Hey folks
COming from Maya, I have a little hard time sometimes to grab the probably obvious things in Houdini.
For the sake of speed (and lack of knowledge), I want to use a procedural cloth texture for bump. I started with Gingham checker, and got this
Thanks
Found 141 posts.
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Technical Discussion » Procedural Bump?
- szmatefy
- 141 posts
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Technical Discussion » Vellum cloth stretching
- szmatefy
- 141 posts
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Thanks a lot, Tomas! Substeps and iterations solved the problem! Now I start to understand how vellum works! Thanks again!
Szabolcs
Szabolcs
Technical Discussion » Vellum cloth stretching
- szmatefy
- 141 posts
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Hi folks,
I have vellum clothed draped to my character. When I start the simulation, the cloth starts to stretch incredibly. I tried to attach to geometry, but it reduced the cloth simulation significantly. What would be the proper workflow?
The scene is not attached due to NDA, but here are two screenshots
Thank you very much in advance!
Szabolcs
I have vellum clothed draped to my character. When I start the simulation, the cloth starts to stretch incredibly. I tried to attach to geometry, but it reduced the cloth simulation significantly. What would be the proper workflow?
The scene is not attached due to NDA, but here are two screenshots
Thank you very much in advance!
Szabolcs
Technical Discussion » Fractured rbd shell how?
- szmatefy
- 141 posts
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Hey guys
I need to create a broken chocolate shell out of a character.
I used fractured material to break the mesh, but when i ran the simulation the pieces didn’t collide properly with convex hull
What would be a good approach?
Cheers
Szabolcs
I need to create a broken chocolate shell out of a character.
I used fractured material to break the mesh, but when i ran the simulation the pieces didn’t collide properly with convex hull
What would be a good approach?
Cheers
Szabolcs
Technical Discussion » Vellum collision
- szmatefy
- 141 posts
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Hi everybody,
I haven't found this information, but I need to know, what does Vellum use for collision with static objects? RBD or Bullet?
Thanks,
Szabolcs
I haven't found this information, but I need to know, what does Vellum use for collision with static objects? RBD or Bullet?
Thanks,
Szabolcs
Technical Discussion » Breaking egg
- szmatefy
- 141 posts
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Hi there!
Probably it's a simple question, but I need to ask. I'm about to break an egg, but I need almost half of the egg to stay in place. I'm using RBDMaterialFracture node, and I'd like to prevent certain chunks to be simulated. Is it possible, or I need a completely different method?
Thanks
Szabolcs
Probably it's a simple question, but I need to ask. I'm about to break an egg, but I need almost half of the egg to stay in place. I'm using RBDMaterialFracture node, and I'd like to prevent certain chunks to be simulated. Is it possible, or I need a completely different method?
Thanks
Szabolcs
Technical Discussion » POP Fluid and collision
- szmatefy
- 141 posts
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I went through the scene this morning, and again. Now I understand how did you set up the system. Again, amazing, and again, thank you!
Cheers
Szabolcs
Cheers
Szabolcs
Technical Discussion » POP Fluid and collision
- szmatefy
- 141 posts
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Technical Discussion » POP Fluid and collision
- szmatefy
- 141 posts
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I'd like to make a scene similar to the FLIP fluid balls, but since it's small scale (about 2-3m diameter) my fluid disappeared, so I went for POP fluid. The fluid collides the internal surface of the hollow sphere, but it gets through the surface. Does anybody have idea, how to solve this? Also, I'm looking for possibilities to use whitewater with pop fluid. If it's not possible, the question is how can I create small scale FLIP fluid simulation? I'm a photographer, and I combine my renderings with the photos I shot, that's why I need the world scale
Cheers
Szabolcs
Cheers
Szabolcs
Houdini Indie and Apprentice » Ramps in Mat Builder?
- szmatefy
- 141 posts
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Houdini Indie and Apprentice » Ramps in Mat Builder?
- szmatefy
- 141 posts
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Hey
I'm about to create a shader, that uses multiple rams within a Material Builder network. However, when I create the first ramp, it's parameters became promoted to the material builder, and no additional ramps appear in the input list. How can I use multiple Ramps in a shader network?
Cheers
Szabolcs
I'm about to create a shader, that uses multiple rams within a Material Builder network. However, when I create the first ramp, it's parameters became promoted to the material builder, and no additional ramps appear in the input list. How can I use multiple Ramps in a shader network?
Cheers
Szabolcs
Houdini Indie and Apprentice » Displacement VDB
- szmatefy
- 141 posts
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I'd like to achieve results similar to this:
https://vimeo.com/228238370 [vimeo.com]
And here the author says he uses SDF and also show his Volume VOP as well. The thing I want to avoid is the use of texture, and the issue present with polygonal objects around the corners.
https://vimeo.com/228238370 [vimeo.com]
And here the author says he uses SDF and also show his Volume VOP as well. The thing I want to avoid is the use of texture, and the issue present with polygonal objects around the corners.
Houdini Indie and Apprentice » Displacement VDB
- szmatefy
- 141 posts
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Hey guys
I have seen a great video about making procedural rocks using Houdini VDB. I tried to do the same, but for me, Worley destroys the geo completely. The author says, he uses the volume sample node, I did also, and for a while, it kinda works, but it doesn't really give the result I'm looking for. I also tried another method, where I used surface (instead of fog) and in the VOP node I used bound parameters instead of the volume sample.
All in all, what's your VDB displacement method? I need a displaced surface, and I'd like to use VDB.
Anyway, I attached my scene, with the two solutions, and if anyone of you could take a look at it, and give me hint how to proceed, I'd really appreciate it
Cheers
Szabolcs
I have seen a great video about making procedural rocks using Houdini VDB. I tried to do the same, but for me, Worley destroys the geo completely. The author says, he uses the volume sample node, I did also, and for a while, it kinda works, but it doesn't really give the result I'm looking for. I also tried another method, where I used surface (instead of fog) and in the VOP node I used bound parameters instead of the volume sample.
All in all, what's your VDB displacement method? I need a displaced surface, and I'd like to use VDB.
Anyway, I attached my scene, with the two solutions, and if anyone of you could take a look at it, and give me hint how to proceed, I'd really appreciate it
Cheers
Szabolcs
Houdini Indie and Apprentice » Principled Shader and Procedural textures
- szmatefy
- 141 posts
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Hi
As my project goes bigger and bigger, there is the demand for layered and procedural texturing.
At this moment I need to solve the following problem. I have a principled shader set for my ground, and I need to add a procedural noise to darken the existing texture. Coming from Maya it was obvious there, now I feel a bit (desperately) lost.
Maybe I should build my own shader instead of the principled?
Could someone help me?
As my project goes bigger and bigger, there is the demand for layered and procedural texturing.
At this moment I need to solve the following problem. I have a principled shader set for my ground, and I need to add a procedural noise to darken the existing texture. Coming from Maya it was obvious there, now I feel a bit (desperately) lost.
Maybe I should build my own shader instead of the principled?
Could someone help me?
Technical Discussion » Hqueue and HDA
- szmatefy
- 141 posts
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Hi
I'd like to send a scene to render with hqueue. The scene renders properly on my local workstation but it fails on the network. I use an HDA to load an FBX file. Over the network it says that it cannot open the fbx although locally it works properly using the same shared folder.
So question is if it fails because of the hda? Or what should I check?
I'd like to send a scene to render with hqueue. The scene renders properly on my local workstation but it fails on the network. I use an HDA to load an FBX file. Over the network it says that it cannot open the fbx although locally it works properly using the same shared folder.
So question is if it fails because of the hda? Or what should I check?
Houdini Indie and Apprentice » HQUEUE...nightmare
- szmatefy
- 141 posts
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Hey
It took two days to set up HQUEUE to work on 2 computers with 50% percent success rate (usually half of the time Access denied error message is happening), and when it starts to work (i.e. prepares the render), the real rendering fails, with various errors. Like GeometryIO: Unable to open file (and the folder pointing to the mounted shared folder, H:\). Ok I admit, I have space in the folder name, but it's given I am not allowed to change it. Or, it says, that a group is not valid. However, when I render locally, it works just fine.
Should I copy my own HDAs to the distro folder?
It took two days to set up HQUEUE to work on 2 computers with 50% percent success rate (usually half of the time Access denied error message is happening), and when it starts to work (i.e. prepares the render), the real rendering fails, with various errors. Like GeometryIO: Unable to open file (and the folder pointing to the mounted shared folder, H:\). Ok I admit, I have space in the folder name, but it's given I am not allowed to change it. Or, it says, that a group is not valid. However, when I render locally, it works just fine.
Should I copy my own HDAs to the distro folder?
Technical Discussion » Scripting: y-up coordinate to z-up
- szmatefy
- 141 posts
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Unfortunately, it wouldn't work, I need to do it on crowd agents also, and plenty of objects. I do not want to transform the whole scene on each frame…
Technical Discussion » Scripting: y-up coordinate to z-up
- szmatefy
- 141 posts
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Hey
I need to export my data as JSON file, and I have to deliver these in z-up coordinate system. I was told it's enough to swap the coordinate, but apparently it's not enough.
I use this
mtx *= hou.Matrix4([,,,])
but I'm not sure if it's OK.
Could somebody give a hint? Basically I need to export my data in Z-up righthanded coordinate system
Cheers
Szabolcs
I need to export my data as JSON file, and I have to deliver these in z-up coordinate system. I was told it's enough to swap the coordinate, but apparently it's not enough.
I use this
mtx *= hou.Matrix4([,,,])
but I'm not sure if it's OK.
Could somebody give a hint? Basically I need to export my data in Z-up righthanded coordinate system
Cheers
Szabolcs
Houdini Indie and Apprentice » Apprentice scene to Indie
- szmatefy
- 141 posts
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Technical Discussion » Help needed - crowd and storing agent specific data
- szmatefy
- 141 posts
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