today i received as suggestion on youtube this video
https://www.youtube.com/watch?v=taLlwCSw78k [www.youtube.com]
somewhat impressive indeed.
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Technical Discussion » FEM / FEA on GPU / GPGPU / OpenCL
- RodTebisx
- 36 posts
- Offline
Technical Discussion » Triple chain ik/fk switch/match - storing rotations as vectors.
- Dexo
- 2 posts
- Offline
Hello Maya user here, I'm trying to recreate triple chain ik/fk switch/match with appropriate script for matching rotations, after some digging trough documentation I did found hou.vector3 but I cannot understand how to apply it, in Maya's MEL you would do something like this:
vector $NameOfTheVariable =`xform -query -rotation “NameOfTheObjectInScene”`
__^____________^______________^______^_______^________________^_____________
__|____________|______________|______|_______|________________|_______________________________
Variable—–Name———-Command–Flag—-Flag—Name of the object in scene i.e. Joint—–
type
What is the equivalent syntax for this in Python in Houdini? I need rotations as vectors (in world space) so I could perform math operations on them and get/set their values… is there an equivalent of the xform command in Houdini?
vector $NameOfTheVariable =`xform -query -rotation “NameOfTheObjectInScene”`
__^____________^______________^______^_______^________________^_____________
__|____________|______________|______|_______|________________|_______________________________
Variable—–Name———-Command–Flag—-Flag—Name of the object in scene i.e. Joint—–
type
What is the equivalent syntax for this in Python in Houdini? I need rotations as vectors (in world space) so I could perform math operations on them and get/set their values… is there an equivalent of the xform command in Houdini?
Edited by Dexo - June 4, 2018 14:46:08
Houdini Indie and Apprentice » Edit operation to (destructively) merge grouping (blast) nodes?
- tamlin
- 8 posts
- Offline
During my initial testing of Houdini I tested importing some existing polygonal object. A few hundred k pts, maybe half amount of poly's.
Wanting to focus on a specific volume, I started by doing viewport poly selections and hitting the Delete key. This created a long chain of ‘blast’ nodes.
I can obviously put them all in a box (screwing up ‘L’-key auto-layout when that box is collapsed), or manually copy every selection list each of them have into just a single one, which is exactly the repetetive work I'd expect to avoid.
Is there a way to (destructively, as an interactive edit operation) combine all (consecutive) blast- (or any grouping, I suspect?) nodes into one?
Wanting to focus on a specific volume, I started by doing viewport poly selections and hitting the Delete key. This created a long chain of ‘blast’ nodes.
I can obviously put them all in a box (screwing up ‘L’-key auto-layout when that box is collapsed), or manually copy every selection list each of them have into just a single one, which is exactly the repetetive work I'd expect to avoid.
Is there a way to (destructively, as an interactive edit operation) combine all (consecutive) blast- (or any grouping, I suspect?) nodes into one?
Technical Discussion » QML in Houdini ?
- infinity_spiral
- 34 posts
- Offline
Hi,
Does anyone have an idea how to run QML with PySide2 inside Houdini?
I tried these simple examples and it seems that they don't work.
from hou.session:
QML: view.qml
from python panel:
Any ideas ?Should I use QtQml.QQmlApplicationEngine somehow ?
Does anyone have an idea how to run QML with PySide2 inside Houdini?
I tried these simple examples and it seems that they don't work.
from hou.session:
from PySide2.QtWidgets import * from PySide2.QtQuick import QQuickView from PySide2.QtCore import QUrl, Qt class MyWidget(QWidget): def __init__(self, *args, **kwargs): super(MyWidget,self).__init__(*args, **kwargs) view = QQuickView() url = QUrl("view.qml") view.setSource(url) self.createWindowContainer(view) self.setParent(hou.ui.mainQtWindow(), Qt.Window) def show(): foo = MyWidget() foo.show()
QML: view.qml
import QtQuick 2.6 Rectangle { id: page width: 640 height: 480 color: "lightgray" Text { id: helloText text: "Hello world!" y: 30 anchors.horizontalCenter: page.horizontalCenter anchors.verticalCenter: page.verticalCenter font.pointSize: 24; font.bold: true } }
from python panel:
from PySide2.QtWidgets import QWidget from PySide2.QtQuick import QQuickView from PySide2.QtCore import QUrl def onCreateInterface(): view = QQuickView() url = QUrl("view.qml") view.setSource(url) widget = QWidget.createWindowContainer(view) return widget
Any ideas ?Should I use QtQml.QQmlApplicationEngine somehow ?
Technical Discussion » FBX As Agent?
- Enivob
- 2536 posts
- Offline
Houdini Indie and Apprentice » Houdini is keep Crashing
- rajwindercheema
- 1 posts
- Offline
Hello Folks,
My houdini is keep crashing even if file is empty. Any Thoughts ?
Thanks
Rajwinder Cheema
System Model: Alienware Area-51 R5
BIOS: 1.1.10
Processor: Intel(R) Core(TM) i7-7820X CPU @ 3.60GHz (16 CPUs), ~3.6GHz
Memory: 32768MB RAM
Card name: NVIDIA GeForce GTX 1070
Manufacturer: NVIDIA
Chip type: GeForce GTX 1070
My houdini is keep crashing even if file is empty. Any Thoughts ?
Thanks
Rajwinder Cheema
System Model: Alienware Area-51 R5
BIOS: 1.1.10
Processor: Intel(R) Core(TM) i7-7820X CPU @ 3.60GHz (16 CPUs), ~3.6GHz
Memory: 32768MB RAM
Card name: NVIDIA GeForce GTX 1070
Manufacturer: NVIDIA
Chip type: GeForce GTX 1070
Houdini Lounge » HDA | VOP | Bend
- probiner
- 339 posts
- Online
Houdini Indie and Apprentice » Rendering CloudFX > Bug on Frame
- darko974
- 6 posts
- Offline
Hi Everyone,
i've place my cloud , it's a camera sequences with the cloud, but there is one frame with a problem.. i don't understand why there is this problem.. in the viewport there isn't problem..
i hope there is a tips
thank you
i've place my cloud , it's a camera sequences with the cloud, but there is one frame with a problem.. i don't understand why there is this problem.. in the viewport there isn't problem..
i hope there is a tips
thank you
Technical Discussion » instance tapping out all RAM
- paulprk
- 7 posts
- Offline
Hey everyone,
I have a problem when instancing geometry from disk onto points. I have 20.000 pieces I made simulation with, there are about 6300 unique pieces of geometry and the same amount of files on disk. I'd like to replace all of the same pieces with corresponding file. And later on up res those pieces. So far I'm just working with low res geometry, the same I simulated with.
The setup is like this:
File SOP reading in packed geometry (20.000 pieces) from simulation, pointwrangle setting instance attribute(path to geometry on disk, there are about 6300 files), intance SOP, timeshift (fixed on 1st frame), primitivewrangel that copies the primintrinsic data and position from the file SOP.
Everything works swell if I set display as: bounding box in the instance SOP, the moment I switch to full geometry houdini consumes all the ram and freezes. I have 64GB of RAM. Is instance trying to put all of that geometry into RAM? I checked the size of all those 6300 files together its 37GB. I have no problem viewing all of this geometry when looking at the DOP network or the cache created from it.
Thanks for any help!
Pavel
I have a problem when instancing geometry from disk onto points. I have 20.000 pieces I made simulation with, there are about 6300 unique pieces of geometry and the same amount of files on disk. I'd like to replace all of the same pieces with corresponding file. And later on up res those pieces. So far I'm just working with low res geometry, the same I simulated with.
The setup is like this:
File SOP reading in packed geometry (20.000 pieces) from simulation, pointwrangle setting instance attribute(path to geometry on disk, there are about 6300 files), intance SOP, timeshift (fixed on 1st frame), primitivewrangel that copies the primintrinsic data and position from the file SOP.
Everything works swell if I set display as: bounding box in the instance SOP, the moment I switch to full geometry houdini consumes all the ram and freezes. I have 64GB of RAM. Is instance trying to put all of that geometry into RAM? I checked the size of all those 6300 files together its 37GB. I have no problem viewing all of this geometry when looking at the DOP network or the cache created from it.
Thanks for any help!
Pavel
Technical Discussion » Grains rigid contraints
- aeaeaeae
- 126 posts
- Online
Is there a way to get rigid constraints between grains? No soft deformation.
Can this be enforced by an other DOP than the grain solver?
Can this be enforced by an other DOP than the grain solver?
Houdini Learning Materials » CVEX and Material Bulder. What difference?
- VTL
- 11 posts
- Offline
What difference in CVEX Builder in shop and Material Builder in mat if I want create shading? I see, that some nodes are not avaible in CVEX Builder, that avaible in Mat Builder. I can write own shader in vfl-file, and then use hda-file how asset. But in this use i cann't have a builder whith nodes inside.
And my the second question: what difference in VEX and CVEX?
And my the second question: what difference in VEX and CVEX?
Houdini Engine API » How to test ROP_Dumper.C Example? [Solved]
- sandboxgod
- 2 posts
- Offline
I built /toolkit/samples/ROP/ROP_Dumper.C on command line (via hcustom) but I'm unable to find it within Houdini UI. I thought I could just right click within my Node area and type in “Dump Tree” or something.
I was able to figure out how to run all the other plugins inspite of lack of docs but this time my talent has reached its end
Any help would be greatly appreciated.
edit- just found it. Went to ‘out’ network and was able to use it there
I was able to figure out how to run all the other plugins inspite of lack of docs but this time my talent has reached its end
Any help would be greatly appreciated.
edit- just found it. Went to ‘out’ network and was able to use it there
Edited by sandboxgod - May 30, 2018 14:07:03
Houdini Engine for Unreal » Photogrammetry startup tutorial...
- MattSkonicki
- 8 posts
- Offline
I bundles the Houdini training for a cheaper price.
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
It's been very beneficial and easy to learn.
Also have Photogrammetry tutorial here:
https://www.vfxforfilm.com/copy-of-lah-101-houdini-live-action [www.vfxforfilm.com]
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
It's been very beneficial and easy to learn.
Also have Photogrammetry tutorial here:
https://www.vfxforfilm.com/copy-of-lah-101-houdini-live-action [www.vfxforfilm.com]
Houdini Learning Materials » Bundles Wall Explosion Tutorial and Photogrammetry Tutorial.
- MattSkonicki
- 8 posts
- Offline
Hello, I bundles the Houdini training for a cheaper price.
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
It's been very beneficial and easy to learn.
Also have Photogrammetry tutorial here:
https://www.vfxforfilm.com/copy-of-lah-101-houdini-live-action [www.vfxforfilm.com]
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
It's been very beneficial and easy to learn.
Also have Photogrammetry tutorial here:
https://www.vfxforfilm.com/copy-of-lah-101-houdini-live-action [www.vfxforfilm.com]
Houdini Indie and Apprentice » Houdini Wall Destruction Tutorial
- MattSkonicki
- 8 posts
- Offline
Hey Folks, I recently bundles the Houdini training for a cheaper price.
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
Houdini Lounge » Houdini Live Action/Wall Explosion Training...Now Bundle Priced.
- MattSkonicki
- 8 posts
- Offline
Hello everyone I've bundles the Houdini Course for cheaper price…
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
Edited by MattSkonicki - May 30, 2018 13:20:12
Technical Discussion » NEW TUTORIAL: Houdini Live Action Wall Destruction...
- MattSkonicki
- 8 posts
- Offline
Hey Folks, I recently bundles the Houdini training for a cheaper price.
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
https://www.vfxforfilm.com/lah-101-live-action-houdini-v1 [www.vfxforfilm.com]
Edited by MattSkonicki - May 30, 2018 13:21:25
Houdini Indie and Apprentice » Alembic - Particle fluid emitter
- EugeneRockstar
- 22 posts
- Offline
Hey.
I'm trying to emit particles from an alembic file which has animation inside.
All works fine on frame 1, but the particles don't keep emitting from the moving geometry. They get left behind.
Any clues on how to keep emitting particles from the moving geo ?
Thanks
I'm trying to emit particles from an alembic file which has animation inside.
All works fine on frame 1, but the particles don't keep emitting from the moving geometry. They get left behind.
Any clues on how to keep emitting particles from the moving geo ?
Thanks
Technical Discussion » Parameter editor drag and drop question
- druitre
- 63 posts
- Offline
Hi,
if I drag and drop a node into a parameter field to set it's path, it overwrites whatever was there. Is there a way to add to the parameter entry instead of overwrite it? (for instance, in a ROP, force or exclude objects, add an object to the list by drag ‘n’ drop)
if I drag and drop a node into a parameter field to set it's path, it overwrites whatever was there. Is there a way to add to the parameter entry instead of overwrite it? (for instance, in a ROP, force or exclude objects, add an object to the list by drag ‘n’ drop)
Technical Discussion » help me with Foam
- ArthurRand
- 4 posts
- Offline
my foam looks like spheres O _ O any advices how to make it more realistic? thanks!
Attachment Not Found
Edited by ArthurRand - May 30, 2018 01:29:27
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