Hi,
I noticed polywire sop does not ( always) return a constant number of points, when applied to some animated curves ( i.e some lsystem curves with wire simulation )
Is there a way to achieve that ?
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Technical Discussion » polywire on lsystem curves.
- gui2one
- 101 posts
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Work in Progress » windy lsystem tree
- gui2one
- 101 posts
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Hi matthias, I have planed to share this asset soon, but I lack some time work on it these days. To be honest, I wanted to try and sell it for a couple of bucks on Orbolt asset store, because as I am building it, it's becoming quite a “sophisticated” asset. I spent a little to much time and sweat on that one, to just give it away.
:roll:
That being said. the smooth transitions between trunk and branches is not really my doing. The polywire sop takes care of that automatically when given a set of polygons.
:roll:
That being said. the smooth transitions between trunk and branches is not really my doing. The polywire sop takes care of that automatically when given a set of polygons.
Technical Discussion » fur procedural. what's wrong with my setup ?
- gui2one
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thanks for the feedback ^^
I think nice to have the option not to export a ton of geometry at render time ( if you have millions of grass blades ) when it can be generated directly by mantra. The main advantage is there I guess.
Actually, now I use both in my setup, because of course I wanted my grass to be dynamic. Simulating hundreds of thousands of grass blades was not an options. So I simulate only some guides (Sop version ) . and the mantra interpolates a ton of new blades in between them.
It works pretty fine, but I must say, I though it would be a lot easier to set up.
I learned a lot though
I think nice to have the option not to export a ton of geometry at render time ( if you have millions of grass blades ) when it can be generated directly by mantra. The main advantage is there I guess.
Actually, now I use both in my setup, because of course I wanted my grass to be dynamic. Simulating hundreds of thousands of grass blades was not an options. So I simulate only some guides (Sop version ) . and the mantra interpolates a ton of new blades in between them.
It works pretty fine, but I must say, I though it would be a lot easier to set up.
I learned a lot though
Technical Discussion » Houdini Python autocompletion
- gui2one
- 101 posts
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Hi, a good thing to know ( if you don't already ) is that houdini will prompt all the methods of an object if this object is stored in a variable.
if you type :
hou.node('/obj/geo1'). …. # houdini will prompt nothing
#but if you put the object in a variable, and then call a method on this variable
n = hou.node('/obj/geo1')
n. … # this will prompt every available method
Hope it helps
if you type :
hou.node('/obj/geo1'). …. # houdini will prompt nothing
#but if you put the object in a variable, and then call a method on this variable
n = hou.node('/obj/geo1')
n. … # this will prompt every available method
Hope it helps
Technical Discussion » fur procedural. what's wrong with my setup ?
- gui2one
- 101 posts
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I finally made it work.
I'm still not sure about what I was doing wrong. I tried to work around the problem I had before, so I don't know which one of the changes did the trick. But I suspect it was the guide geometry that was (one of) the problem(s). By that I mean I didn't specify any reference for any guide geometry on the mantra fur_procedural shader
I also suspect that it needs to have absolute paths to nodes: I used “opfullpath” expression everywhere I had a relative reference to a node in the asset.( it seems obvious now, but weirdly , there was no message to warn me about absolute references in the asset, as I have usually)
I attached an image of the current result so far.
I was a little surprised to see that this image took the same amount of RAM ( around 15 giga) , using Sop fur procedural and using Mantra fur procedural.
Besides the fact that Houdini doesn't have to generate fur curves when exporting to mantra ( if I understand it well ), is there some other advantage ? memory wise ?
I'm still not sure about what I was doing wrong. I tried to work around the problem I had before, so I don't know which one of the changes did the trick. But I suspect it was the guide geometry that was (one of) the problem(s). By that I mean I didn't specify any reference for any guide geometry on the mantra fur_procedural shader
I also suspect that it needs to have absolute paths to nodes: I used “opfullpath” expression everywhere I had a relative reference to a node in the asset.( it seems obvious now, but weirdly , there was no message to warn me about absolute references in the asset, as I have usually)
I attached an image of the current result so far.
I was a little surprised to see that this image took the same amount of RAM ( around 15 giga) , using Sop fur procedural and using Mantra fur procedural.
Besides the fact that Houdini doesn't have to generate fur curves when exporting to mantra ( if I understand it well ), is there some other advantage ? memory wise ?
Technical Discussion » fur procedural. what's wrong with my setup ?
- gui2one
- 101 posts
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Hi, I am really scratching my head on this.
I am trying to build a simple grass asset, using houdini fur tools.
I used a furSop to build some curves, and a couple of cvex shaders for the skin attributes and guides attributes.
I can see the effect of the cvex code on the curves in the viewport, and in mantra.
The strands are shaded, I took care of the orient attributes by randomizing it.
Everything works correctly.
I then decide to use a fur procedural, to be able to up the number of grass blades to a bigger without making my pc burn.
I feed the necessary information to the fur procedural node.
It works fine to, I struggled a little with the orient attributes, which I set in sops ( I had to migrate it to cvex guide shader for mantra to pick it)
All is nice, but the bad part is coming …
As soon as I open the type property window to promote some parameters. The fur procedural “stopped working” ( I saw it in the progressive render view, which was active at the time )
I retried the exact same set up from scratch, saw it work again, and then stopped working …
And now I can never get it to work again.
I really don't get it.
Does someone have a clue ?
Ps: I join the asset containing the set up I am talking about
Sorry for the long explaination
I am trying to build a simple grass asset, using houdini fur tools.
I used a furSop to build some curves, and a couple of cvex shaders for the skin attributes and guides attributes.
I can see the effect of the cvex code on the curves in the viewport, and in mantra.
The strands are shaded, I took care of the orient attributes by randomizing it.
Everything works correctly.
I then decide to use a fur procedural, to be able to up the number of grass blades to a bigger without making my pc burn.
I feed the necessary information to the fur procedural node.
It works fine to, I struggled a little with the orient attributes, which I set in sops ( I had to migrate it to cvex guide shader for mantra to pick it)
All is nice, but the bad part is coming …
As soon as I open the type property window to promote some parameters. The fur procedural “stopped working” ( I saw it in the progressive render view, which was active at the time )
I retried the exact same set up from scratch, saw it work again, and then stopped working …
And now I can never get it to work again.
I really don't get it.
Does someone have a clue ?
Ps: I join the asset containing the set up I am talking about
Sorry for the long explaination
Technical Discussion » long "saving time" on a NAS
- gui2one
- 101 posts
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Hi, I noticed some pretty long saving time when saving a hip file on my NAS. Defenetly longer than file size would require.
I am not at all a specialist regarding network things.
I do not experience this with any other program, ( after effects , photoshop or others … )
Is there something special to configure for houdini ?
I am not at all a specialist regarding network things.
I do not experience this with any other program, ( after effects , photoshop or others … )
Is there something special to configure for houdini ?
Work in Progress » windy lsystem tree
- gui2one
- 101 posts
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Hi,
here is another result obtained with my tree asset.
https://vimeo.com/139057373 [vimeo.com]
critics are welcome :?
here is another result obtained with my tree asset.
https://vimeo.com/139057373 [vimeo.com]
critics are welcome :?
Technical Discussion » progress bar update in python panel
- gui2one
- 101 posts
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Hi, I am trying to make a progress bar ( in a python panel ) update during the cooking of a copy Sop ….
Is it even possible ?
I have been exploring the hou module, and I can't find a way to access a UI element in a python panel.
I also tried the other way around : making the progress bar “listen” to the copy Sop. But I didn't succeed either. but knowing how power Qt is, there might be more hoep in that approach.
Is it even possible ?
I have been exploring the hou module, and I can't find a way to access a UI element in a python panel.
I also tried the other way around : making the progress bar “listen” to the copy Sop. But I didn't succeed either. but knowing how power Qt is, there might be more hoep in that approach.
Technical Discussion » camera reset on selection issue
- gui2one
- 101 posts
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A ticket have been added
“Side Effects Support Ticket: #29530”
At least they'll look into that.
In the mean time I thought of a workaround … simply parent the camera node to a null, and animate the null. I tried it in a hip file with the bug, and the camera just resets to 0,0,0 as usual , but it doesn't matter anymore 8)
I hope it does the trick
“Side Effects Support Ticket: #29530”
At least they'll look into that.
In the mean time I thought of a workaround … simply parent the camera node to a null, and animate the null. I tried it in a hip file with the bug, and the camera just resets to 0,0,0 as usual , but it doesn't matter anymore 8)
I hope it does the trick
Technical Discussion » camera reset on selection issue
- gui2one
- 101 posts
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hmm nope I made a mistake, It just happened when handle in “aligned to world” mode …
grrr it's getting VERY annoying. I can't think of any workaround that nasty little bug.
grrr it's getting VERY annoying. I can't think of any workaround that nasty little bug.
Technical Discussion » camera reset on selection issue
- gui2one
- 101 posts
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I think I finally narrowed something down !
It seems to happended only when the handle of the camera is in mode “aligned to object” .
I use the shortcut very often : “M” key
Can anyone confirm that ?
It seems to happended only when the handle of the camera is in mode “aligned to object” .
I use the shortcut very often : “M” key
Can anyone confirm that ?
Work in Progress » First post! pouring Caramel
- gui2one
- 101 posts
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Hi, just of the top of my head.
I think introducing a temperature attribute could work. trying to mimic caramel becoming more viscous as it cools down, particularly on thin parts.
Maybe treat the “high curvature” zones separately.
Just thinking out loud
I think introducing a temperature attribute could work. trying to mimic caramel becoming more viscous as it cools down, particularly on thin parts.
Maybe treat the “high curvature” zones separately.
Just thinking out loud
Technical Discussion » Whitewater issue. Someone please elaborate!
- gui2one
- 101 posts
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Technical Discussion » lsystem tree wire dynamic
- gui2one
- 101 posts
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I didn't activate self collisions in my sim. Sim times are already high enough
Looking at another sim I ran, I can tell that, for the other wire affectors, wire width is taken into account. I can see some wheeping branches clearly “coiling” around a bigger branch. It's a little hard to see in these conditions though. I should test this in simpler conditions, but it's Sunday, and I am a little lazy
Looking at another sim I ran, I can tell that, for the other wire affectors, wire width is taken into account. I can see some wheeping branches clearly “coiling” around a bigger branch. It's a little hard to see in these conditions though. I should test this in simpler conditions, but it's Sunday, and I am a little lazy
Edited by - Sept. 6, 2015 04:11:39
Technical Discussion » Syntax Explanation
- gui2one
- 101 posts
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Is this “.” alone ?! or part of a bigger expression
usually in houdini, a “.” can be the relative path to the current node ( the one you're working on).
It would help a lot to read the expression itself though.
usually in houdini, a “.” can be the relative path to the current node ( the one you're working on).
It would help a lot to read the expression itself though.
Technical Discussion » lsystem tree wire dynamic
- gui2one
- 101 posts
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Hmmm, but both of them (global geometric and local geometric) are not taking the wire width into account, if I'm right, only SDF is doing it (with really high sym times), do you have a workaround?
No, unfortunately I don't.
But are you sure SDF method is the only one taking the wire width into account ? It seems strange to me.
Technical Discussion » lsystem tree wire dynamic
- gui2one
- 101 posts
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I found so far that the best results are obtained using “global geometric” method (on the wire solver node). With a low “max collision resolve passes” (also on the wire solver node) ,the param is set to 8 passes in the preview below. Collisions are decent, they play their role. Using “local geometric” method with a far bigger number of samples resulted in crappy collision and deformations.
So for now, global Geometric is the way to go ^^
a preview :
https://youtu.be/FyI91OUXeaY [youtu.be]
So for now, global Geometric is the way to go ^^
a preview :
https://youtu.be/FyI91OUXeaY [youtu.be]
Technical Discussion » lsystem tree wire dynamic
- gui2one
- 101 posts
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Hi everyone, I am currently working on an asset that creates a lsystem tree , and animates it with dops. I am pretty happy with the result so far.
Here is a small example:
http://youtu.be/mECqmnfiOPk [youtu.be]
My question is about handling collisions for such a simulation.
In the example above, there are no collisions at all, whitch is not a problem in that case I think, but in certain situations (e.g stronger wind, denser foliage or weeping branches ) the need for decent collisions is much more obvious.
What is a good strategy for optimizing wire/wire collisions ?
My current system is : a base lsystem that goes for the few first generations, and a bunch of sub-lsytems attached to every end points of that base geometry. With no collisions, obviously, sim times are ok. But as soon as I activate collisions, and up the generations on the tree asset, sim time goes up pretty high.
Here is a small example:
http://youtu.be/mECqmnfiOPk [youtu.be]
My question is about handling collisions for such a simulation.
In the example above, there are no collisions at all, whitch is not a problem in that case I think, but in certain situations (e.g stronger wind, denser foliage or weeping branches ) the need for decent collisions is much more obvious.
What is a good strategy for optimizing wire/wire collisions ?
My current system is : a base lsystem that goes for the few first generations, and a bunch of sub-lsytems attached to every end points of that base geometry. With no collisions, obviously, sim times are ok. But as soon as I activate collisions, and up the generations on the tree asset, sim time goes up pretty high.
Edited by - Sept. 5, 2015 16:26:33
Technical Discussion » camera reset on selection issue
- gui2one
- 101 posts
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I can't seem to able to reproduce this behavior right now … I will try to post whenever it comes back.
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