Hey,
Take a look at the screengrab, here is what happens.
A Grid with Mountain SOP, then Facet to get normals. Applied material with mirror like reflections.
Behind this Grid is Torus with red material applied.
Then what happens is, normals of grid are so steep, that they reflect incident rays towards Torus, and I can see it in reflections! Im new to Mantra, is it normal ? How can I avoid such reflections. ?
Cheers!
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Houdini Indie and Apprentice » reflections going through object - steep normals
- tas3d
- 120 posts
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Houdini Indie and Apprentice » Copy parameters from another subnet
- tas3d
- 120 posts
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Houdini Indie and Apprentice » Copy parameters from another subnet
- tas3d
- 120 posts
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yes, works like a charm.
except one more thing. once parameters are copied, the source ones are being referenced(channeled) to the new one. I can quickly manually remove them, but is there any checkbox for that ?
thanks!
except one more thing. once parameters are copied, the source ones are being referenced(channeled) to the new one. I can quickly manually remove them, but is there any checkbox for that ?
thanks!
Houdini Indie and Apprentice » Copy parameters from another subnet
- tas3d
- 120 posts
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Hi,
I need to copy parameters from one subnet to another.
When I try to do it in Edit Parameter Interface, I get this error :
“Node is outside subnet: / path from the node”
Its described here how to do it, but….:
http://www.sidefx.com/docs/houdini12.5/ref/windows/optype [sidefx.com]
http://www.sidefx.com/docs/houdini12.5/ref/windows/edit_parameter_interface [sidefx.com]
Is there any other way to do it ? I want to copy part of Flip solver UI to WhiteWater solver.
thx
I need to copy parameters from one subnet to another.
When I try to do it in Edit Parameter Interface, I get this error :
“Node is outside subnet: / path from the node”
Its described here how to do it, but….:
http://www.sidefx.com/docs/houdini12.5/ref/windows/optype [sidefx.com]
http://www.sidefx.com/docs/houdini12.5/ref/windows/edit_parameter_interface [sidefx.com]
Is there any other way to do it ? I want to copy part of Flip solver UI to WhiteWater solver.
thx
Houdini Indie and Apprentice » Flip colliding with another cached Flip
- tas3d
- 120 posts
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oh, im just playing with H at home, recreating some workflows that we use in 3ds.
Scanline is definitely not interested in using H.
Scanline is definitely not interested in using H.
Houdini Indie and Apprentice » Flip colliding with another cached Flip
- tas3d
- 120 posts
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Thank you so much. Im glad i can avoid Micro solvers for now.
Yes, I always forget to check if substeps are matching. Cool trick with new whitewater source node. I already looked into it to see accel/curv emission.
Works like a charm
cheers
Yes, I always forget to check if substeps are matching. Cool trick with new whitewater source node. I already looked into it to see accel/curv emission.
Works like a charm
cheers
Houdini Indie and Apprentice » Flip colliding with another cached Flip
- tas3d
- 120 posts
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Hi there,
Im trying to use one Flip sim as collision object in another Flip sim.
So I use Surface field of first sim, as Collision field in second sim.
It kind of works, but a lot of particles still go through it. I can display Collision field in second sim, looks correct. Maybe I should apply it in a different way, inside solver ? Im not so familiar with Gas micro solvers….
Attached HIP and screengrab to get the idea what have I done.
thanks!
Im trying to use one Flip sim as collision object in another Flip sim.
So I use Surface field of first sim, as Collision field in second sim.
It kind of works, but a lot of particles still go through it. I can display Collision field in second sim, looks correct. Maybe I should apply it in a different way, inside solver ? Im not so familiar with Gas micro solvers….
Attached HIP and screengrab to get the idea what have I done.
thanks!
Houdini Lounge » display glitch on Ubuntu
- tas3d
- 120 posts
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ive noticed only in VOP's only.
But, not always. Sometimes it displays properly, then suddenly it will display black. Restart H helps…
Any way to narrow it down ?
But, not always. Sometimes it displays properly, then suddenly it will display black. Restart H helps…
Any way to narrow it down ?
Houdini Lounge » display glitch on Ubuntu
- tas3d
- 120 posts
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Hello,
I have an issue with Houdini 12.5.372 on Ubuntu 12.10 and Nvidia card (drivers 304.88)
Whenever I hover mouse over input/output of any VEX node, i cannot see description of it. Very annoying.
Has anyone have seen this before ?
Also, sometimes when laptop goes into screensaver mode, and I wake it up. My viewport doesnt work anymore, i have to restart H. I guess its about saving energy… Do you know if I can disable disabling video card ?
I know H is supposed to be run on workstation
I have an issue with Houdini 12.5.372 on Ubuntu 12.10 and Nvidia card (drivers 304.88)
Whenever I hover mouse over input/output of any VEX node, i cannot see description of it. Very annoying.
Has anyone have seen this before ?
Also, sometimes when laptop goes into screensaver mode, and I wake it up. My viewport doesnt work anymore, i have to restart H. I guess its about saving energy… Do you know if I can disable disabling video card ?
I know H is supposed to be run on workstation
Technical Discussion » Hi , how to auto create folder just like maya??
- tas3d
- 120 posts
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Technical Discussion » Hi , how to auto create folder just like maya??
- tas3d
- 120 posts
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i cant get it workin
i pase this script into pre-render parameter
import os
path = os.path.dirname(hou.parm('soho_diskfile').eval())
if not os.path.exists(path):
os.makedirs(path)
this is what i put in output path in ROP node:
$HIP/render/$HIPNAME/$HIPNAME.$F4.exr
then i get this error:
im on H12.5 and ubuntu
any fix for that ?
i pase this script into pre-render parameter
import os
path = os.path.dirname(hou.parm('soho_diskfile').eval())
if not os.path.exists(path):
os.makedirs(path)
this is what i put in output path in ROP node:
$HIP/render/$HIPNAME/$HIPNAME.$F4.exr
then i get this error:
User defined plane attribute ‘device:IPlay.s3dleftplane’ ‘string’
User defined plane attribute ‘device:IPlay.s3drightplane’ ‘string’
User defined plane attribute ‘device:IPlay.rendermode’ ‘string’
User defined plane attribute ‘device:IPlay.framerange’ ‘string’
User defined plane attribute ‘device:IPlay.currentframe’ ‘real’
User defined plane attribute ‘device:IPlay.rendersource’ ‘string’
User defined plane attribute ‘device:IPlay.houdiniportnum’ ‘int’
Generating Image: /home/tas/Documents/HoudiniProjects/sub/render/sub17.hipnc/sub17.hipnc.0038.exr (768x431)
Plane: Cf+Af (16-bit float)
SampleFilter: alpha
PixelFilter: gaussian 2 2
VEX Type: vector4
Dither: 0.5
Gamma: 1
Gain: 1
White point: 1
mantra: Could not open imager
Error: Failed to create file “/home/tas/Documents/HoudiniProjects/sub/render/sub17.hipnc/sub17.hipnc.0038.exr : No such file or directory”.
im on H12.5 and ubuntu
any fix for that ?
Houdini Lounge » Drop on wire in VEX - gone?
- tas3d
- 120 posts
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Hi,
What happened to shortcut “e” in VEX to enable/disable drop on wire ?
I miss it
cheers and thx for awesome release
What happened to shortcut “e” in VEX to enable/disable drop on wire ?
I miss it
cheers and thx for awesome release
Technical Discussion » previous_sim_position in FLIP
- tas3d
- 120 posts
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Just found out that i get this point attribute only if i collide fluid with objects (static object->static solver)
but still, i cannot find any info about this attr.
but still, i cannot find any info about this attr.
Technical Discussion » previous_sim_position in FLIP
- tas3d
- 120 posts
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hi,
I noticed that in FLIP simulations, after caching, there is point attribute called previous_sim_position. So I assume, that it stores position of particle from previous step.
When I look at those values in Detail view, current position P, and previous are the same. Do I have to check somewhere in solver to store this value, I couldnt find anything like that.
Do you guys have the same experience ?
thanks
I noticed that in FLIP simulations, after caching, there is point attribute called previous_sim_position. So I assume, that it stores position of particle from previous step.
When I look at those values in Detail view, current position P, and previous are the same. Do I have to check somewhere in solver to store this value, I couldnt find anything like that.
Do you guys have the same experience ?
thanks
Houdini Indie and Apprentice » dopfield - how to extract data
- tas3d
- 120 posts
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Exactly, works like a charm.
So thats how i can modify per point simulation, with POP Solver.
That will do, I think i can adjust this method to apply drag to certain drops.
Thanks Jeff
So thats how i can modify per point simulation, with POP Solver.
That will do, I think i can adjust this method to apply drag to certain drops.
Thanks Jeff
Houdini Indie and Apprentice » dopfield - how to extract data
- tas3d
- 120 posts
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Hi,
I need to extract data from SPH Fluid sim, density, and use it as force(gravity) magnitude.
I have a general idea how to approach it, but no luck in proper implementation
I assume I have to use dopfield() expression and turn my detail data into attribute. Or maybe I can use this expression directly in Gravity/UniformForce node ?
Pls help. Maybe there is some HIP example scene with similar case, couldnt find one.
thx!
ps.
As u can see Im trying to make bubbles. I was thinking also of another method. Since SPH sovler is computing neighbour list in every frame/iter, then maybe I could use this data insteda of density. Or is it the same ?
I need to extract data from SPH Fluid sim, density, and use it as force(gravity) magnitude.
I have a general idea how to approach it, but no luck in proper implementation
I assume I have to use dopfield() expression and turn my detail data into attribute. Or maybe I can use this expression directly in Gravity/UniformForce node ?
Pls help. Maybe there is some HIP example scene with similar case, couldnt find one.
thx!
ps.
As u can see Im trying to make bubbles. I was thinking also of another method. Since SPH sovler is computing neighbour list in every frame/iter, then maybe I could use this data insteda of density. Or is it the same ?
Technical Discussion » FLIP VISCOSITY BY PROXIMITY
- tas3d
- 120 posts
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let me join this thread with similar question
Lets say I want to increase Gravity/Bouancy if particles are close to some object. (also FLIP solver).
Lets say I create some attribute in SOP Solver and then, can I use this attribute per particle in Force node ?
Lets say I want to increase Gravity/Bouancy if particles are close to some object. (also FLIP solver).
Lets say I create some attribute in SOP Solver and then, can I use this attribute per particle in Force node ?
Houdini Lounge » Bullet solver and mask fields
- tas3d
- 120 posts
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Looks like its only not working with Gravity + Mask Field
U can use Uniform force instead.
cheers
U can use Uniform force instead.
cheers
Houdini Indie and Apprentice » forEach logic
- tas3d
- 120 posts
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Houdini Indie and Apprentice » forEach logic
- tas3d
- 120 posts
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Hi,
Im trying to get working foreach SOP.
I want to divide N times a box with horizontal grid, and each cut/division should be in the center of currently iterated group.
Im using two foreach SOPs, first defines how many times it will iterate and divide. Second one, is going through each group and performs cookie SOP.
Something obviously doesnt work here, im not sure if i understand foreach logic correctly.
Can someone take a look at HIP ?
Thanks!
Im trying to get working foreach SOP.
I want to divide N times a box with horizontal grid, and each cut/division should be in the center of currently iterated group.
Im using two foreach SOPs, first defines how many times it will iterate and divide. Second one, is going through each group and performs cookie SOP.
Something obviously doesnt work here, im not sure if i understand foreach logic correctly.
Can someone take a look at HIP ?
Thanks!
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