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Technical Discussion » How buggy Houdini is.
- PradeepBarua
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First of all upgrade to latest production build. Don't download daily builds which marked yellow or red. Those usually fail SESI internal test.
Houdini Learning Materials » Camera along path unexpected results ?
- PradeepBarua
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Houdini Indie and Apprentice » where is basic surface?
- PradeepBarua
- 443 posts
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PS - is there a master list of all nodes that are superseded by a newer node?
In material gallery almost all the materials are the collection of Material Shader Builder presets. Mantra Surface is also a preset of material Shader Builder and enhanced version of Basic Surface (H12 or before).
SESI hardly replaced any node. They add new nodes or modify older ones rather than replacing those.
With newer version workflow gets changed and you need to adopt that like VOPSOP to AttribVOP. They hide VOPSOP and improved functionality of AttribVOP which was introduced in H12.5.
You can alway opunhide hidden nodes if not removed from that version.
Houdini Indie and Apprentice » Copy Objects
- PradeepBarua
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Houdini Indie and Apprentice » Copy Objects
- PradeepBarua
- 443 posts
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Technical Discussion » FLIP particles missing in the middle of the scene
- PradeepBarua
- 443 posts
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Your second image what you called gap is because you are meshing a flip tank which creates to layers one is top and another is bottom.
You need only top layer for rendering. There is many ways to delete bottom layer. You can delete by bounding object or mask vdb or activate vdb by camera and vdb box which envelop only top layer.
You need only top layer for rendering. There is many ways to delete bottom layer. You can delete by bounding object or mask vdb or activate vdb by camera and vdb box which envelop only top layer.
Technical Discussion » FLIP particles missing in the middle of the scene
- PradeepBarua
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Houdini Learning Materials » Docs available offline?
- PradeepBarua
- 443 posts
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Only problem right now is that you need to have Houdini installed on laptop which you carrying with you in train. Otherwise Help > Houdini Help works fine.
Houdini Learning Materials » More than one sim at a time ?
- PradeepBarua
- 443 posts
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If you use same source and identical dop settings for both sim, you will get the same.
How did you created pyro sim? Did you used two different DOP Networks?
Post your file to check what's wrong in there.
How did you created pyro sim? Did you used two different DOP Networks?
Post your file to check what's wrong in there.
Houdini Indie and Apprentice » how to "kill" particles reaching max lifespan or a
- PradeepBarua
- 443 posts
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Or
Use new POPs which automatically removes killed particles (unused). You can set kill condition in POP Kill dop or in POP Source itself.
Use new POPs which automatically removes killed particles (unused). You can set kill condition in POP Kill dop or in POP Source itself.
Houdini Indie and Apprentice » how to "kill" particles reaching max lifespan or a
- PradeepBarua
- 443 posts
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Technical Discussion » Velocity Fields to Major Lines
- PradeepBarua
- 443 posts
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Technical Discussion » Large sim files
- PradeepBarua
- 443 posts
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I mean no need to use attribcreat to add viscosity. Set it on fluidsounce then modify down the chain. Points I figured out are based on my personal experience since 2008. Anyway work the way you feel comfortable.
Technical Discussion » Giving Pt's an specific point#
- PradeepBarua
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Technical Discussion » Giving Pt's an specific point#
- PradeepBarua
- 443 posts
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Can be also written as in AttribeWrangle:
if(@ptnum == 2)
i@pointid = @ptnum * 10;
or
setpointgroup(0, “test_grp”, 2, 1, “set”);
or
if(@ptnum == 2)
@group_test = 1;
Okay for a few point but painful for large number of points.
if(@ptnum == 2)
i@pointid = @ptnum * 10;
or
setpointgroup(0, “test_grp”, 2, 1, “set”);
or
if(@ptnum == 2)
@group_test = 1;
Okay for a few point but painful for large number of points.
Technical Discussion » Large sim files
- PradeepBarua
- 443 posts
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I want to suggest you some things to enhance your workflow.
1. Setting up viscosity everywhere doesn't make any sense. It really painful to change settings on so many places. If you want to read viscosity by attribute from sop then Fluid Source SOP have that option no need to add extra attributecreate and no need to set it on Flip Object DOP. Any way it's going to overwritten.
2. You can avoid color transfer from sphere by using paint sop.
3. CHOPs become very slow on large amount of points so avoid those on large number of points.
4. Avoid point SOP since you already used to AttribWrangle and AttribVop.
5. Avoid messing up with gravity. It results in unstable simulation.
1. Setting up viscosity everywhere doesn't make any sense. It really painful to change settings on so many places. If you want to read viscosity by attribute from sop then Fluid Source SOP have that option no need to add extra attributecreate and no need to set it on Flip Object DOP. Any way it's going to overwritten.
2. You can avoid color transfer from sphere by using paint sop.
3. CHOPs become very slow on large amount of points so avoid those on large number of points.
4. Avoid point SOP since you already used to AttribWrangle and AttribVop.
5. Avoid messing up with gravity. It results in unstable simulation.
Technical Discussion » FLIP sim
- PradeepBarua
- 443 posts
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Technical Discussion » Large sim files
- PradeepBarua
- 443 posts
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Can DOPs continue with a simulation from .bgeo files?
Absolutely not but I don't know what you exactly mean by that.
Technical Discussion » Large sim files
- PradeepBarua
- 443 posts
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And I think the main reason why Houdini crashes is because it runs out of memory to use.
That's why I'm eager to know why Houdini keeps filling up my RAM when I tell it to write to disk.
Houdini works better on real world units (SI). Your head geometry is way to big. It's 20 x 30 x 20 = 12000 cubic meter that means it's huge water tank.
I scaled it down to real world units and it works fine, very fast and taking only 1GB of RAM.
Edited by - March 2, 2015 11:24:36
Technical Discussion » Large sim files
- PradeepBarua
- 443 posts
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