Any idea on how to obtain a custom Velocity direction based on referencing the normals of a geometry and obtaining tangents or perpendicular vectors?
The overall idea would be to pipe this into pops or autodop flip sim and have the particles flow around geo. Also, if there are better workflows I'm all ears.
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Houdini Indie and Apprentice » Custom Velocity based on tangents from normals directions
- tadian
- 90 posts
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Houdini Indie and Apprentice » Kill Particles in DOPs based on color
- tadian
- 90 posts
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I took a look at your setup. Thank you. That was the fix and is definitely helpful. Thank you very much for taking a look.
Houdini Indie and Apprentice » Kill Particles in DOPs based on color
- tadian
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Here is a WIP. It's under the indie license, hope you can open. If not I can throw it together in the NC. Anyway let me know your thoughts. Thanks a bunch.
Edited by tadian - Nov. 23, 2016 18:58:46
Houdini Indie and Apprentice » Kill Particles in DOPs based on color
- tadian
- 90 posts
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Hello, I'm using a sopsolver to transfer color to particles and that has been successful. However, I want to delete either particles colored black or white. I've tried popKill and Wrangle with various expressions. No luck. Any suggestions?
Houdini Indie and Apprentice » hqueue question
- tadian
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I was able to get hqueue setup and see clients. The problem is when I submit a job. Each client seems to attempt to render, however they all fail except for the machine that is the server. That one seems to render its frames. Any ideas on what may be happening here?
Houdini Indie and Apprentice » New PopNet - Advect by Volume - Not Working
- tadian
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Hey, I'm trying but somehow seem to be missing the solution.
Here's the scene file I'm working on its a tornado. If you dive into the tornado geo node I colored the 2 pop nodes as purple. One is the old way, which works. But the newer version just doesn't seem to work. Tried sourcing the context geo and still not seeing the effect work. I can use the older node, but would like to figure out the newer one if possible.
Here's the scene file I'm working on its a tornado. If you dive into the tornado geo node I colored the 2 pop nodes as purple. One is the old way, which works. But the newer version just doesn't seem to work. Tried sourcing the context geo and still not seeing the effect work. I can use the older node, but would like to figure out the newer one if possible.
Edited by tadian - Sept. 19, 2016 01:11:08
Houdini Indie and Apprentice » New PopNet - Advect by Volume - Not Working
- tadian
- 90 posts
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Nice tip. Thank you. If you don't mind me asking how then can I get data from outside the dops node?
I really appreciate the info. Very good stuff.
I really appreciate the info. Very good stuff.
Houdini Indie and Apprentice » New PopNet - Advect by Volume - Not Working
- tadian
- 90 posts
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So I can't get the new (relative term) - popnet to utilize advect by volume the way the old popnet did. It literally has no effect. Old setup was easy and now I can't get it to work. Any idea of whats going on?
Houdini Indie and Apprentice » Get rid of Fire Flies - tip
- tadian
- 90 posts
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This was frustrating me, so I wanted to share a solution.
Fire flies. If this has already been shared some where, my apologies…I just wasn't finding a solution…but figured out a simple and effective solution. I haven't tried this in every different shader. But would assume it should still apply in a similar manner. Like in maya a clamp seems to be a good solution. Kind of nice to put it in the shader instead of affecting the whole scene like MR for maya. So, kudos to houdini. What I did was drop a clamp between the surface model and the surface output. Specifically I clamped the Surface Color or Cf. Now, don't forget this last part…The clamp killed the vibrancy. So I changed the Max value to 2,2,2. This brought back the vibrancy but kept out the fire flies. So, play around with that to find something that works but is acceptable.
[flic.kr]fireFlies [flic.kr] by jibadajaba [flickr.com], on Flickr
[flic.kr]clamp2 [flic.kr] by jibadajaba [flickr.com], on Flickr
Fire flies. If this has already been shared some where, my apologies…I just wasn't finding a solution…but figured out a simple and effective solution. I haven't tried this in every different shader. But would assume it should still apply in a similar manner. Like in maya a clamp seems to be a good solution. Kind of nice to put it in the shader instead of affecting the whole scene like MR for maya. So, kudos to houdini. What I did was drop a clamp between the surface model and the surface output. Specifically I clamped the Surface Color or Cf. Now, don't forget this last part…The clamp killed the vibrancy. So I changed the Max value to 2,2,2. This brought back the vibrancy but kept out the fire flies. So, play around with that to find something that works but is acceptable.
[flic.kr]fireFlies [flic.kr] by jibadajaba [flickr.com], on Flickr
[flic.kr]clamp2 [flic.kr] by jibadajaba [flickr.com], on Flickr
Edited by tadian - May 28, 2016 15:01:44
Houdini Indie and Apprentice » CMIVFX - XML Cities
- tadian
- 90 posts
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That's a good idea. I've played around with the code alot…but not so much the xml. I'll play with that a bit. Thanks for the idea. I will try it out.
Houdini Indie and Apprentice » CMIVFX - XML Cities
- tadian
- 90 posts
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Awesome a Houdini Expert….Just what all of this may need
I have a feeling some form of functionality has been removed from houdini and this is causing the error. I hope there is a workaround.
OK, so this is for a new operator type - with operator name: OSMCity and Operator Label: OSMCity - Python Type - Network Type: Geometry Operator and finally saved as OSMCity.otl
Under Basic tab set the Minimum Inputs to 0 and the Maximum Inputs to 0
Go to the Code tab and run the code. You will get the following error…
Error: Python error: Traceback (most recent call last):
File “<stdin>”, line 57, in ,module
File “<stdin>”, line 23, in ,createCity
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\minidobm.py”' . line 1931 , in parseString return expatbuilder.parseString(string)
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\expatbuilder.py”, line 940, in parseString return builder.parseString(string)
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\expatbuilder.py”, line 223, in parseString parser.Parse(string, True)
ExpatError: no element found: line 12, column 4
Last thing: attaching img of the code to see if that will help with formatting.
I have a feeling some form of functionality has been removed from houdini and this is causing the error. I hope there is a workaround.
OK, so this is for a new operator type - with operator name: OSMCity and Operator Label: OSMCity - Python Type - Network Type: Geometry Operator and finally saved as OSMCity.otl
Under Basic tab set the Minimum Inputs to 0 and the Maximum Inputs to 0
Go to the Code tab and run the code. You will get the following error…
Error: Python error: Traceback (most recent call last):
File “<stdin>”, line 57, in ,module
File “<stdin>”, line 23, in ,createCity
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\minidobm.py”' . line 1931 , in parseString return expatbuilder.parseString(string)
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\expatbuilder.py”, line 940, in parseString return builder.parseString(string)
File “C:\PROGRA~1\SIDEEF~1\HOUDINI~1.16\python27\lib\xml\dom\expatbuilder.py”, line 223, in parseString parser.Parse(string, True)
ExpatError: no element found: line 12, column 4
Last thing: attaching img of the code to see if that will help with formatting.
Houdini Indie and Apprentice » CMIVFX - XML Cities
- tadian
- 90 posts
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So what's wrong with the code? It's what the dude did in the video. Just not working.
# This code is called when instances of this SOP cook.
node = hou.pwd()
geo = node.geometry()
# Add code to modify the contents of geo.
def createCity():
import xml.dom.minidom
document=“”“
<osm version=”0.6“ generator=”Overpass API“>
<bounds minlat=”48.8423“ minlon=”2.3157“ maxlat=”48.8665“ maxlon=”2.3831“/> <node id=”361029“ lat=”48.8457739“ lon=”2.3675260“ version=”8“ timestamp=”2016-02-27T23:10:15Z“ changeset=”37491193“ uid=”522742“ user=”josmougn“/>
<node id=”361031“ lat=”48.8474791“ lon=”2.3655560“ version=”10“ timestamp=”2010-04-24T20:33:32Z“ changeset=”4515716“ uid=”17286“ user=”Pieren“>
<node id=”361032“ lat=”48.8508895“ lon=”2.3672954“ version=”5“ timestamp=”2010-04-24T19:09:56Z“ changeset=”4514867“ uid=”17286“ user=”Pieren“>
<node id=”361035“ lat=”48.8521381“ lon=”2.3695760“ version=”6“ timestamp=”2012-09-17T10:15:20Z“ changeset=”13141345“ uid=”456113“ user=”eric_G“/>
<node id=”361036“ lat=”48.8487850“ lon=”2.3679961“ version=”10“ timestamp=”2010-01-19T22:34:18Z“ changeset=”3662928“ uid=”33634“ user=”lapinos03“/>
<node id=”361038“ lat=”48.8428684“ lon=”2.3639709“ version=”9“ timestamp=”2012-10-07T15:43:26Z“ changeset=”13399945“ uid=”456113“ user=”eric_G“/>
<node id=”361046“ lat=”48.8399618“ lon=”2.3618169“ version=”14“ timestamp=”2011-02-08T22:27:26Z“ changeset=”7231649“ uid=”17286“ user=”Pieren“/>
<node id=”361047“ lat=”48.8416665“ lon=”2.3519925“ version=”5“ timestamp=”2012-11-08T17:39:03Z“ changeset=”13799861“ uid=”456113“ user=”eric_G“>
<osm/>
”“”
map = xml.dom.minidom.parseString(document)
if(map.documentElement.tagName != “osm”):
print ('Bad File Type')
return
def handleNodes(xmlData):
bounds = xmlData.getElementsByTagName(“bounds”)
minlat = float(bounds.getAttribute('minlat'))
maxlat = float(bounds.getAttribute('maxlat'))
minlon = float(bounds.getAttribute('minlon'))
maxlon = float(bounds.getAttribute('maxlon'))
normalizingFactor = sizeMultiplier / max((maxlon-minlon),(maxlat-minlat))
nodes = xmlData.getElementsByTagName('node')
for node in nodes:
lat = float(node.getAttribute('lat'))
lon = float(node.getAttribute('lon'))
normalizedLat = (lat-minlat) * normalizingFactor
normalizedLon = (lon-minlon) * normalizingFactor
point = geo.createPoint()
handleNodes(map)
map.unlink()
createCity()
# This code is called when instances of this SOP cook.
node = hou.pwd()
geo = node.geometry()
# Add code to modify the contents of geo.
def createCity():
import xml.dom.minidom
document=“”“
<osm version=”0.6“ generator=”Overpass API“>
<bounds minlat=”48.8423“ minlon=”2.3157“ maxlat=”48.8665“ maxlon=”2.3831“/> <node id=”361029“ lat=”48.8457739“ lon=”2.3675260“ version=”8“ timestamp=”2016-02-27T23:10:15Z“ changeset=”37491193“ uid=”522742“ user=”josmougn“/>
<node id=”361031“ lat=”48.8474791“ lon=”2.3655560“ version=”10“ timestamp=”2010-04-24T20:33:32Z“ changeset=”4515716“ uid=”17286“ user=”Pieren“>
<node id=”361032“ lat=”48.8508895“ lon=”2.3672954“ version=”5“ timestamp=”2010-04-24T19:09:56Z“ changeset=”4514867“ uid=”17286“ user=”Pieren“>
<node id=”361035“ lat=”48.8521381“ lon=”2.3695760“ version=”6“ timestamp=”2012-09-17T10:15:20Z“ changeset=”13141345“ uid=”456113“ user=”eric_G“/>
<node id=”361036“ lat=”48.8487850“ lon=”2.3679961“ version=”10“ timestamp=”2010-01-19T22:34:18Z“ changeset=”3662928“ uid=”33634“ user=”lapinos03“/>
<node id=”361038“ lat=”48.8428684“ lon=”2.3639709“ version=”9“ timestamp=”2012-10-07T15:43:26Z“ changeset=”13399945“ uid=”456113“ user=”eric_G“/>
<node id=”361046“ lat=”48.8399618“ lon=”2.3618169“ version=”14“ timestamp=”2011-02-08T22:27:26Z“ changeset=”7231649“ uid=”17286“ user=”Pieren“/>
<node id=”361047“ lat=”48.8416665“ lon=”2.3519925“ version=”5“ timestamp=”2012-11-08T17:39:03Z“ changeset=”13799861“ uid=”456113“ user=”eric_G“>
<osm/>
”“”
map = xml.dom.minidom.parseString(document)
if(map.documentElement.tagName != “osm”):
print ('Bad File Type')
return
def handleNodes(xmlData):
bounds = xmlData.getElementsByTagName(“bounds”)
minlat = float(bounds.getAttribute('minlat'))
maxlat = float(bounds.getAttribute('maxlat'))
minlon = float(bounds.getAttribute('minlon'))
maxlon = float(bounds.getAttribute('maxlon'))
normalizingFactor = sizeMultiplier / max((maxlon-minlon),(maxlat-minlat))
nodes = xmlData.getElementsByTagName('node')
for node in nodes:
lat = float(node.getAttribute('lat'))
lon = float(node.getAttribute('lon'))
normalizedLat = (lat-minlat) * normalizingFactor
normalizedLon = (lon-minlon) * normalizingFactor
point = geo.createPoint()
handleNodes(map)
map.unlink()
createCity()
Houdini Indie and Apprentice » multiLayeredProjections
- tadian
- 90 posts
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Is there a way to do a multi layered projection shader like you can do in Nuke or in maya with the matte painters toolkit?
Thanks in advance.
Thanks in advance.
Houdini Indie and Apprentice » GI Joe for Houdini?
- tadian
- 90 posts
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If anyone remembers GI Joe for Maya…it was quick way to get fake but high quality bounce light. Is there anything like this for Houdini?
This can be done manually where you sample the light color off of a dome so to speak. Any python script to sample color of a dome based off of the angle of a light source?
This can be done manually where you sample the light color off of a dome so to speak. Any python script to sample color of a dome based off of the angle of a light source?
Houdini Indie and Apprentice » hbatch blowing out render
- tadian
- 90 posts
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Here's my issue. I render clouds and object to mplay. Render looks fine. I render through hbatch using the same mantra node and clouds look fine, but the object is blown out white. What could be causing this?
Houdini Indie and Apprentice » houdini Open GL
- tadian
- 90 posts
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I'm following along on a houdini projections tutorial and my constant shader doesn't work like in the tutorial. Renders fine with mantra. But I have to set things up in Maya and export for houdini. I just feel houdini shouldn't need to rely on maya for this.
It looks like an open gl issue. The shader is white, regardless of texture being assigned. Like I said it renders fine, but can't see it in the viewport. Ideas for houdini to not need maya for the initial setup?
It looks like an open gl issue. The shader is white, regardless of texture being assigned. Like I said it renders fine, but can't see it in the viewport. Ideas for houdini to not need maya for the initial setup?
Houdini Indie and Apprentice » Dynamic Field Distance
- tadian
- 90 posts
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Houdini Indie and Apprentice » Dynamic Field Distance
- tadian
- 90 posts
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Houdini Indie and Apprentice » Dynamic Field Distance
- tadian
- 90 posts
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Ok so maya has volumes that you can add to fields. Meaning a field like turbulence won't affect particles/fluid until the volume intersects with them.
Specifically what I'd like to do is blow particles as the camera is moving through them. Making it feel like the camera is causing this. In maya I would animate the camera, add a field of some sort and inside the field use volume volume shape that is parented to the camera.
How would this be done in Houdini. Certainly if Maya can do this, Houdini can.
Thanks in advance
Specifically what I'd like to do is blow particles as the camera is moving through them. Making it feel like the camera is causing this. In maya I would animate the camera, add a field of some sort and inside the field use volume volume shape that is parented to the camera.
How would this be done in Houdini. Certainly if Maya can do this, Houdini can.
Thanks in advance
Houdini Indie and Apprentice » Deep renders and lots of gigs
- tadian
- 90 posts
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Okay, so looks like things have to be 32 bit. I'm surprised houdini can't optimize even a bit?
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