I'm really not friends with Houdini viewport navigation. Right now I have a problem with the Dolly being insanely fast. If I Hold Alt+Right Mouse Button and then move the mouse a bit the whole scene disappears almost instantly.
Is there a way to change the speed somehow? I can hold Shift to move around but even that one is a bit too fast.
Also another odd thing if I press the Home Selected with any object selected I always end up very far away from the objects, I cannot even see them anymore so have to zoom in a lot. Should not Home Selected zoom on the selected object?
Cheers,
Andreas
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Technical Discussion » Can you change the camera Dolly speed in viewports?
- AndreasOberg
- 117 posts
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Technical Discussion » Modeling vertex points in meshes to world coordinates?
- AndreasOberg
- 117 posts
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Thanks for the reply Xue_Yue.
This is useful, but not quite what I'm after in this case.
I guess I'm just trying to actually move points precisely in Houdini by typing in their positions, but so far that does not seem possible unless I use say Python etc like in your example. To me this is a pretty basic modeling requirement so would think it is possible in some way.
This is useful, but not quite what I'm after in this case.
I guess I'm just trying to actually move points precisely in Houdini by typing in their positions, but so far that does not seem possible unless I use say Python etc like in your example. To me this is a pretty basic modeling requirement so would think it is possible in some way.
Technical Discussion » Modeling vertex points in meshes to world coordinates?
- AndreasOberg
- 117 posts
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Actually that turned out not to work very well. If I enter say 15.2 then it will change it to maybe 15.4 most of the time.
Another problem is that if I a point other points will move randomly as well. Maybe this is because I have several Edit nodes and they interfere.
Any ideas?
Another problem is that if I a point other points will move randomly as well. Maybe this is because I have several Edit nodes and they interfere.
Any ideas?
Technical Discussion » Modeling vertex points in meshes to world coordinates?
- AndreasOberg
- 117 posts
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Hiya,
I actually found a way that is helpful. If I select the Point in the viewport I can write absolute values in the Geometry Spreadsheet.
I'm sure there is a better way to do these terrain models so any tips are welcome. The dream would of course be to automatically build the geometry, but not sure how to get terrain data that would be useful.
I actually found a way that is helpful. If I select the Point in the viewport I can write absolute values in the Geometry Spreadsheet.
I'm sure there is a better way to do these terrain models so any tips are welcome. The dream would of course be to automatically build the geometry, but not sure how to get terrain data that would be useful.
Technical Discussion » Modeling vertex points in meshes to world coordinates?
- AndreasOberg
- 117 posts
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Hi,
I'm modeling a mesh that follow terrain measurements on a map.
So I modeled a grid first the the correct lines to match the height lines of the mape. Then I use the Edit node to move the vertex points so they match the terrain height values that is written on the map.
The problem is that the Edit always moves in relative values, and I need it to be in absolute values. For example if I move a vertex so its height at 500, if I then do a new Edit node with vertex move it will now be based on 0,0,0 so I basically can no longer know if the vertex height is actually correct. So what I would like to do is just edit each vertex value in absolut values say just set the Z to 505m.
I'm sure there is a super easy solution that I just cannot find.
Andreas
I'm modeling a mesh that follow terrain measurements on a map.
So I modeled a grid first the the correct lines to match the height lines of the mape. Then I use the Edit node to move the vertex points so they match the terrain height values that is written on the map.
The problem is that the Edit always moves in relative values, and I need it to be in absolute values. For example if I move a vertex so its height at 500, if I then do a new Edit node with vertex move it will now be based on 0,0,0 so I basically can no longer know if the vertex height is actually correct. So what I would like to do is just edit each vertex value in absolut values say just set the Z to 505m.
I'm sure there is a super easy solution that I just cannot find.
Andreas
Technical Discussion » Earth Atmosphere from space - Air thinning out
- AndreasOberg
- 117 posts
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Ok, I created an atmosphere by copying a sphere 100 times an gradually changing the opacity and color with a ramp.
This looks good, but is very slow to render. a 1080p render in Redshift takes 16 minutes to render
This looks good, but is very slow to render. a 1080p render in Redshift takes 16 minutes to render
Technical Discussion » Earth Atmosphere from space - Air thinning out
- AndreasOberg
- 117 posts
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Hiya,
I'm working on an Earth model which is seen from space.
I was wondering on advice on how to do the atmosphere so that it thins out when you see the planet from the side.
Right now I did a sphere that use a Fresnel falloff. This looks ok when you are far out but when you fly down it will not work (btw, I see the atmosphere is not fitting perfectly atm, it is wip!)
Some thoughts on how to do it
1. Do a spherical volume where you use VEX to tell how thick it should be so it gradually gets thinner. Downside with this is the voxels may not be smooth enough when you fly closer
2. I found this link http://project-eden.blogspot.com/search/label/atmosphere [project-eden.blogspot.com]
He has custom written in VEX some kind of shader for Rayleight and Mie scattering. This sounds great, but also a bit too hard for me to do.
3. Do a glow in Fusion FX. However would be nice if I did not have to do it in post, always nice to have as much as possible in 3D.
This is one reference
earth [www.universetoday.com]
Any other ideas?
I'm working on an Earth model which is seen from space.
I was wondering on advice on how to do the atmosphere so that it thins out when you see the planet from the side.
Right now I did a sphere that use a Fresnel falloff. This looks ok when you are far out but when you fly down it will not work (btw, I see the atmosphere is not fitting perfectly atm, it is wip!)
Some thoughts on how to do it
1. Do a spherical volume where you use VEX to tell how thick it should be so it gradually gets thinner. Downside with this is the voxels may not be smooth enough when you fly closer
2. I found this link http://project-eden.blogspot.com/search/label/atmosphere [project-eden.blogspot.com]
He has custom written in VEX some kind of shader for Rayleight and Mie scattering. This sounds great, but also a bit too hard for me to do.
3. Do a glow in Fusion FX. However would be nice if I did not have to do it in post, always nice to have as much as possible in 3D.
This is one reference
earth [www.universetoday.com]
Any other ideas?
Houdini Indie and Apprentice » Can I open commercially created files in Houdini Indie?
- AndreasOberg
- 117 posts
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madrendermanOk, great that is fine.
You can open them without problems; when you save, the files will be saved as .hiplc
Houdini Indie and Apprentice » Can I open commercially created files in Houdini Indie?
- AndreasOberg
- 117 posts
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Hiya,
I have only worked with the commercial version of Houdini FX before but looking into the Indie version.
I know that you cannot export from Indie to Commercial.
But can you go the other way? I have some files created with the commercial that I would like to be able to use if we get the Indie version. Is that possible?
Best,
Andreas
I have only worked with the commercial version of Houdini FX before but looking into the Indie version.
I know that you cannot export from Indie to Commercial.
But can you go the other way? I have some files created with the commercial that I would like to be able to use if we get the Indie version. Is that possible?
Best,
Andreas
Technical Discussion » How to render the flip mesh but not dispay in viewport
- AndreasOberg
- 117 posts
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Simple question.
I have a lava simulation. Whenever I press render nothing is actually rendered. Only by making the geometry from the fluid visible will it render. I try to set the render flag on, and have visibility off, but I must be doing something wrong.
Any tips?
Andreas
I have a lava simulation. Whenever I press render nothing is actually rendered. Only by making the geometry from the fluid visible will it render. I try to set the render flag on, and have visibility off, but I must be doing something wrong.
Any tips?
Andreas
Technical Discussion » Problems with collisions with lava
- AndreasOberg
- 117 posts
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Ok, static did not work great. But I found the deforming object in Collisions. This seems to handle scale and animation changes very nicely.
Technical Discussion » Problems with collisions with lava
- AndreasOberg
- 117 posts
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Hiya,
I'm working on a lava splash texture for a computer games.
The way I generate the splash is I have an object colliding with the surface while it is spinning. The way I do is I have a Rigid Body Dynamic object.
However with the rigid body object I lack control. For example I want to shrink the colliding object or delete it after a few frames. I would also like to control the scale or rotation directly by hand. The reason is that I want to quickly grow the object to create an explosion.
What would be the best way to achieve this?
I'm currently testing using a static object and animate it. This seems to work if I enable velocity on the collisionsource node, but maybe it is not the best way?
Andreas
I'm working on a lava splash texture for a computer games.
The way I generate the splash is I have an object colliding with the surface while it is spinning. The way I do is I have a Rigid Body Dynamic object.
However with the rigid body object I lack control. For example I want to shrink the colliding object or delete it after a few frames. I would also like to control the scale or rotation directly by hand. The reason is that I want to quickly grow the object to create an explosion.
What would be the best way to achieve this?
I'm currently testing using a static object and animate it. This seems to work if I enable velocity on the collisionsource node, but maybe it is not the best way?
Andreas
Technical Discussion » Getting Motion blur on volumes in Redshift. Need to split vel to vel.x, vel.y, vel.z. How?
- AndreasOberg
- 117 posts
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Hi guys.
I'm trying to get motion blur to work for a smoke explosion in Redshift. According to Redshift I need vel.x, vel.y vel.z. I think as 3 different scalars?
I already have the vector vel, but how do i make 3 new variables out of this?
I have not manipulated any data before for volumes so am a bit new with this.
I'm uploading a simple smoke simulation if that helps.
Thanks!
Andreas
I'm trying to get motion blur to work for a smoke explosion in Redshift. According to Redshift I need vel.x, vel.y vel.z. I think as 3 different scalars?
I already have the vector vel, but how do i make 3 new variables out of this?
I have not manipulated any data before for volumes so am a bit new with this.
I'm uploading a simple smoke simulation if that helps.
Thanks!
Andreas
Technical Discussion » Save particle positions to a texture
- AndreasOberg
- 117 posts
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I managed to get tha particle positions in a geometry CHOP, but Im problems dealing with when the particles die.
This thread had some info regarding this:
https://www.sidefx.com/forum/topic/9883/?page=1#post- [sidefx.com]
If I use the geometry CHOP. How do I filter by ID? Currently when the particle die I get data from another particle in the curve.
Any pointers are welcome!
/Andreas
This thread had some info regarding this:
https://www.sidefx.com/forum/topic/9883/?page=1#post- [sidefx.com]
If I use the geometry CHOP. How do I filter by ID? Currently when the particle die I get data from another particle in the curve.
Any pointers are welcome!
/Andreas
Technical Discussion » Save particle positions to a texture
- AndreasOberg
- 117 posts
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I'm looking at ways of exporting particle data to realtime games.
My plan is this.
1) Create a particle simulation in Houdini
2) Get all the particle positions for different time steps
3) Save the positions to a texture
Any thoughts how I would best approach this?
I looked a bit at the compositing nodes and am currently looking at CHOPs.
/Andreas
My plan is this.
1) Create a particle simulation in Houdini
2) Get all the particle positions for different time steps
3) Save the positions to a texture
Any thoughts how I would best approach this?
I looked a bit at the compositing nodes and am currently looking at CHOPs.
/Andreas
Technical Discussion » Pyro - Fire seems to throw shadows
- AndreasOberg
- 117 posts
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Working on an explosion here.
I have a problem. It looks like the fire is creating dark shadows. When the fire is fading out there is darkness behind them. If I uncheck “throw shadows” on my lights then the problem goes away but the smoke becomes very flat.
Is this expected behavior or am I doing something wrong?
/Andreas
I have a problem. It looks like the fire is creating dark shadows. When the fire is fading out there is darkness behind them. If I uncheck “throw shadows” on my lights then the problem goes away but the smoke becomes very flat.
Is this expected behavior or am I doing something wrong?
/Andreas
Technical Discussion » Volume identical in render and viewport?
- AndreasOberg
- 117 posts
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Is it possible to make the volumes appear at least similar in viewport and render?
Its a bit strange that if I change the color on the smoke material to blue its still gray in the viewport for example.
I tried to link some of the parameters but that was quite time consuming and didn't get me that good result.
Cheers
/Andreas
Its a bit strange that if I change the color on the smoke material to blue its still gray in the viewport for example.
I tried to link some of the parameters but that was quite time consuming and didn't get me that good result.
Cheers
/Andreas
Technical Discussion » Can I offset a pyro simulation in time?
- AndreasOberg
- 117 posts
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Thanks guys, super useful. In some of my simulations I have problems getting the beginning to look good but the rest looks great. I'm hoping I can “patch” the first frame with methods like this, basically using multiple simulations on top of each other. Is that a sensible approach?
Also one problem I have now is rendering or viewing both of them at the same time.
I added a volume merge right after the import_pyro fields. And it seems to create a new volume with both of them. But it doesn't seem to deal with with them having different resolution so one of is just smeared over the whole grid. What would be the best way to approach multiple pyro volumes?
Cheers
/Andreas
Also one problem I have now is rendering or viewing both of them at the same time.
I added a volume merge right after the import_pyro fields. And it seems to create a new volume with both of them. But it doesn't seem to deal with with them having different resolution so one of is just smeared over the whole grid. What would be the best way to approach multiple pyro volumes?
Cheers
/Andreas
Technical Discussion » Boolean Modelling Resources for Houdini
- AndreasOberg
- 117 posts
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I'm no expert on modeling in Houdini, but in general Booleans works poorly in all polygon modeling tools. 3ds Max boolen is flaky, Mayas modeling is flaky.
So basically I would only use booleans if I absolutely have to and then I would expect it to be unpleasant
/Andreas
So basically I would only use booleans if I absolutely have to and then I would expect it to be unpleasant
/Andreas
Technical Discussion » Can I offset a pyro simulation in time?
- AndreasOberg
- 117 posts
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I have saved a pyro simulation to disk and I thought I would use this simulation in several places in a bigger scene.
Now is there a way to offset them in time in Houdini so some starts 20 frames earlier, and some starts 30 frames later for example.
I considered putting 2 simulations on top of each other, will this work or will it create flicker or any other problem?
Cheers
/Andreas
Now is there a way to offset them in time in Houdini so some starts 20 frames earlier, and some starts 30 frames later for example.
I considered putting 2 simulations on top of each other, will this work or will it create flicker or any other problem?
Cheers
/Andreas
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