece our studio is making in Unity.
This is a 1 minute piece with a high visual target. Part of the work is cloth simulation, but the more important piece is a stylized effect of ‘cloth’ pieces that cluster together, almost like it has a mind of it's own.
These will all need to be imported into Unity via Maya.
Thanks!
grasche@gmail.com
Technical Discussion » Glue Network settings /Propagation and Half-Life
- -heavy-
- 62 posts
- Offline
Can somebody give me some insides to that Propagation-Rate and Half Life Settings?
I understand that those values are helping to travel the impact data through the Glue Network, but I don't understand why more propagation keeps the network stiffer - and I have had not much luck in changing the values and get a significant impact on my constraint network - but nothing is unimportant in Houdini, so what is it really doing and are those values some kind of RealWorld units ?
And Half Life, yes it decays the impuls by half…. but how does it interact with the Propagation Rate…
Cheerz
deHeavy
I understand that those values are helping to travel the impact data through the Glue Network, but I don't understand why more propagation keeps the network stiffer - and I have had not much luck in changing the values and get a significant impact on my constraint network - but nothing is unimportant in Houdini, so what is it really doing and are those values some kind of RealWorld units ?
And Half Life, yes it decays the impuls by half…. but how does it interact with the Propagation Rate…
Cheerz
deHeavy
Technical Discussion » Hqueue User setup
- hmolling
- 1 posts
- Offline
I am running hqueue through a server but the hquser is not working and I think it is because I didn't opt to set it up when I installed Houdini. Is there a way to set up the hquser? or better yet does anyone know the hquser default password so I can try set it up manually?
At the moment I am running the client through each and every login on my network and I would much prefer just run it through the floating hquser client.
Wanting to try and avoid a total reinstall as there are a lot of people using Houdini and hqueue daily.
Thanks in advance for your help!
At the moment I am running the client through each and every login on my network and I would much prefer just run it through the floating hquser client.
Wanting to try and avoid a total reinstall as there are a lot of people using Houdini and hqueue daily.
Thanks in advance for your help!
Technical Discussion » Retargeting animations - any good tutorials?
- art3mis
- 350 posts
- Offline
Hi
Trying to master the art of animation retargeting. ie using the animation data from either an imported fbx or BVH mocap data and applying it to another rigged mesh.
Anyone know of good tutorials targeting H16?
I came across this older tutorial
https://www.youtube.com/watch?v=IPupRqb58FE [www.youtube.com]
but one point of confusion
How do you create .blip and .cmd files from BVH files?
Trying to master the art of animation retargeting. ie using the animation data from either an imported fbx or BVH mocap data and applying it to another rigged mesh.
Anyone know of good tutorials targeting H16?
I came across this older tutorial
https://www.youtube.com/watch?v=IPupRqb58FE [www.youtube.com]
but one point of confusion
How do you create .blip and .cmd files from BVH files?
Edited by art3mis - June 18, 2018 16:47:54
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