Hi,
see attached, stuff like that is easy in Houdini especially using particles and the id attribute which gets generated for free. To get more user control you could even make a set up that avoids a sim. Of course that would depend on what your end goal is.
Ive left adding a gradient to those generated lines as I think its something you can crack, think nurbs / uv and using a colour ramp in vops.
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Houdini Learning Materials » Use point source colour for particle colour.
- circusmonkey
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Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- circusmonkey
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Hi,
There is no bug,its just the way the wedge rop works, it was written way back for Houdini 9.5. Writing geometry to disk is not the issue. You can always peel open the wedge rop and do a bit of a re-write. Or like I mentioned in my first reply, revise your approach.
Rob
There is no bug,its just the way the wedge rop works, it was written way back for Houdini 9.5. Writing geometry to disk is not the issue. You can always peel open the wedge rop and do a bit of a re-write. Or like I mentioned in my first reply, revise your approach.
Rob
Edited by circusmonkey - Jan. 1, 2017 18:25:06
Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- circusmonkey
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Hi , it works if you use 2 wedge rops. Merge rops are not supported and make a few adjustments to the rops , ie set a file path , set the take to current.
The wedge ROP is pretty outdated now and in dire need of an update ie for farm rendering.
Rob
The wedge ROP is pretty outdated now and in dire need of an update ie for farm rendering.
Rob
Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- circusmonkey
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Hi, your really over thinking this and making it for more complex than it needs to be. You have no wedge values for either take. If you want to use takes , just add another mantra ROP and set to your take 2 , chain your mantra rops and hit render , making sure you define a path to a file.
Rob
Rob
Technical Discussion » Particles follow volume
- circusmonkey
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Unfortunately in the real world there is not a tutorial for everything, you just have to get digging and start exploring ideas and break your problem down into bite sized chunks. Fortunately Houdini is the perfect tool for this. Addictive as your problem is I have to get back to work, but here's 10mins of digging around with the problem to get a base start point. ie using the trail sop , adding a attribute that's got a value on each start frame. So we can see whats happening to all the points over the frame range. so we can see a slice of whats happening .
Rob
Rob
Technical Discussion » Particles follow volume
- circusmonkey
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That does not sound ideal ….
Off the top of my head > I would just add a trail sop to create all my points over the entire animation range, then as your points turn on / off per frame, you could use that as a boolean trigger to emit particles from your trail ie > active or not. Create a direction vel vector and emit from there with pops.
You could refine further by creating lines from emitted pops / trail sop , based on a attribute , then create a flow direction vector and emit from there. Certainly a few options , fancy sharing a clip of your pointcloud ?.
Rob
Off the top of my head > I would just add a trail sop to create all my points over the entire animation range, then as your points turn on / off per frame, you could use that as a boolean trigger to emit particles from your trail ie > active or not. Create a direction vel vector and emit from there with pops.
You could refine further by creating lines from emitted pops / trail sop , based on a attribute , then create a flow direction vector and emit from there. Certainly a few options , fancy sharing a clip of your pointcloud ?.
Rob
Houdini Lounge » Practicing Patience for release 16
- circusmonkey
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Truth is I'm pretty average in talent, and I kinda need this to be a good generalist product. Even though I know that isn't what Houdini excels at doing. I hope to eventually get further along with my skills, but upfront I'm hoping for some simple material and render settings to be polished with the upcoming version.
The material and render settings are simple.
Do remember that if achieving creative goals is made so simple that anyone can do it ie > press button > make awesome explosion, your potential employer pay packet I am sure will reflect that fact.
Technical Discussion » Flip > POP advect by volume Vs Pump by volume
- circusmonkey
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Technical Discussion » overriding object and group materials
- circusmonkey
- 2624 posts
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Sounds like you need to use the parameter spreadsheet and filtering to target all those material objects. Or use bundles to override a object material.
Technical Discussion » Flip Fluid Collision
- circusmonkey
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Hi,
If your looking to have the effect of an object scoop up some liquid fluids the object need to actually have some thickness, as volumes are used to calculate collisions. Right now you have none.
If your looking to have the effect of an object scoop up some liquid fluids the object need to actually have some thickness, as volumes are used to calculate collisions. Right now you have none.
Technical Discussion » Exclude Primitives normals facing out ?
- circusmonkey
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Technical Discussion » Render multiple ifd files at one time?
- circusmonkey
- 2624 posts
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Well if your using linux something like, will work. Dont know about wondows
#!/bin/csh -f
set i = 1
while ($i <= 10)
mantra -j 3 -V a -f file.$i.ifd
echo rendering file.$i.ifd
@ i++
end
echo “all done”
R
#!/bin/csh -f
set i = 1
while ($i <= 10)
mantra -j 3 -V a -f file.$i.ifd
echo rendering file.$i.ifd
@ i++
end
echo “all done”
R
Technical Discussion » Viewport Render vs Mantra Render - Fur
- circusmonkey
- 2624 posts
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Without seeing a scene file > turn off preview as that uses the raytrace engine , make suure mantra is using PBR > render .Your viewer might still be off if your using a different LUT.
Really ? Ive used Mantra on countless movies to render shots with, never had a problem and its been way better than PRman.
Rob
Seems like an exposure/highlight clipping problem. Sorry if this isn't very precise, I'm not really an expert with Mantra (and judging by the rate I'm losing patience with it, I might never be)
Really ? Ive used Mantra on countless movies to render shots with, never had a problem and its been way better than PRman.
Rob
Technical Discussion » How can point to vector on basic grid?
- circusmonkey
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Hi,
See attached for a scene file on how to move points along N , in sops and create V at the same time.
Rob
See attached for a scene file on how to move points along N , in sops and create V at the same time.
Rob
Technical Discussion » hbatch.exe running in background
- circusmonkey
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ChrisCarneval
I have a simulation going to a file cache and started cache to disk in background.
So now hbatch.exe is running in the background working just fine.
The problem is houdini just crashed and the render scheduler isn't showing it anymore if I start houdini again.
Is there a way to pause the hbatch.exe ?
the only thing I can do now is to go into the task manager and kill it which I don't want…
Just leave Hbatch running in the background , why kill it ? .
Rob
Houdini Indie and Apprentice » Hopefully simple question
- circusmonkey
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Sounds like you need to turn on use Point color if that attribute is available on the shader.
Rob
Rob
Houdini Indie and Apprentice » Wedge ROP to create Flipbook quality previews
- circusmonkey
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eco_bach
I thought the Wedge ROP could be used as sort of a batch Flipbook renderer.
But in this tutorial you need to define a SOP path which points to either a specific piece of geometry or vdb.
https://vimeo.com/182534050 [vimeo.com]
And watching towards the end of this tutorial
https://archive.sidefx.com/images/stories/tutorials/wedge_ROP/wedge.mov [archive.sidefx.com]
I see you can also use a Mantra node as an Output Driver to create fully rendered images.
But, what would be even more useful (and much quicker)is to render out just the scene previews or screen grabs, similar to the way the Flipbook works.
Especially since the primary use of the Wedge ROP is to check your simulations.
Any Houdini experts know if there is a way to do this?
I am going to disagree its faster to use flipbook, depending on scene complexity it could be troublesome as you will need to have the display flags set and redraw all the geometry, could get heavy very quickly. Better would be to have the wedge ROP upgraded to the file cache sop ( RFE IN ) , then wrap it into a tool for a farm and then maybe use Quicktime / Nuke to Autobuild a take for dailies with the renders.
Rob
Technical Discussion » Trying to export FLIP fluid to Maya
- circusmonkey
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Technical Discussion » Viscous fluids and collisions
- circusmonkey
- 2624 posts
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Ive had a quick tidy up and all works as expected. Scene noted in green. The main clean was with your collision geometry vdb creation. The exterior / interior voxel banding of 1 is simply not enough to calculate the collision correctly especially when its tied to the particle separation value.
Technical Discussion » Trying to export FLIP fluid to Maya
- circusmonkey
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Hi , without following the tutorial, do you have a simple scene I can have to look at.The standard workflow is export the surfaced mesh with colour attributes for vel etc.
Rob
Rob
Edited by circusmonkey - Nov. 1, 2016 16:42:29
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