Hi,
ive got problem with narrow band flip simulation and unfortunately i can't share my scene file.
My problem is that my flip sim was ok, but after changes of collider velocity multiplier my simulation starting to drop. Im using Narrowband flip with oceansource, container is following my collision object. Any tips?
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Technical Discussion » NARROW BAND DROPPING
- rakson23
- 1 posts
- Offline
Technical Discussion » Regenerate hair skinprimuv and skinqueryuv after moving roots
- NNois
- 174 posts
- Offline
Hi,
I'm trying to move guide roots precisely. I'm using the edit node for that.
But when I do that the hair generate node seems to not generate correctly the hairs clumps (not correctly placed onto the primitives. I think the result is wrong because the skinprimuv haven't changed.
Am I wrong ? If not how can I regenerate thoses attributes ?
Cheers
I'm trying to move guide roots precisely. I'm using the edit node for that.
But when I do that the hair generate node seems to not generate correctly the hairs clumps (not correctly placed onto the primitives. I think the result is wrong because the skinprimuv haven't changed.
Am I wrong ? If not how can I regenerate thoses attributes ?
Cheers
Technical Discussion » Change Surface of Lava to Different Shader
- Imatk
- 21 posts
- Offline
I have a Lava emitter coming from a sphere and I want to change it to a different material.
How exactly can this be done? Can it be done?
Thanks
How exactly can this be done? Can it be done?
Thanks
Houdini Lounge » Talks and Webinars
- BabaJ
- 2042 posts
- Offline
Don't know when this got slipped in on the site, but it's appreciated that things like the webinars are in a location that can be quickly and easily accessed.
Had problems before, hunting them down. No more.
Thanks
https://www.sidefx.com/learn/talks/ [www.sidefx.com]
Had problems before, hunting them down. No more.
Thanks
https://www.sidefx.com/learn/talks/ [www.sidefx.com]
Technical Discussion » alembicVisibility export from c4d
- Neonzone
- 30 posts
- Online
Hi,
when i export an alembic file from cinema4d to houdini it realizes that the visibility attribute is animated - but it doesnt read out the parameter correctly.
__import__(“_alembic_hom_extensions”).alembicVisibility(ch(“../fileName”), “/Cube/CubeShape”, ch(“../frame”)/ch(“../fps”), 1)
-> is always 0
is this a wrong expression or maybe a bug?
when i export an alembic file from cinema4d to houdini it realizes that the visibility attribute is animated - but it doesnt read out the parameter correctly.
__import__(“_alembic_hom_extensions”).alembicVisibility(ch(“../fileName”), “/Cube/CubeShape”, ch(“../frame”)/ch(“../fps”), 1)
-> is always 0
is this a wrong expression or maybe a bug?
Attachment Not Found
Edited by Neonzone - June 5, 2018 11:38:47
Technical Discussion » web and wires
- giorgioluciano
- 7 posts
- Offline
Dear all, I've searched around the forum to see if there was something that can help me in recreating this kind of entangled web/wires with no luck (see image). The most informative thread that deal with a similar problem is here [www.sidefx.com]. I've ried the “mapping” route solution but I will prefere to replicate something like this (that can be obtained in modo) the “hard” modelling way
References
References
Edited by giorgioluciano - June 5, 2018 08:22:32
Houdini Indie and Apprentice » HOW TO SIMULATE FIRE ALONG SPLINE?
- saeed33
- 20 posts
- Offline
HOW TO SIMULATE FIRE ALONG SPLINE? LIKE THIS VIDEO
Edited by saeed33 - June 5, 2018 03:46:43
Technical Discussion » Buoyant Force and Floating RBDs on FLIP Simulation
- N-G
- 209 posts
- Offline
Hello guys.
I want to have some RBDs floating on flip simulation.
After awhile for searching, many topics suggest to use Gas Feedback DOP in order to calculate force for floating RBDs on flip sim.
So I used that but the result was not good!
I played with Feedback Scale and mass or density of RBDs with no luck!
In some cases, RBDs have crazy movement in flip or in some other cases they explode after falling into flip!
Seems I need more robust algorithm to calculate force for floating RBDs.
Any tips, tricks, HIP files will be greatly appreciated.
I want to have some RBDs floating on flip simulation.
After awhile for searching, many topics suggest to use Gas Feedback DOP in order to calculate force for floating RBDs on flip sim.
So I used that but the result was not good!
I played with Feedback Scale and mass or density of RBDs with no luck!
In some cases, RBDs have crazy movement in flip or in some other cases they explode after falling into flip!
Seems I need more robust algorithm to calculate force for floating RBDs.
Any tips, tricks, HIP files will be greatly appreciated.
Technical Discussion » Digital Asset subnet scoping
- kgoossens
- 289 posts
- Offline
Hi
I'm trying to make a digital asset only visible within the context of another digital asset.
But it is not entirely clear how to do this for me as I get an error.
http://www.sidefx.com/docs/houdini/assets/namespaces.html [www.sidefx.com]
Following the documentation I assume I have to do the following when I want to have a sop digital asset “FOO” only visible in sop digital asset “BAR”
In the operator name
Sop/BAR::companyname::FOO::1.0
But when I do this I'm getting
“Error creating digital asset: Can't create new operator to replace /obj/geo1/subnet1. The node may contain VOP Networks that cannot be deleted.”
I'm trying to make a digital asset only visible within the context of another digital asset.
But it is not entirely clear how to do this for me as I get an error.
http://www.sidefx.com/docs/houdini/assets/namespaces.html [www.sidefx.com]
Following the documentation I assume I have to do the following when I want to have a sop digital asset “FOO” only visible in sop digital asset “BAR”
In the operator name
Sop/BAR::companyname::FOO::1.0
But when I do this I'm getting
“Error creating digital asset: Can't create new operator to replace /obj/geo1/subnet1. The node may contain VOP Networks that cannot be deleted.”
Edited by kgoossens - June 4, 2018 17:29:23
Houdini Jobs » Rooster Teeth Animation Austin - Software Engineer
- Mumm
- 3 posts
- Offline
Rooster Teeth Animation is looking for a software engineer to support the growth of our pipeline! The ideal candidate has experience collaborating, contributing, and developing in an engineering team environment to create systems designed by the coding team. The animation department at RT has long been a driving force within the company, creating such shows as RWBY, Red vs. Blue, Camp Camp, and RWBY Chibi.
We believe passionately in attracting the best and brightest for our team, creating the most engaging and impressive animated productions online or elsewhere (while also having more than a little fun in the process). A strong candidate will have a proven track record of creative leadership, interpersonal skills, and production experience to help the company fulfill its objectives.
Responsibilities:
Develop software and establish workflows for RoosterTeeth's content creation pipeline.
Create standardized pipeline tools, methodologies, and documentation.
Develop custom tools and plugins for 3D and game-engine applications (Maya, Unreal Engine, Houdini) to automate manual tasks, implement custom CG algorithms, standardize import/export of data, etc..
Provide technical support for artists.
Qualifications:
3+ years of software engineering experience
Bachelor's degree in Computer Science
Team-motivated with a good work ethic and desire to constantly improve
Experience with C/C++
Strong computer architecture knowledge
Experience using C#, Python, or other scripting languages.
Familiarity with digital content creation tools (Houdini , Maya, etc.)
Interest in usability and user interface design
Strong grasp of 3D mathStrong verbal and written communication skills
Bonus:
Plug-in experience for Houdini or Maya
Shader coding knowledge
Benefits + Perks:
100% Company paid health & dental benefits
Use What You Need paid time off
401(k) with a company match
Catered meal on Mondays
Flexible dress code
Kitchen stocked with snacks
Pet Friendly
https://jobs.lever.co/roosterteeth/f35379c6-fa8d-4d0d-a9be-4393d6fb4ce9 [jobs.lever.co]
We believe passionately in attracting the best and brightest for our team, creating the most engaging and impressive animated productions online or elsewhere (while also having more than a little fun in the process). A strong candidate will have a proven track record of creative leadership, interpersonal skills, and production experience to help the company fulfill its objectives.
Responsibilities:
Develop software and establish workflows for RoosterTeeth's content creation pipeline.
Create standardized pipeline tools, methodologies, and documentation.
Develop custom tools and plugins for 3D and game-engine applications (Maya, Unreal Engine, Houdini) to automate manual tasks, implement custom CG algorithms, standardize import/export of data, etc..
Provide technical support for artists.
Qualifications:
3+ years of software engineering experience
Bachelor's degree in Computer Science
Team-motivated with a good work ethic and desire to constantly improve
Experience with C/C++
Strong computer architecture knowledge
Experience using C#, Python, or other scripting languages.
Familiarity with digital content creation tools (Houdini , Maya, etc.)
Interest in usability and user interface design
Strong grasp of 3D mathStrong verbal and written communication skills
Bonus:
Plug-in experience for Houdini or Maya
Shader coding knowledge
Benefits + Perks:
100% Company paid health & dental benefits
Use What You Need paid time off
401(k) with a company match
Catered meal on Mondays
Flexible dress code
Kitchen stocked with snacks
Pet Friendly
https://jobs.lever.co/roosterteeth/f35379c6-fa8d-4d0d-a9be-4393d6fb4ce9 [jobs.lever.co]
Technical Discussion » FEM / FEA on GPU / GPGPU / OpenCL
- RodTebisx
- 36 posts
- Offline
today i received as suggestion on youtube this video
https://www.youtube.com/watch?v=taLlwCSw78k [www.youtube.com]
somewhat impressive indeed.
https://www.youtube.com/watch?v=taLlwCSw78k [www.youtube.com]
somewhat impressive indeed.
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
- 2540 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
- Offline
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?
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