I think it is about the camera positioning. Are you sure that your ROP Camera is looking at the flow simulation?
Or if there are any other geometries on the obj level, turn off their blue render flags and just keep the flow animation's on.
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Work in Progress » Render Problem
- Berk_Erdag
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Houdini Indie and Apprentice » What is the most efficient way for this setup pop,rbd,vellum
- Berk_Erdag
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I say go for vellum. If possible lower the amount of polygons on the mesh and at the end use a "vellum post process SOP" to get the smoother/high res versions by using the subdivision option inside that node.
There is also another way which sometimes might not work. It is to turn the meshes into just lines (like an L-system tree) by putting a convert line after the mesh and then using a fuse to combine it together. Then using a wire solver to simulate them. After the sim use a "Point Deform SOP" to get the mesh back from the wire simulation.
There is also another way which sometimes might not work. It is to turn the meshes into just lines (like an L-system tree) by putting a convert line after the mesh and then using a fuse to combine it together. Then using a wire solver to simulate them. After the sim use a "Point Deform SOP" to get the mesh back from the wire simulation.
Houdini Lounge » Packing Mesh + shaders in Alembic
- Berk_Erdag
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If I were you I would either make groups for different parts like dust and fibers and main geo and export them as a single alembic file. This way you can assign materials to each group. Another option would be to export them separately as 3 alembic files.
MARDINI Daily Challenge 2021 » Day 31 Animation | Elements | Fire
- Berk_Erdag
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MARDINI Daily Challenge 2021 » Day 30 Animation | Elements | Water
- Berk_Erdag
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Mardini Challenge Day 30 - Water
A campwater... I mean a fiery water... Uuum liquid campfire? Campfire made of water... maybe...
A campwater... I mean a fiery water... Uuum liquid campfire? Campfire made of water... maybe...
MARDINI Daily Challenge 2021 » Day 29 Animation | Elements | Wind
- Berk_Erdag
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MARDINI Daily Challenge 2021 » Day 28 Animation | Elements | Earth
- Berk_Erdag
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MARDINI Daily Challenge 2021 » Day 27 Animation | Creatures | Burrow
- Berk_Erdag
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Houdini Indie and Apprentice » Constraints Glue Chunks problems
- Berk_Erdag
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I checked your scene but didn't simulate. I think you can use an RBD Cluster SOP after RBD Material Fracture SOP inside fractures subnetwork. You can either combine pieces or group constraints.
Houdini Indie and Apprentice » Stop particle emission in POP simulation.
- Berk_Erdag
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I don't know which birth activation options you have available but you need to write the same $F < 100 to either Impulse Activation or Const. Activation under the Birth tab of the POP Source. Check the screenshot.
Houdini Indie and Apprentice » Pivot reset
- Berk_Erdag
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I am not sure what you meant by every access level but I think the answer to your question might be one of the below:
After your object, put a Transform SOP. Inside it, you'll see a Pivot Transform tab and under it write this to the Pivot Translate boxes: $CEX $CEY $CEZ
Or the answer you are looking for might be to click Move Centroid to Origin button inside the Transform SOP. (under pre-transform tab)
Hopefully it'll work.
After your object, put a Transform SOP. Inside it, you'll see a Pivot Transform tab and under it write this to the Pivot Translate boxes: $CEX $CEY $CEZ
Or the answer you are looking for might be to click Move Centroid to Origin button inside the Transform SOP. (under pre-transform tab)
Hopefully it'll work.
MARDINI Daily Challenge 2021 » Day 21 Animation | Creatures | Run
- Berk_Erdag
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Mardini Challenge Day 21 - Run
Pixel Man Running
Pixel Man Running
Edited by Berk_Erdag - March 21, 2021 14:05:00
MARDINI Daily Challenge 2021 » Day 17 Animation ( + Images since the other thread is giving an error) | Worlds | Sci Fi
- Berk_Erdag
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Houdini Indie and Apprentice » Don't know how to change basic transform
- Berk_Erdag
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Why not put a "transform" after box1. You won't need to hit enter in the 3D view and won't overcrowd your setup with edits.
Technical Discussion » Help me get the user-defined attribute of Alembic file
- Berk_Erdag
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What Enivob said should fix your issue.
You might also try to add convert after the unpack SOP.
One other way is to choose Unpack Alembic Delayed Load Primitives on your Alembic.
You might also try to add convert after the unpack SOP.
One other way is to choose Unpack Alembic Delayed Load Primitives on your Alembic.
Technical Discussion » How do I fill an animated FBX character with liquid?
- Berk_Erdag
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It should be the same or a very similar workflow. If I understand you correctly, what I would do is this:
1- Put a timeshift after the fbx animation and hold the animation at first frame.
2- Fill the fbx (which is not moving) with liquids.
3- Whenever the fluid is settled make the fbx animation take over (by keframing the timeshift or using a switch)
4- As collisions use the animated fbx.
Just make sure that your fbx animation is hollow, you might want to use polyextrude to give it some space for the liquid to fill.
1- Put a timeshift after the fbx animation and hold the animation at first frame.
2- Fill the fbx (which is not moving) with liquids.
3- Whenever the fluid is settled make the fbx animation take over (by keframing the timeshift or using a switch)
4- As collisions use the animated fbx.
Just make sure that your fbx animation is hollow, you might want to use polyextrude to give it some space for the liquid to fill.
Houdini Engine for Maya » Exporting Pyro sim to Maya??
- Berk_Erdag
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Instead of Maya the more important thing is which renderer you are going to use inside Maya. Your best bet is to export the Houdini volume as a VDB. Redshift inside Maya can render vdb, I heard (never tried) that Arnold also can import vdbs so can render them. Give this one a try which is the way to do it with Redshift: https://www.youtube.com/watch?v=xnTFUiOpQ0M [www.youtube.com]
You might also want to try this one: https://www.youtube.com/watch?v=mRrMNWx0lGc [www.youtube.com]
There is nothing wrong with your Houdini scene. To convert your PyroSim to a vdb you can follow the steps below:
1- go into "pyro_import"
2- under "import_pyrofields" attach a "convert VDB". Inside write @name=density for Group, select VDB from the Convert to option.
3- after the "convert VDB" plug a file cache and export your volume as vdb by writing $HIPNAME.$OS.$F.vdb into Geometry File.
You might also want to try this one: https://www.youtube.com/watch?v=mRrMNWx0lGc [www.youtube.com]
There is nothing wrong with your Houdini scene. To convert your PyroSim to a vdb you can follow the steps below:
1- go into "pyro_import"
2- under "import_pyrofields" attach a "convert VDB". Inside write @name=density for Group, select VDB from the Convert to option.
3- after the "convert VDB" plug a file cache and export your volume as vdb by writing $HIPNAME.$OS.$F.vdb into Geometry File.
Houdini Lounge » Which software complement Houdini the best for future years?
- Berk_Erdag
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I say go for Blender.
I am not a rigger/character animator so can't say anything for them but modeling in Blender bringing it to Houdini. Doing your FX work in Houdini and going back to Blender for renders have been my work order for the past 2 years which is amazing in my opinion. You might have some difficulties with exporting and importing stuff but other than that I can highly recommend Houdini-Blender combo.
I am not a rigger/character animator so can't say anything for them but modeling in Blender bringing it to Houdini. Doing your FX work in Houdini and going back to Blender for renders have been my work order for the past 2 years which is amazing in my opinion. You might have some difficulties with exporting and importing stuff but other than that I can highly recommend Houdini-Blender combo.
citizenThis is a good question, my best idea is to copy X and paste relative references to Y and Z so that you won't have to write 2.5 three times, which I know is not a good answer for you. Looking forward to a better answer from someone.
speaking of animation, is there a way to select all or some channels like in Maya so I can input a value for all (say, I want to put 2.5,2.5,2.5 for scale)?
I searched and didn't find a way to do this in Houdini. using the ladder MMB feature is slow...
Houdini Lounge » Would Houdini be overkill for me? (Static form creation)
- Berk_Erdag
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Daaamn those artworks are amazing!
About Houdini, I agree with the majority. Give it a try if you have the time.
About Houdini, I agree with the majority. Give it a try if you have the time.
MARDINI Daily Challenge 2021 » WELCOME! + RULES
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