- https://www.sidefx.com/docs/houdini/solaris/tutorial-lighting-1.html [www.sidefx.com] - LOPs lighting - Probably needs a good update
- https://www.sidefx.com/docs/houdini/destruction/tutorials/intro_to_mbd_1.html [www.sidefx.com] - Guided RBD tutorial
- https://www.sidefx.com/docs/houdini/solaris/tutorials.html [www.sidefx.com] - LOPs intro
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Houdini Learning Materials » Quality text-based learning materials?
- mrCatfish
- 731 posts
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When I briefly worked with Sidefx to create documentation, we made a special effort to create text-based docs, precisely because updating video docs is just impossible. Amongst them:
Technical Discussion » New file cache node and LABS file cache node
- mrCatfish
- 731 posts
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Hi
I love the new fileCache node, but I have a question regarding batching of saves.
First, the vanilla new filecache node implies that there is a difference in saving if you are dealing with a sim or not, as there is a "simulation" toggle. What does this do exactly? I don't see any difference when I save whether it's on or off. I assume this would allow you to run multiple concurrent saves in the BG if it's off, but I don't see this happening nor do I see any way to control the number of instances spawned.
The LABS file cache does seem to do this properly, but when I run a non-sim cache in the BG, the TOPS interface does not update to reflect the fact that there are four caches going on the the BG. Is this a bug or limitation? Attached is a screen grab where you can see the four processes in the shell, but nothning indicates this in the node itself.
Sean
I love the new fileCache node, but I have a question regarding batching of saves.
First, the vanilla new filecache node implies that there is a difference in saving if you are dealing with a sim or not, as there is a "simulation" toggle. What does this do exactly? I don't see any difference when I save whether it's on or off. I assume this would allow you to run multiple concurrent saves in the BG if it's off, but I don't see this happening nor do I see any way to control the number of instances spawned.
The LABS file cache does seem to do this properly, but when I run a non-sim cache in the BG, the TOPS interface does not update to reflect the fact that there are four caches going on the the BG. Is this a bug or limitation? Attached is a screen grab where you can see the four processes in the shell, but nothning indicates this in the node itself.
Sean
Technical Discussion » How to expand/shrink curve?
- mrCatfish
- 731 posts
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Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- mrCatfish
- 731 posts
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howiem
(just to add - you don't necessarily need to do all this variable set up with scripting; if it's just you using this network you may as well set up an HQueue ROP node with whatever vars you like, then save it as the default. Then whenever you drop an HQ ROP in it'll already have things the way you like 'em)
Very true. At our school, we have a pipeline that initializes a bunch of variables depending on the shot you are working on. If you don't have anything like that, just doing the same ones you have in your env file should do it as Howiem describes above.
We have floating licenes here, so I'm sorry can't help with that license error.
Sean
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- mrCatfish
- 731 posts
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I don't know how others do it, but this is what we do:
- Hide the submit button
- Create a new submit button that:
Calls a script to populate the advanced tab with the baked-down vars
Presses the original submit button
Edited by mrCatfish - Nov. 16, 2021 09:04:16
Technical Discussion » Invisible particles
- mrCatfish
- 731 posts
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Remove all attributes, does that fix it? If so, add them back one by one and see what is causing the problem.
Technical Discussion » Visualize SOP in H19
- mrCatfish
- 731 posts
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Technical Discussion » Visualize SOP in H19
- mrCatfish
- 731 posts
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Okay, I give up. Where is the second tab in the visualize SOP in H19? Without this tab there is no way to tell it what to visualize.
Technical Discussion » Error messasge from new filecache node in H19
- mrCatfish
- 731 posts
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Yeah, we're getting these too. Red flags errors, but it renders. Sorry no solution but you're not alone!
Technical Discussion » Creating Tears Welling Up effect in Houdini along with Tears rolling down the cheeks
- mrCatfish
- 731 posts
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I just did a talk for Montreal Houdini User Group on doing tears rolling down cheeks for the film "Respect" where young Athena Franklin is crying. Here is my approach:
1) Time shift head to rest position
2) Use draw curve on face with draw curve SOP for tear.
3) Use carve SOP to animate tear.
4) Resample for constant point count
5) Using "curveu" attribute from resample SOP, give the tear a proper bulb tear width attribute using a ramp
6) Polywire using "width" to get the general shape, subdivide.
7) Ray SOP to the face using "min distance"
8) Point wrangle with a ramp to blend between the rayed geo and the non-rayed geo to get the bulb on the end and get some thickness back, (the ramp should literally look like a cross-section of a tear)
9) To remove any intersections with head, (which might give you bad shading because tears are transparent), you can check for intersections with a VDB and push the geo out of it.
10) Finally point deform to original animated head.
1) Time shift head to rest position
2) Use draw curve on face with draw curve SOP for tear.
3) Use carve SOP to animate tear.
4) Resample for constant point count
5) Using "curveu" attribute from resample SOP, give the tear a proper bulb tear width attribute using a ramp
6) Polywire using "width" to get the general shape, subdivide.
7) Ray SOP to the face using "min distance"
8) Point wrangle with a ramp to blend between the rayed geo and the non-rayed geo to get the bulb on the end and get some thickness back, (the ramp should literally look like a cross-section of a tear)
9) To remove any intersections with head, (which might give you bad shading because tears are transparent), you can check for intersections with a VDB and push the geo out of it.
10) Finally point deform to original animated head.
Houdini Indie and Apprentice » Flock Animation - instances do a 360 flip! How to Fix this
- mrCatfish
- 731 posts
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What attributes do you have going into the sim? If there are no orient, N or up attribute, Houdini will orient using v. However, it has no way to determine the up vector and that's why you're getting flipping.
At the very least, give you source points N and up and this will probably fix it. You could post a hip file too.
Sean
At the very least, give you source points N and up and this will probably fix it. You could post a hip file too.
Sean
Houdini Lounge » Montreal Houdini Users Group - Call for Presenters
- mrCatfish
- 731 posts
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Hi all,
If you are in Montreal, we would love to have you join us for MHUG on October 27th. If you have not already signed up, unfortuntately we are full already. So sorry for the bait and switch!
BUT! If you are interested in presenting at this meeting, we can sneak you in. We need one more presenter to do a 30-minute (or less) demo of a VFX production technique using Houdini.
We already have Jeff Wagner from SESI joining us to do a demo on Houdini 19 features, plus a Q&A.
If you have not already done so, please join MHUG on Meetup so you can get notice of future MHUG meetings! https://www.meetup.com/Montreal-Houdini-Users-Group [www.meetup.com]
Please PM me if interested!
Thanks,
Sean
If you are in Montreal, we would love to have you join us for MHUG on October 27th. If you have not already signed up, unfortuntately we are full already. So sorry for the bait and switch!
BUT! If you are interested in presenting at this meeting, we can sneak you in. We need one more presenter to do a 30-minute (or less) demo of a VFX production technique using Houdini.
We already have Jeff Wagner from SESI joining us to do a demo on Houdini 19 features, plus a Q&A.
If you have not already done so, please join MHUG on Meetup so you can get notice of future MHUG meetings! https://www.meetup.com/Montreal-Houdini-Users-Group [www.meetup.com]
Please PM me if interested!
Thanks,
Sean
Edited by mrCatfish - Oct. 20, 2021 12:13:42
Technical Discussion » Extract DOP network from Vellum SOP solver
- mrCatfish
- 731 posts
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tamteYes, I think you're right.
I don't recall that on Vellum Solver
but Guide Simulate Object has such Create External Simulation button so maybe you remember that one
Technical Discussion » Extract DOP network from Vellum SOP solver
- mrCatfish
- 731 posts
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Am I mis-remembering it, or was there some easy way to turn the DOP network inside the vellum solver sop into a standalone DOP network? I thought there was some one-button "extract DOP net" thingy... isn't there?
Sean
Sean
Technical Discussion » Moving Attributes
- mrCatfish
- 731 posts
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jarenas20 years here and this is news to me!
2 years into Houdini and didn't know about the first syntax for swizzling yet! Thanks!
Edited by mrCatfish - Sept. 28, 2021 10:13:49
Houdini Lounge » Never working pyro collisions still an issue ???
- mrCatfish
- 731 posts
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Also, as per the docs here: https://www.sidefx.com/docs/houdini/pyro/background.html#collisions [www.sidefx.com]
The IOP Iterations parameter on the Advanced ▸ Collisions tab of the pyro solver controls the number of times this process is iterated. By default, this is only done once However, if your colliders are fast or you notice smoke tunneling through them, consider increasing the number of IOP Iterations.
Houdini Learning Materials » in depth dynamic tut?
- mrCatfish
- 731 posts
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Definitely cache out all of your sims before trying to do debris. In general, the cleaner your geo the better... remove unneeded attributes and groups. Make sure your geo has at least the name attribute and v otherwise the debris tool(s) won't work.
Technical Discussion » RBD objects appear to have no inertia
- mrCatfish
- 731 posts
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The z velocity on the cube is way too high. Turn it down to 200 instead of 2000 and it works. If you really need/want 2000 then turn substeps up to 3 or more. I think that the geo is moving so fast that Bullet doesn't see the collision w/o substeps up the ying-yang.
Technical Discussion » Copy Object on RBD Sim
- mrCatfish
- 731 posts
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You have the name attribute, so the Transform Pieces SOP will just work, (file provided).
However, the RBD Bullet Solver does this for you... you just plug the low-rez geo in the third input and the hi-rez in the first.
However, the RBD Bullet Solver does this for you... you just plug the low-rez geo in the third input and the hi-rez in the first.
Edited by mrCatfish - Aug. 6, 2021 10:58:58
Technical Discussion » "Fling" RBD Fractured OBJ into STATIC OBJ
- mrCatfish
- 731 posts
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You need to set:
i@active=0;
i@animated=1;
Then at the handoff to RBD, inverse these values. Make sure that your Bullet solver is listening for these values too, (Bullet Solver SOP does this by default via the "overwrite attribute" toggle).
Here is an example.
i@active=0;
i@animated=1;
Then at the handoff to RBD, inverse these values. Make sure that your Bullet solver is listening for these values too, (Bullet Solver SOP does this by default via the "overwrite attribute" toggle).
Here is an example.
Edited by mrCatfish - July 29, 2021 09:44:17
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