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Technical Discussion » Normalize scalar field
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- eetu
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Here's an example, the key is Volume Reduce SOP. There are a couple of extra nodes to get a scalar speed from vector velocity.
Houdini Lounge » Cookie SOP? Where is the love?
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- eetu
- 606 posts
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NimaNolan
hello guys…
so with this explains, how can we understand to houdini about create point on Meeting point of two geometry?
i don't fine any expression or vex node about that so in this case we need to HDK?
thanks.
Isn't that just what Cookie SOP does, in crease mode?
Houdini Learning Materials » Pyro Splotchyness problem
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- eetu
- 606 posts
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To me that looks more like an artefact of too large simulation steps. Try adding substeps in your solver and see if it helps.
Houdini Lounge » Changing behaviour of the arrow keys?
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- eetu
- 606 posts
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I think the original poster meant that repeatedly pressing (or keeping pressed) the forward button (right arrow) will trigger the actual play mode.
I think I have run into that on windows, very sporadically, for years.
There was also this fix quite a while ago, but I think it didn't really fix it for me back then.
https://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=Alpha&view=FULL&logfile=ALL&icon=ALL&version=ALL&buildstart=&buildend=&perpage=20&search=%22run+away%22&find=Find [sidefx.com]
I think I have run into that on windows, very sporadically, for years.
There was also this fix quite a while ago, but I think it didn't really fix it for me back then.
https://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=Alpha&view=FULL&logfile=ALL&icon=ALL&version=ALL&buildstart=&buildend=&perpage=20&search=%22run+away%22&find=Find [sidefx.com]
Technical Discussion » Wave Controlled Shape like Surf Up
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- eetu
- 606 posts
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Check out this blog, https://def.erikvandertier.com/blog/houdini/surfs-up/ [def.erikvandertier.com]
Technical Discussion » essential pop network question...
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- eetu
- 606 posts
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Hey,
the Emission Type in your POP Source DOP is set to “Surfaces”. As your first input geometry is all points and no surfaces it does not work. Either change your sourcing geometry to e.g. a torus, or change the Emission Type to points.
the Emission Type in your POP Source DOP is set to “Surfaces”. As your first input geometry is all points and no surfaces it does not work. Either change your sourcing geometry to e.g. a torus, or change the Emission Type to points.
Houdini Indie and Apprentice » new apprentice user, some questions ...
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- eetu
- 606 posts
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Mike_RBYou might want take a look the hip file here; http://forums.odforce.net/topic/8471-eetus-lab/?p=119237 [forums.odforce.net]
Thanks for the file. What types of nodes should I be looking at to say grow geometry along splines? Like tendrils/vines growing….
Technical Discussion » Box Mapping instances.
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- eetu
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I suppose there is a way to get the instance transforms - but at this point I have to ask is there really no way to use uvs, offset in some way by the initial position of the instance point, for example?
Technical Discussion » Box Mapping instances.
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- eetu
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If you want to have a sharp edge, check which axis is the closest to your normal, and choose between 3 mapping nodes based on that. Theer is an implementation of that inside an old ubershader [forums.odforce.net] I did, if you feel brave enough to dig in.
Incidentally I just happened to redo this in Unity. I wanted smooth transitions between the directions, so this time I did it by raising the normal vector to n'th power (n being the transition tightness), re-normalizing, and then blending between the three axis-aligned mapping results according to the vector components. (added bonus - no branches on gpu)
Incidentally I just happened to redo this in Unity. I wanted smooth transitions between the directions, so this time I did it by raising the normal vector to n'th power (n being the transition tightness), re-normalizing, and then blending between the three axis-aligned mapping results according to the vector components. (added bonus - no branches on gpu)
Technical Discussion » Box Mapping instances.
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- eetu
- 606 posts
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Shading in Mantra happens in camera coordinates. You need to add a transform vop before the uv mapping vop to work in object coordinates.
Technical Discussion » Hard Splash
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- eetu
- 606 posts
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Depending on your sim, you might get away with some sort of distance-based displacement without any simulation on your yoghurt or whipped cream or whatever it is. It is of course a bit “dead” compared to a sim, but at least the displacement cross section is very controllable.
Technical Discussion » microsolvers and FLIP fluids
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- eetu
- 606 posts
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Yeah, here's a quickie example. I just added point colors to the flip sources, and they survive the simulation. If you want individual particle colors to be mixed then you need to do that yourself. Depending on how you render the simulation output, you might need to transfer the color from the particles to the volume, as I did here. (just add Cd to the existing v)
Technical Discussion » microsolvers and FLIP fluids
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- eetu
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Depends. Some microsolvers are made with a certain solver in mind, but some are more general. One clear classification is whether a microsolver operates on geometry or volume data, and that naturally dictates where it can be used. FLIP solver uses both particle geometry and volume fields so in theory microsolvers from both camps could be used, but it really depends on the given solver. You need to understand the FLIP solver quite well to really know what microsolvers make sense in which stage of the solver.
Attached is the minimal example of attaching a Gas Blur microsolver to the FLIP solver. It's set to blur the vel field, resulting in a more viscous behaviour.
I have some more involved hips up here [forums.odforce.net], here [forums.odforce.net], here [forums.odforce.net] and here [forums.odforce.net].
Attached is the minimal example of attaching a Gas Blur microsolver to the FLIP solver. It's set to blur the vel field, resulting in a more viscous behaviour.
I have some more involved hips up here [forums.odforce.net], here [forums.odforce.net], here [forums.odforce.net] and here [forums.odforce.net].
Technical Discussion » VEX HELP: including voptype.h
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- eetu
- 606 posts
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You can find the include files in your houdini install directory/houdini/vex/include/voptype.h
There isn't much anything interesting in voptype.h, but voplib.h is already quite a bit more interesting.
There isn't much anything interesting in voptype.h, but voplib.h is already quite a bit more interesting.
Technical Discussion » [Python]Cut/Paste From One Node To Another
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- eetu
- 606 posts
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I'm not sure if this helps in what you're actually trying to achieve in the end, but in similar-sounding situations I've used Object Merge nodes with a “*/*/*/file1” style pattern to collapse a lot of stuff into a single bgeo.
Technical Discussion » Measure Geometry Thickness
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- eetu
- 606 posts
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You could raycast along the viewdirection and see how far the next hit is. Very minimal shader attached.
Technical Discussion » randomized instance objects in VEX or VOP SOP
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- eetu
- 606 posts
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Technical Discussion » color smoke based on image pixels
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- eetu
- 606 posts
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Here's an older thread with a vanilla solution, probably a bit more complicated though.
http://forums.odforce.net/topic/17565-emit-smoke-color-from-a-texture/ [forums.odforce.net]
http://forums.odforce.net/topic/17565-emit-smoke-color-from-a-texture/ [forums.odforce.net]
Houdini Indie and Apprentice » [SOLVED]Decal Like Effect Using Mantra Surface?
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- eetu
- 606 posts
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Dany Bittel's PBR Layered Material might be something you would like then, although itäs not free.
http://www.orbolt.com/asset/_danylyon::PBR_layered_material [orbolt.com]
http://www.orbolt.com/asset/_danylyon::PBR_layered_material [orbolt.com]
Houdini Indie and Apprentice » [SOLVED]Decal Like Effect Using Mantra Surface?
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- eetu
- 606 posts
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Mantra Surface doesn't have a layer compositing paradigm like that. If you donät need anything else, the Decal material might do what you need?
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