hmm you're right.
I wish I had my file still running but it crashed after I applied some fan force to a cloth object
thing is, (bad me), I don't use the shelf that much yet, and all I've done earlier was to load the example file from the Houdini help, and swap the fluid object and solver for the Flip ones, than change the feedback parameter and it wasn't working.. but thank you!
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Technical Discussion » FlipDOP vs FluidObjectDOP
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Technical Discussion » FlipDOP vs FluidObjectDOP
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Hi,
these days I'm going through many of the provided examples in the Houdini help material and I've bumped today into the “Fluid Feedback” example, which shows a ball falling onto a fluid and floating instead of sinking, thanks to the Feedback Scale parameter in the fluid solver.
I swapped the fluid object and solver with a Flip Object and Flip solver, scaled the Feedback Scale parameter in the Solver tab again but the ball doesn't float … anyone can tell me what I am doing wrong?
thanks!
these days I'm going through many of the provided examples in the Houdini help material and I've bumped today into the “Fluid Feedback” example, which shows a ball falling onto a fluid and floating instead of sinking, thanks to the Feedback Scale parameter in the fluid solver.
I swapped the fluid object and solver with a Flip Object and Flip solver, scaled the Feedback Scale parameter in the Solver tab again but the ball doesn't float … anyone can tell me what I am doing wrong?
thanks!
Technical Discussion » Alembic GEO node without inputs
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Wolfwood
One quick suggestion is to just drop it inside of a subnet and transform and scale that.
Another suggestion is to just modify the Alembic Object's asset and re-expose the xform parms.
yeah I thought about that… although the Alembic I'm playing with has hundred of objects…
hmm.. I'll try the re-expose suggestion though! thanks didn't think about it.
Technical Discussion » Alembic GEO node without inputs
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Hi all,
These days I'm getting to try Alembic to see what's the advantages over FBX but I'm already stuck with one little disadvantage (or myself unable to sort it out otherwise) .. Alembix OBJ doesn't have any input, or parameter to handle it, that would allow me to, for example, hook it up to a “globalScale” Null where I scale my whole scene if needed … any hint on how to archive this or should I post a RFE?
thanks!
These days I'm getting to try Alembic to see what's the advantages over FBX but I'm already stuck with one little disadvantage (or myself unable to sort it out otherwise) .. Alembix OBJ doesn't have any input, or parameter to handle it, that would allow me to, for example, hook it up to a “globalScale” Null where I scale my whole scene if needed … any hint on how to archive this or should I post a RFE?
thanks!
Technical Discussion » Color bleeding AOV and Mantra
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Hi,
I'm trying to create the pass that would illuminate my character being affected by a “sphere of scattered points” nearby him. Such sphere has a lot of points.
What I'm doing at the moment is using a very simple vopshop which has an Incidence node inside, applied to the guy, and loading the baked particles which have a shader that reads Cd and applies it to Cf, but the resulting render is very slow and very very grainy, even when pushing up the samples.
Its been so long since I've been doing any shading or comping and I'm a little struggling and surely missing some new way of doing it with Mantra, any help would be very appreciated
Thanks!
I'm trying to create the pass that would illuminate my character being affected by a “sphere of scattered points” nearby him. Such sphere has a lot of points.
What I'm doing at the moment is using a very simple vopshop which has an Incidence node inside, applied to the guy, and loading the baked particles which have a shader that reads Cd and applies it to Cf, but the resulting render is very slow and very very grainy, even when pushing up the samples.
Its been so long since I've been doing any shading or comping and I'm a little struggling and surely missing some new way of doing it with Mantra, any help would be very appreciated
Thanks!
Work in Progress » Smoke Path Follow
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alejandrosum][one
nice one, I really like the detail you get there. .. I'm trying to archieve a similar effect (except the smoke get sucked into a black hole where it disappears) … and I'd be very curious to know more about your setup
thanks!
Thanks!!!
I'll upload soon the setup for H12, is more compact, better controls and very fast.
Cheers!!
oh wow thanks, that would be very very appreciated looking forward to it!
Work in Progress » Smoke Path Follow
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nice one, I really like the detail you get there. .. I'm trying to archieve a similar effect (except the smoke get sucked into a black hole where it disappears) … and I'd be very curious to know more about your setup
thanks!
thanks!
Technical Discussion » delayed load and attributes
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ahhh yeah that makes sense … although it isn't what I hoped so most likely it also ain't what I thought I'd heard …
oh well! … everything is so much faster that recaching is not yet a problem so I guess I'll try and keep double checking all my attributes.
Thanks for the hint though! I'll have a look at that.
oh well! … everything is so much faster that recaching is not yet a problem so I guess I'll try and keep double checking all my attributes.
Thanks for the hint though! I'll have a look at that.
Technical Discussion » delayed load and attributes
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Heya!
I think to remember, during Jeff's Houdini 12 London's presentation, being mentioned that now there's a way to change/add attributes after the geometry has been cache and before the delayed load during render … is that true and how to archive that?
I have right now some use for it!
Thanks
I think to remember, during Jeff's Houdini 12 London's presentation, being mentioned that now there's a way to change/add attributes after the geometry has been cache and before the delayed load during render … is that true and how to archive that?
I have right now some use for it!
Thanks
Technical Discussion » obtain the same detail ...
- VisualCortexLab
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Houdini Indie and Apprentice » Difference between render view and render output - why?
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buki
it's simple, you use micropoly engine by default, thats why you get blotchy render when you render in mplay, however when using renderview, the preview button forces mantra into raytrace mode and in raytrace mode the lights are much better sampled by default, so you get a nicer image.
if
you turn off the preview checkbox in renderview, you will get the same thing, the blotchy one.
that's pretty much what I meant, sorry I didn't added about the raytracing thing although the help page would have pointed that out first thing
I'm interested to know if that fixes the problem because I'd like to know otherwise if this is something different.
cheers
Technical Discussion » Pyro FX 2 Shader Videos
- VisualCortexLab
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paul
unified noise - absolutely brilliant! many thanks for this.
on another note - i'm afraid to say that the sesi marketing dept. is underselling this release! this was again mentioned on the 3d-pro mailing list :-/
I totally second your thoughts Paul…
Houdini Indie and Apprentice » Difference between render view and render output - why?
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hi,
check if the “preview” checkbox is enabled in the render view. \
it changes the render settings no matter what your mantra settings are, the online help will explain better what and why.
as per the sequence just render the output to an Image Viewer?
check if the “preview” checkbox is enabled in the render view. \
it changes the render settings no matter what your mantra settings are, the online help will explain better what and why.
as per the sequence just render the output to an Image Viewer?
Work in Progress » Smoke Custom Forces For Morph Effects
- VisualCortexLab
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wow that looks very nice indeed!! I'd love to know more too if you could share any infos or wips!
Technical Discussion » Houdini copy sop
- VisualCortexLab
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copy sop in a nutshell:
considering the template points being the local origin for each one of the new copies you need the original object to be placed at the world origin, facing the Z axis. such Z axis will then be aligned to the template points normals.
hope that helps
considering the template points being the local origin for each one of the new copies you need the original object to be placed at the world origin, facing the Z axis. such Z axis will then be aligned to the template points normals.
hope that helps
Work in Progress » Procedural Environment system UDK
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Houdini Lounge » Ghosted geometry attributes visibility
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twod
Since it's now been posted in the H12 sneak peek, I can comment
There will be separate display sets for Object and model-level geometry, which should eliminate this behaviour by default. There are also visibility options for most geometry decorations, such as only displaying them on selected components, and when the mouse is over or near the component.
tell me about it!!! I just saw the SNeak Peak video .. and teh Display visibility option one is my favorite!!! I literally said “holy s*hit that' amazing!!” … the “visibility biased pointer” is simply outstanding … now I can't wait, that was a massive tease!!"
Houdini Lounge » Ghosted geometry attributes visibility
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ops sorry, yeah you're right .. that works
Don't know what I've done wrong in my first attempt but thanks for that.
Don't know what I've done wrong in my first attempt but thanks for that.
Houdini Lounge » Ghosted geometry attributes visibility
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sorry I just realized that the previous screeshot wasn't too good, here's another one .. “light” viewport color scheme .. and the sphere now has higher point number to show the problem.
Imagine working on the grid GEO and wanting the sphere in Ghost mode, and you need to work on the grid's normals (and showing points numbers and markers) … I want to not see the sphere's point numbers/normals/markers.
hope this makes more sense.
Imagine working on the grid GEO and wanting the sphere in Ghost mode, and you need to work on the grid's normals (and showing points numbers and markers) … I want to not see the sphere's point numbers/normals/markers.
hope this makes more sense.
Houdini Lounge » Ghosted geometry attributes visibility
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Hi and thanks for your reply,
although I either got it wrong or it doesn't fix my thing.
see the attached image to describe the problem.
GEO1->grid
GEO20>sphere
I'm inside GEO1 and I don't want to see normals and point numbers (or point markers either) from GEO2.
although I either got it wrong or it doesn't fix my thing.
see the attached image to describe the problem.
GEO1->grid
GEO20>sphere
I'm inside GEO1 and I don't want to see normals and point numbers (or point markers either) from GEO2.
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