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Houdini Indie and Apprentice » Handling Large Volumes
- Sadjad Rabiee
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In simple word ,You can change some data of geometries in rendertime with CVEX before start rendering ,for example changing parameters of FUR via adding some noise or changing position of points or even density of volumes.
Houdini Indie and Apprentice » Handling Large Volumes
- Sadjad Rabiee
- 1391 posts
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Hi
Seems like Maya apply this noise in rendering time on the pixels ,not actual voxels (for final render not viewport).
So it's independent to voxel size.
For doing that inside Houdini you can use CVEX. Just assign a procedural shader to your volume and apply your noise to density inside CVEX. in this case your noise should be independent to voxel size and resolution.
Also for watching your noise inside viewport you can apply same noise in the SOP Level via Volume SOP.But exactly like Maya your viewport version is dependent to Voxels.
Seems like Maya apply this noise in rendering time on the pixels ,not actual voxels (for final render not viewport).
So it's independent to voxel size.
For doing that inside Houdini you can use CVEX. Just assign a procedural shader to your volume and apply your noise to density inside CVEX. in this case your noise should be independent to voxel size and resolution.
Also for watching your noise inside viewport you can apply same noise in the SOP Level via Volume SOP.But exactly like Maya your viewport version is dependent to Voxels.
Technical Discussion » Tweak geo cloth or FEM in an specific frame on a sim
- Sadjad Rabiee
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Hi
Usually for tweaking Geometry in the simulation time you should use SOP Solver ,You can change or edit points of geometry inside this node ,then Houdini used this new edit geo when simulation time.
Usually for tweaking Geometry in the simulation time you should use SOP Solver ,You can change or edit points of geometry inside this node ,then Houdini used this new edit geo when simulation time.
Technical Discussion » Particle attracted and glue to mesh
- Sadjad Rabiee
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Maybe the simplest and basic way is using POP Collision Detect and set it's Response parameter to Stick.
Technical Discussion » How set a max emission limit for Particles? offset? Particle Tool?
- Sadjad Rabiee
- 1391 posts
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Hi
1. for setup max particle count you don't have similar Max Count parameter in the Houdini and you have to do this manually ,you have couple of ways for doing that.
for example you can make simple tool for doing that via POP Wrangle.
Just use this Expression inside your POP Wrangle :
# Generate only 100 point
if (@id > 99)
removepoint(0,@ptnum);
2. Sorry I don't know what you looking for exactly !!!! please explain
3. The best way for doing that is scattering some random points on the surface ,Then use these points as source if particles. So you can place your points manually via Spray SOP or even using Paint SOP and Scatter SOP.
1. for setup max particle count you don't have similar Max Count parameter in the Houdini and you have to do this manually ,you have couple of ways for doing that.
for example you can make simple tool for doing that via POP Wrangle.
Just use this Expression inside your POP Wrangle :
# Generate only 100 point
if (@id > 99)
removepoint(0,@ptnum);
2. Sorry I don't know what you looking for exactly !!!! please explain
3. The best way for doing that is scattering some random points on the surface ,Then use these points as source if particles. So you can place your points manually via Spray SOP or even using Paint SOP and Scatter SOP.
Technical Discussion » Changing particle size
- Sadjad Rabiee
- 1391 posts
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Hi
Couple of options like :
Simply import position of the Camera in the Point VOP ,Subtract position of the particles with Camera position ,Then Use Length VOP for computing distance of the Camera position and Position of the Particles and export this parameter as pscale attribute.
Also there is a distance VOP node which you can use.
Couple of options like :
Simply import position of the Camera in the Point VOP ,Subtract position of the particles with Camera position ,Then Use Length VOP for computing distance of the Camera position and Position of the Particles and export this parameter as pscale attribute.
Also there is a distance VOP node which you can use.
Technical Discussion » Can I make Something like a soil and interact it with character ?
Technical Discussion » Can I make Something like a soil and interact it with character ?
- Sadjad Rabiee
- 1391 posts
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The simplest way is using Houdini Grain ,It has some parameters for adding clumping effects to the soils or snow.
However in the production we usually need to use a custom setup for controling velocity ,collision of particles.
for example using VEX codes inside a POP Wrangle or even using microsolvers .
But I believe you can find some good tutorials about this effect in the google
However in the production we usually need to use a custom setup for controling velocity ,collision of particles.
for example using VEX codes inside a POP Wrangle or even using microsolvers .
But I believe you can find some good tutorials about this effect in the google
Technical Discussion » What happened to 'Use Point Alpha' in Principled Shader and how to get it now?
- Sadjad Rabiee
- 1391 posts
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You can import any attributes inside Material shader netowork via Bind VOP or Parameter VOP and simply use this in your shader.
Just you should define exact same name as parameter name and connect this to your desire parameter inside shader.
Just you should define exact same name as parameter name and connect this to your desire parameter inside shader.
Houdini Lounge » HUG for London
- Sadjad Rabiee
- 1391 posts
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Houdini Indie and Apprentice » How can I render only the object and its shadow?
- Sadjad Rabiee
- 1391 posts
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Houdini Learning Materials » houdini deep rendring
- Sadjad Rabiee
- 1391 posts
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and also you should add Deep resolver parameter to the Camera node and set it to Deep Camera Map.
Technical Discussion » Mograph Effector Logo Animation
- Sadjad Rabiee
- 1391 posts
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Actually you have couple of ways ,I made two different method for doing this effect in the hip file ,please check them.
Technical Discussion » Creating a custom saver
- Sadjad Rabiee
- 1391 posts
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Hi
You can simply make two global variables for Shot and Job name ,Then simply use hou.hipFile module to access these variables and save your project based on them.
example :
currentFile = hou.hipfile
currentFile.setName(“/anywhere/blablabla.hip”)
currentFile.save()
You can simply make two global variables for Shot and Job name ,Then simply use hou.hipFile module to access these variables and save your project based on them.
example :
currentFile = hou.hipfile
currentFile.setName(“/anywhere/blablabla.hip”)
currentFile.save()
Technical Discussion » Foam, Spray and Bubble shading
- Sadjad Rabiee
- 1391 posts
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I am usually using Point method too ,You can take perfect result when you have million of particles with crazy small pscale and also adding motion blur in rendering
Houdini Learning Materials » Multiple Curves
- Sadjad Rabiee
- 1391 posts
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Hi
as sepu said ,The best method is using Skin SOP ,But I don't know why you said it didn't work for you !!!
I think you try to connect each curve to each input of Skin SOP ,right ? Because for doing that you have to merge both curves with together (via Merge SOP) then connect output of Merge SOP to first input of the Skin SOP ,That's all
as sepu said ,The best method is using Skin SOP ,But I don't know why you said it didn't work for you !!!
I think you try to connect each curve to each input of Skin SOP ,right ? Because for doing that you have to merge both curves with together (via Merge SOP) then connect output of Merge SOP to first input of the Skin SOP ,That's all
Technical Discussion » Add Hard Constraint between two particles !
- Sadjad Rabiee
- 1391 posts
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Hi my friend
unfortunately no , is there any method for doing that ?
not using RBD constraint or any native Houdini constraint tools ?
I want to doing this just with controlling P or V attr from VEX .
If yes ,So I should check this tutorial
unfortunately no , is there any method for doing that ?
not using RBD constraint or any native Houdini constraint tools ?
I want to doing this just with controlling P or V attr from VEX .
If yes ,So I should check this tutorial
Technical Discussion » Add Hard Constraint between two particles !
- Sadjad Rabiee
- 1391 posts
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Hi
Does anyone know how can I add a hard constraint between two or more particles ? exactly like RBD objects but it should be work for POP solver.
I prefer do this via custom VEX codes for manipulating P or V.
I tested different methods such as using verlet equation and control distance between particles without any good result ,Seems like this method should be use for Wire or cloth simulations which has stiffness But not for Hard constraint !!!
Thanks
S
Does anyone know how can I add a hard constraint between two or more particles ? exactly like RBD objects but it should be work for POP solver.
I prefer do this via custom VEX codes for manipulating P or V.
I tested different methods such as using verlet equation and control distance between particles without any good result ,Seems like this method should be use for Wire or cloth simulations which has stiffness But not for Hard constraint !!!
Thanks
S
Houdini Lounge » Noise direction question
- Sadjad Rabiee
- 1391 posts
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Hi
You can use N vector and multiply N by output of Noise .
for most of the Objects N vector should be has correct direction ( toward of outside of geometry) ,But about simple Circle you should make correct N direction before using Noise.
e.g add a Point SOP to the circle and use $TX ,$TY ,$TZ as N directions.
You can use N vector and multiply N by output of Noise .
for most of the Objects N vector should be has correct direction ( toward of outside of geometry) ,But about simple Circle you should make correct N direction before using Noise.
e.g add a Point SOP to the circle and use $TX ,$TY ,$TZ as N directions.
Houdini Lounge » Procedural, Parametric. Differences?
- Sadjad Rabiee
- 1391 posts
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Maybe Procedural and Parametric should be used with each other ,Because If you do a procedural things (witch means you have all your operation step by steps) in the Houdini ,Then you can promote some important parameters from this procedural network for doing some changes in final result
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