Hi,
im trying to render an Object ID pass/plane in Houdini 12… but i does not seem to work.
The ‘Op_Id’ channel contains data, but the values are quite large: since i have only 3 objects in my scene, i was expecting values 1 - 3.
Am i missing something, or are the values correct?
Note that the attached scene contains custom Clay shader where ‘Op_Id’ param is add manually, and a Mantra render node where normally hidden ‘Generate object ids…’ option is made visible.
Found 108 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Rendering object mask (Op_Id) pass/plane in Houdini 12
- KiLa
- 109 posts
- Offline
Houdini Indie and Apprentice » FLIP fluid without initial movement
- KiLa
- 109 posts
- Offline
Thx guys!
So if i want a motionless fluid surface AND a surrounding area that are on the same level, i need two different geos? One that is used when rendering and one that is used when simulating/
So if i want a motionless fluid surface AND a surrounding area that are on the same level, i need two different geos? One that is used when rendering and one that is used when simulating/
Houdini Indie and Apprentice » FLIP fluid without initial movement
- KiLa
- 109 posts
- Offline
“luidtank_initial”? Do you mean that i have to create scene that is using Ocean? Im unable to find that node from my scene
Houdini Indie and Apprentice » FLIP fluid without initial movement
- KiLa
- 109 posts
- Offline
Increasing the Uniform Divisions in geo_tank Static object to 200 does not seem to fix it - there is still movement. But unchecking the Use Volume Based Collision Detection works a bit better… but the surface of the fluid seems to “sink”
Houdini Indie and Apprentice » FLIP fluid without initial movement
- KiLa
- 109 posts
- Offline
Hi!
If you look the attached file… I have a fluid surface which is surrounded by a static object - acting as a tank, and a sphere that is falling into fluid.
The problem is that the fluid surface starts moving before the sphere hits it.
What is the “correct” way to stop this happening?
If you look the attached file… I have a fluid surface which is surrounded by a static object - acting as a tank, and a sphere that is falling into fluid.
The problem is that the fluid surface starts moving before the sphere hits it.
What is the “correct” way to stop this happening?
Houdini Indie and Apprentice » Buggy behavior RBD Glue Object and Glue Adjacent
- KiLa
- 109 posts
- Offline
Hi,
in the first file, i was able to get it working by reducing the Glue Strength (box_active-node) to 10
in the first file, i was able to get it working by reducing the Glue Strength (box_active-node) to 10
Houdini Indie and Apprentice » Glue constraint between static and normal RBD object
- KiLa
- 109 posts
- Offline
Thank you for the reply!
Your scene was a bit too complicated for me (it doesnt require that much to get that status!), but if i interpreted the file correctly, you are using the RBD objects active/passive state to include it into simulation?
If so, you are doing the same that was done in this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29093 [sidefx.com]
In there, Use Deforming Geometry-option, in RBD Fractured Geometry-node, was used to import custom attributes from the SOP in to DOP, but in your file, you are not using it and still you can access the “trigger” point attribute?!?!
Your scene was a bit too complicated for me (it doesnt require that much to get that status!), but if i interpreted the file correctly, you are using the RBD objects active/passive state to include it into simulation?
If so, you are doing the same that was done in this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29093 [sidefx.com]
In there, Use Deforming Geometry-option, in RBD Fractured Geometry-node, was used to import custom attributes from the SOP in to DOP, but in your file, you are not using it and still you can access the “trigger” point attribute?!?!
Houdini Indie and Apprentice » Glue constraint between static and normal RBD object
- KiLa
- 109 posts
- Offline
Can you create a glue constraint between static, or passive, and “normal” (active) RBD object?
Im trying to create simulation where the center of the bridge is crashing, while the ends will remain in their initial position (end parts are above the ground)
If i use glue for the entire fractured part of the bridge, the entire part will fall, as one piece.
I tired to create the static/normal link, but it doesnt seem to work
Im trying to create simulation where the center of the bridge is crashing, while the ends will remain in their initial position (end parts are above the ground)
If i use glue for the entire fractured part of the bridge, the entire part will fall, as one piece.
I tired to create the static/normal link, but it doesnt seem to work
Houdini Indie and Apprentice » Including objects into simulation one by one
- KiLa
- 109 posts
- Offline
Houdini Indie and Apprentice » Including objects into simulation one by one
- KiLa
- 109 posts
- Offline
Haaa, niiice!
A question, if i may: where does this $NAME variable comes from? The one that you are using in the partition1 rule-fiedl.
A question, if i may: where does this $NAME variable comes from? The one that you are using in the partition1 rule-fiedl.
Houdini Indie and Apprentice » Including objects into simulation one by one
- KiLa
- 109 posts
- Offline
Im trying to add/include objects into Rigid body simulation gradually…
In the attached scene, i have 8 spheres, which im trying to add into simulation using the nodes that were created when using RBO Fractured Object-tool. My goal was to simulate a bridge that is crumbling behind a hero (= sphere )
First i created a “name”-primitive attribute: Voronoi fracturing seems to create it, and the Dop import/RBO Fractured object nodes seems to require it.
Then i created another, “useInSim”-point attribute: my intention was to use this in DOP network, to control which objects are active in simulation.
But it doesnt work
It seems that the “useInSim” attribute is always 0 (Details view in DOP) and still the objects are included into simulation.
What is the correct way to do this? How can we add/include objects into simulation one by one?
And one more thing: when i checked the “useInSim” attribute in DOP network, it was always 0. But in the same frame, in the SOP level, it was set to 1, as expected?!?!
In the attached scene, i have 8 spheres, which im trying to add into simulation using the nodes that were created when using RBO Fractured Object-tool. My goal was to simulate a bridge that is crumbling behind a hero (= sphere )
First i created a “name”-primitive attribute: Voronoi fracturing seems to create it, and the Dop import/RBO Fractured object nodes seems to require it.
Then i created another, “useInSim”-point attribute: my intention was to use this in DOP network, to control which objects are active in simulation.
But it doesnt work
It seems that the “useInSim” attribute is always 0 (Details view in DOP) and still the objects are included into simulation.
What is the correct way to do this? How can we add/include objects into simulation one by one?
And one more thing: when i checked the “useInSim” attribute in DOP network, it was always 0. But in the same frame, in the SOP level, it was set to 1, as expected?!?!
Houdini Indie and Apprentice » Delete geometry
- KiLa
- 109 posts
- Offline
Thank you! Im using version 12.5.316.22…so its a bit strange why its not working here…
But anyways - this is working fine! …intresting…
Thx again!
But anyways - this is working fine! …intresting…
Thx again!
Houdini Indie and Apprentice » Delete geometry
- KiLa
- 109 posts
- Offline
@badhairday: ty for the reply, but the scene seems to behave just like the one i posted, tho i will get an error when loading it - skipping unrecognized parameter “mergeop” in obj/box/solver1/d/s/toSim
@hanton: yep, that was the way i solved it, but i was wondering if there is a “better” way to do it
@hanton: yep, that was the way i solved it, but i was wondering if there is a “better” way to do it
Houdini Indie and Apprentice » Delete geometry
- KiLa
- 109 posts
- Offline
Hi!
Is there a way to delete piecec of geometry permanently? If you look the attached file, it will eplain this more clearly
There is fractured/animated box. In a group SOP, i select pieces that are inside the bounding box, and delete them. The problem is that when the geo comes outside the bounding box, the once deleted pieces reappear.
Is there a way to delete piecec of geometry permanently? If you look the attached file, it will eplain this more clearly
There is fractured/animated box. In a group SOP, i select pieces that are inside the bounding box, and delete them. The problem is that when the geo comes outside the bounding box, the once deleted pieces reappear.
Houdini Indie and Apprentice » problem with wire objects in H12
- KiLa
- 109 posts
- Offline
Im not sure if this related to your problem, but i had wierd problem with lines: when creating one, the point's that i placed on the grid, were all over the place - some of them below the grid and and some above.
I installed a newer version and all worked as expected.
I installed a newer version and all worked as expected.
Houdini Indie and Apprentice » Q about shading
- KiLa
- 109 posts
- Offline
Houdini Indie and Apprentice » Q about shading
- KiLa
- 109 posts
- Offline
Haa - i think i found it . The world inside the Mantra Shader is a bit scary place tho
Another question arises: if you look the attached file… why scene view is using the green color for the specular highlights and the render preview is using the color from the light? Is the Specular Color used only for preview purposes?
EDIT: Open the SHOP network and change the view to Render view… Houdini doesnt seem to save the desktop with the file
Another question arises: if you look the attached file… why scene view is using the green color for the specular highlights and the render preview is using the color from the light? Is the Specular Color used only for preview purposes?
EDIT: Open the SHOP network and change the view to Render view… Houdini doesnt seem to save the desktop with the file
Houdini Indie and Apprentice » Q about shading
- KiLa
- 109 posts
- Offline
ty for the reply - will test that tonight when im home again
I have a 3ds Max background, and there i can place a procedural noise texture (= node) in the specular reflections slot… or any other kind of map for that matter , so i was a bit suprised to see that in the Houdini's Mantra shader, the only default type for the reflection map was file/image.
I have a 3ds Max background, and there i can place a procedural noise texture (= node) in the specular reflections slot… or any other kind of map for that matter , so i was a bit suprised to see that in the Houdini's Mantra shader, the only default type for the reflection map was file/image.
Houdini Indie and Apprentice » Q about shading
- KiLa
- 109 posts
- Offline
Is there a way to use noise map…node (!?!?) in Mantra Shaders Specular Map?
Currently the only way is to generate first the noise map, write it to file and then load the file in to Specular Map.
Is there a way to do that using nodes?
Noob here so be patient
Currently the only way is to generate first the noise map, write it to file and then load the file in to Specular Map.
Is there a way to do that using nodes?
Noob here so be patient
Houdini Indie and Apprentice » Fluid not colliding
- KiLa
- 109 posts
- Offline
-
- Quick Links