Use a VDB combine sop > You can resample the incoming volumes ie A match B etc.
Rob
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Technical Discussion » Seam between two side-by-side volumes with different voxel sizes
- circusmonkey
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Houdini Indie and Apprentice » FlipFluids or SPH for this effect
- circusmonkey
- 2624 posts
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Technical Discussion » transform P and volume gradient
- circusmonkey
- 2624 posts
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Solitude
If the polygon tube has a nice topology, ie: the same number of points around each row, you can separate it out by rows (convert sop), get the center of each row, and use that. Otherwise, you can scatter points on the outside of your geo, and then raymarch inwards until the sign of the gradient flips then tell it to stop moving and you will have your center. If you're tying to create a curve from this, you should start with an edge loop on your poly tube or something so you have a good point order to create the new curve.
Thanks for the reply Ian, the tube topology is bad. I did think I could do what your saying by slicing up the tube into thin sections to make it more manageable.Your idea sounds interesting,to wait for the gradient to flip.
Rob
Technical Discussion » Control speed of water in Splash Tank
- circusmonkey
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Hi,
1 ) make sure when you make the video from QT you set the $FPS correctly , the default is 29FPS . If things are to fast sim 400 frames and then use time shift sop to slow down your waves. ie 400 frames to slow 50%
Rob
1 ) make sure when you make the video from QT you set the $FPS correctly , the default is 29FPS . If things are to fast sim 400 frames and then use time shift sop to slow down your waves. ie 400 frames to slow 50%
Rob
Technical Discussion » Forced Matte Objects in image planes
- circusmonkey
- 2624 posts
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Technical Discussion » transform P and volume gradient
- circusmonkey
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Technical Discussion » transform P and volume gradient
- circusmonkey
- 2624 posts
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Hi All , I have an irregular sized polygon tube. I am looking for a solution to create a line down the centre of the tube.My initial idea was to turn the tube into a SDF > with some scattered points throughout the volume. Then in Vops move the points to the boundary of the volume being zero.The some how invert a value or use N to move the point to the centre of the volume along the gradient N vector.
I am not even sure if you can do this as I have the feeling any point inside a volume has a value of -1 in the volume and the gradient only can tell you how far away from the surface you are. Maybe I cannot see the wood for the trees and there's a simpler solution to create a line along the centre of a tube,and no you cannot use the curve sop in the example file.
any ideas on this brain teaser ?
I am not even sure if you can do this as I have the feeling any point inside a volume has a value of -1 in the volume and the gradient only can tell you how far away from the surface you are. Maybe I cannot see the wood for the trees and there's a simpler solution to create a line along the centre of a tube,and no you cannot use the curve sop in the example file.
any ideas on this brain teaser ?
Edited by circusmonkey - Oct. 13, 2016 02:51:46
Technical Discussion » Control speed of water in Splash Tank
- circusmonkey
- 2624 posts
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Technical Discussion » Randomizing scatter points seed value with for loop
- circusmonkey
- 2624 posts
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Technical Discussion » mantra ifd
- circusmonkey
- 2624 posts
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You need to use Engine and a render manager like HQ to distribute the IFD to various machines to render. OR you can write some python and have a machine render the ifd sequence of files or in a shell just use Hbatch to render the rop without opening houdini ie
Notes :- Launch from the command line tools
quit = will quit you out of hbatch back into the shell dir
example hbatch code : =
Rob
Notes :- Launch from the command line tools
hbatch myfile.hip
cd /out
render mymantranode
quit = will quit you out of hbatch back into the shell dir
example hbatch code : =
render -f 87 300 -Va1 -s mymantra_rop
Rob
Houdini Lounge » Physical Camera
- circusmonkey
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The funny thing is I am a photographer and the last thing I want is ND filters / White balance iso control . In Houdini or any 3d package its all pretty pointless. lets look at natural vignetting > . I am sure everyone knows what this is , I challenge anyone to define what “natural” is when driven by the lens and what camera combo its on. As a photographer I dont want vignetting if I could get rid of it I would.I buy lens with the least amount vignetting at the faster shutter speeds. Or how about ND filters. Created to stop down due to the limitations of the shutter. Sorry we dont have that limitation in the 3d world, why on earth would I want to introduce it.
rob
rob
Houdini Lounge » Physical Camera
- circusmonkey
- 2624 posts
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Hi Nick,
DOF / exposure get adjusted in comp as often or not the plates get graded / exposed / colour corrected by 2d / final grade. Then factor in old lens / digital camera conbinations and you have just opened up a complete can of worms and development nightmare !
rob
DOF / exposure get adjusted in comp as often or not the plates get graded / exposed / colour corrected by 2d / final grade. Then factor in old lens / digital camera conbinations and you have just opened up a complete can of worms and development nightmare !
rob
Technical Discussion » Scale Alembic Camera - Houdini Ocean Artifacts
- circusmonkey
- 2624 posts
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You do not scale ABC cameras in Houdini > you recreate the camera in Houdini and read the transforms either with chops or a fetch sop
Rob
Rob
Technical Discussion » Atmospheric fog/dust setup
- circusmonkey
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You can create elements like that with a combination of pyro FX and a simple volume box with some noise run through it
Rob
Rob
Edited by circusmonkey - Sept. 20, 2016 17:59:06
Technical Discussion » HQueue > rendering
- circusmonkey
- 2624 posts
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Hi list
I must be missing something but it seems impossible to chain jobs using HQ in one fell hit. ie write data to disk > Sim > render. When the HQ render ROP has a toggle setting that will either be able to batch all frames in one job or not. ie you need to batch all frames when the next frame is dependant on the previous > unlike a render where you dont need this. It seems you can just have either or .
So does anyone have a working example they could share of a chained set up using HQ ?
Rob
I must be missing something but it seems impossible to chain jobs using HQ in one fell hit. ie write data to disk > Sim > render. When the HQ render ROP has a toggle setting that will either be able to batch all frames in one job or not. ie you need to batch all frames when the next frame is dependant on the previous > unlike a render where you dont need this. It seems you can just have either or .
So does anyone have a working example they could share of a chained set up using HQ ?
Rob
Houdini Indie and Apprentice » New PopNet - Advect by Volume - Not Working
- circusmonkey
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Hi,
See this example scene, remember to add the dop object by name ie pyro , do NOT add a path /obj/Autodopnetwork/pyro or the scene will not work.
I do not know if this is a bug
Rob
See this example scene, remember to add the dop object by name ie pyro , do NOT add a path /obj/Autodopnetwork/pyro or the scene will not work.
I do not know if this is a bug
Rob
Edited by circusmonkey - Sept. 12, 2016 18:18:20
Technical Discussion » Using VDB SDF's distance value, how do I make particles lying on some range of surface?
- circusmonkey
- 2624 posts
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lee22
question but I can't get easily figured out…
Any suggestions would be appreciated!
Well if you know how to move a point to the boundary of the sdf, all you need to do is then add a random value thats something like fit01(@rand(@ptnum),-1,1) to the vector you pushed the point along.
Rob
Technical Discussion » Volume collision problem, pouring smoke in hollow object.
- circusmonkey
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Hi, A better approach would be to pour the glass with particles and have the particles emit smoke.
Rob
Rob
Houdini Lounge » Take List - Workflows and feature requests
- circusmonkey
- 2624 posts
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Takes are not ideal in a shot lighting department as they are anything but portable out of the box. Bundles are a good idea but again not procedural and its impossible to deploy them across a shot lighting dept with out rolling your own version in python.
Rob
Rob
Technical Discussion » Deep workflow in H15.5
- circusmonkey
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Hi All,
Can someone tell me the current best workflow for Deep as the help docs for H15.5 seem to of taken a step backwards.
From the help
This property is not in H15.5 > is it needed anymore ?
Is the help wrong here I thought we are using open .exr2 that supports deep .
I added this render property and it remains greyed out for some reason.
It would be great if someone could give an overview as I think the help is very much out of date, maybe even some of the mantra defaults.
Rob
Can someone tell me the current best workflow for Deep as the help docs for H15.5 seem to of taken a step backwards.
From the help
If you are using deep camera maps for volumes, add the “DCM interpolation (vm_dcmdepthinterp)” property and set it to “Continuous volume”.
For any other geometry (solid surfaces, transparent surfaces, sprites, etc.) you should leave this property at the default “Discrete surfaces”
This property is not in H15.5 > is it needed anymore ?
Houdini only supports storing DCMs in the .rat texture file format.
Is the help wrong here I thought we are using open .exr2 that supports deep .
Add the DCM Z Storage property and change it from “32 bit float” to “16 bit float”. This halves the number of bits used to represent the depth of samples.
I added this render property and it remains greyed out for some reason.
It would be great if someone could give an overview as I think the help is very much out of date, maybe even some of the mantra defaults.
Rob
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