I am trying to use the filepattern and geometryimport top nodes, to import all .stl files in a directory, and collect them in a geometry node.
However, I'm getting the following errors on the geometryimport top node:
Error
Upstream item does not have Geometry work item data cannot use Upstream Geometry Data source type
Error
Invalid input geometry
What am I missing?
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Technical Discussion » Trying to Import STL File Pattern FilePattern & GeometryImport TOP notes
- syntheticperson
- 159 posts
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Technical Discussion » How to set HDA version for multiple selected objects
- syntheticperson
- 159 posts
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I have N instances of an HDA.
And I have multiple versions of the HDA.
I want to change the version for multiple selected object nodes, but it only changes the first selected node.
Is there a way to change the version for all selected nodes?
thanks
And I have multiple versions of the HDA.
I want to change the version for multiple selected object nodes, but it only changes the first selected node.
Is there a way to change the version for all selected nodes?
thanks
Technical Discussion » Slow Motion Sim (Via Substeps) Flip Fluid is Flickering
- syntheticperson
- 159 posts
- Online
I want to do super slow motion of cheerios falling into milk flip fluid.
When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior.
Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased.
Then read the sub stepped sim files as if each was a frame.
It appears to work, but I'm getting some flickering in the flip fluid.
https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing [drive.google.com]
Any ideas how to fix?
thanks
When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior.
Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased.
Then read the sub stepped sim files as if each was a frame.
It appears to work, but I'm getting some flickering in the flip fluid.
https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing [drive.google.com]
Any ideas how to fix?
thanks
Technical Discussion » Rounded Edge Example?
- syntheticperson
- 159 posts
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Technical Discussion » Rounded Edge Example?
- syntheticperson
- 159 posts
- Online
I have searched the web for an example on how to use the Rounded Edge VOP
http://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html [www.sidefx.com]
But was unsuccessful.
I have a 3D model which is very reflective and has sharp edges.
It looks dark in the environment, because the edges are too “perfect”.
I want the edges to be rounded just enough to catch light and reflections.
Can any one provide a simple example on a cube?
thanks
http://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html [www.sidefx.com]
But was unsuccessful.
I have a 3D model which is very reflective and has sharp edges.
It looks dark in the environment, because the edges are too “perfect”.
I want the edges to be rounded just enough to catch light and reflections.
Can any one provide a simple example on a cube?
thanks
Technical Discussion » Artefacts When Running RBD interacting with Flip & Timescale 0.1
- syntheticperson
- 159 posts
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I fixed the permissions of the slo mo link, so all can view:
https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com]
https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com]
Technical Discussion » Artefacts When Running RBD interacting with Flip & Timescale 0.1
- syntheticperson
- 159 posts
- Online
Here is an RBD of tori falling into a flip fluid, with time scale at 1.
https://drive.google.com/open?id=1CZRguzia-uBbav6sb6Ln4zxRYnAOJbdf [drive.google.com]
Which appears to be working fine.
I want to do a slow motion version. So I tried reducing the timescale setting on the dop network.
Here is the same sim with simulation timescale set to 0.1:
https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com]
It appears to be mostly working. However, you'll notice that some of the tori explode later.
And the flip starts to flicker towards the end.
Any ideas why it's doing this? How to fix?
thanks
https://drive.google.com/open?id=1CZRguzia-uBbav6sb6Ln4zxRYnAOJbdf [drive.google.com]
Which appears to be working fine.
I want to do a slow motion version. So I tried reducing the timescale setting on the dop network.
Here is the same sim with simulation timescale set to 0.1:
https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com]
It appears to be mostly working. However, you'll notice that some of the tori explode later.
And the flip starts to flicker towards the end.
Any ideas why it's doing this? How to fix?
thanks
Edited by syntheticperson - Sept. 27, 2018 01:32:06
Technical Discussion » Milk Material with SSS?
- syntheticperson
- 159 posts
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This looks promising. I'll render a test on a flip fluid sim. Will let you know how it goes.
thanks again!
thanks again!
Edited by syntheticperson - Sept. 27, 2018 01:21:21
Technical Discussion » Milk Material with SSS?
- syntheticperson
- 159 posts
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Technical Discussion » Milk Material with SSS?
- syntheticperson
- 159 posts
- Online
Does anyone have a Milk Material with Sub Surface Scattering?
I've tried the new SSS workflow, but get a lot of noise and flickering.
I have to revert to the old point cloud depreciated mode.
I'm trying to do cereal falling into a bowl of milk.
Any pointers on the new SSS workflow would be much appreciated.
I've tried the new SSS workflow, but get a lot of noise and flickering.
I have to revert to the old point cloud depreciated mode.
I'm trying to do cereal falling into a bowl of milk.
Any pointers on the new SSS workflow would be much appreciated.
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
i've been told that packed RBD objects(bullet) don't support mutual interaction with flip fluids.
I'm going with fractured RBD shelf tool, to generate a large number of hero RBDs interacting with flip.
This issue is closed.
thanks all!
I'm going with fractured RBD shelf tool, to generate a large number of hero RBDs interacting with flip.
This issue is closed.
thanks all!
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
I checked every tab and subtab for the flipsolver and the RBD solver, but I couldn't find the controls you mentioned.
Could you send me a screen grab?
thanks
Could you send me a screen grab?
thanks
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
Good to know. I do want mutual relationship between the RBDs and the flip.
Does this mean that packed RBDs are really not suited for this?
When you say “unpack rigid body objects”, do you mean there is a way to convert a packed RBD object into hero RBD objects procedurally?
Or do I need to rebuild my sim so I'm using hero RBDs only?
If that is the case, how do you manage many hero RBDs?
I want to be able to have potentially 100s of hero RBDs interacting with flip.
Is there a way to do this so that I don't have to set them all up manually?
Does this mean that packed RBDs are really not suited for this?
When you say “unpack rigid body objects”, do you mean there is a way to convert a packed RBD object into hero RBD objects procedurally?
Or do I need to rebuild my sim so I'm using hero RBDs only?
If that is the case, how do you manage many hero RBDs?
I want to be able to have potentially 100s of hero RBDs interacting with flip.
Is there a way to do this so that I don't have to set them all up manually?
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
Sorry, I celebrated too soon.
The previous test turned out to be 4 hero RBD objects with the friction and bounce fixed.
The 2 packed RDB objects still explode with the concave collision geometry.
Here is a flip book:
https://drive.google.com/open?id=1qylYEp4lXltHR_e7ef3nvvARQzUwadyn [drive.google.com]
One torus gets stuck in the collision walls of the fluid container.
The other torus shoots off frame over one frame.
I reduced their bounce and friction to 0.1
What am I missing?
thanks
The previous test turned out to be 4 hero RBD objects with the friction and bounce fixed.
The 2 packed RDB objects still explode with the concave collision geometry.
Here is a flip book:
https://drive.google.com/open?id=1qylYEp4lXltHR_e7ef3nvvARQzUwadyn [drive.google.com]
One torus gets stuck in the collision walls of the fluid container.
The other torus shoots off frame over one frame.
I reduced their bounce and friction to 0.1
What am I missing?
thanks
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
That fixed the problem!
Much thanks!
https://drive.google.com/open?id=18nTq-8GFyKJA9IBRB2Rswbb6aZxw0AI_ [drive.google.com]
Much thanks!
https://drive.google.com/open?id=18nTq-8GFyKJA9IBRB2Rswbb6aZxw0AI_ [drive.google.com]
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
Technical Discussion » Packed RBD Objects and Flip Explodes
- syntheticperson
- 159 posts
- Online
I'm trying to create cheerios falling into milk.
I did a test with 2 toruses falling into a flip sim.
If the toruses are separate RBD hero objects, then the sim works fine.
https://drive.google.com/open?id=1Z98WekxuaIQ89vmxReqRHTgWjxgkuPUX [drive.google.com]
However, if I try using packed RBD objects, then the sim explodes.
https://drive.google.com/open?id=13U4Su0a3iVEpLx38lEuWxpORUdciKZCP [drive.google.com]
I tried reducing the flip solver interaction scale from 1 to 0.5, but that didn't help.
Do packed rbd objects interact correctly with flip correctly in houdini 16.5?
What am I missing?
thanks
I did a test with 2 toruses falling into a flip sim.
If the toruses are separate RBD hero objects, then the sim works fine.
https://drive.google.com/open?id=1Z98WekxuaIQ89vmxReqRHTgWjxgkuPUX [drive.google.com]
However, if I try using packed RBD objects, then the sim explodes.
https://drive.google.com/open?id=13U4Su0a3iVEpLx38lEuWxpORUdciKZCP [drive.google.com]
I tried reducing the flip solver interaction scale from 1 to 0.5, but that didn't help.
Do packed rbd objects interact correctly with flip correctly in houdini 16.5?
What am I missing?
thanks
Technical Discussion » Height Field Renders Soft
- syntheticperson
- 159 posts
- Online
I have a high resolution DEM that I'm importing using a height field file.
It looks very detailed when I view it in the 3D view.
But when I render it, it looks soft, and is missing that detail.
I tried applying a principled shader, and it looks the same.
Is there a render quality setting I should adjust for rendering height fields live?
thanks
It looks very detailed when I view it in the 3D view.
But when I render it, it looks soft, and is missing that detail.
I tried applying a principled shader, and it looks the same.
Is there a render quality setting I should adjust for rendering height fields live?
thanks
Technical Discussion » Houdini Terminal Utility Opens 2 terminal windows on Mac
- syntheticperson
- 159 posts
- Online
When you launch the Houdini Terminal utility on mac, it opens 2 terminal windows.
One is a generic terminal window.
The other has the houdini environment variables set correctly.
Could this utility be fixed to only open one terminal window?
I went into the package for the Houdini Terminal utility, and found this script:
main.scpt
tell application “Terminal”
set currentTab to do script “cd ‘/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources’; source ./houdini_setup; cd -”
set custom title of currentTab to “Houdini 16.5.473”
activate
end tell
I found this applescript thread that may offer a clue:
https://stackoverflow.com/questions/34952557/why-is-my-applescript-opening-multiple-terminal-windows [stackoverflow.com]
One is a generic terminal window.
The other has the houdini environment variables set correctly.
Could this utility be fixed to only open one terminal window?
I went into the package for the Houdini Terminal utility, and found this script:
main.scpt
tell application “Terminal”
set currentTab to do script “cd ‘/Applications/Houdini/Houdini16.5.473/Frameworks/Houdini.framework/Versions/Current/Resources’; source ./houdini_setup; cd -”
set custom title of currentTab to “Houdini 16.5.473”
activate
end tell
I found this applescript thread that may offer a clue:
https://stackoverflow.com/questions/34952557/why-is-my-applescript-opening-multiple-terminal-windows [stackoverflow.com]
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