Here are some notes regarding surface tension from the change log.
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Technical Discussion » FLIP Surface Tension in Houdini 18 - changed behavior
- AslakKS
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Houdini Indie and Apprentice » Is there a fluid Meshing Masterclass?
- AslakKS
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I always struggle with flicker when I use Flip.
One trick I use is upping the “Particles Per Voxel”(+1-2) “Surface Oversampling”(+10-20) and “Oversampling Bandwidth”(1.5-2) under reseeding.
https://vimeo.com/228926167 [vimeo.com]
One trick I use is upping the “Particles Per Voxel”(+1-2) “Surface Oversampling”(+10-20) and “Oversampling Bandwidth”(1.5-2) under reseeding.
https://vimeo.com/228926167 [vimeo.com]
Houdini Lounge » Remove all signs of (Pre-Installed) RenderMan in Houdini Vanilla
- AslakKS
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The preinstalled “bits” should get removed when you have RenderMan 22 installed/loaded. It gets removed here atleast. You might need to check if RenderMan is the first thing in your Houdini path (there are some issues if its not first).
You can check that in the Python Shell. with
You can check that in the Python Shell. with
hou.getenv("HOUDINI_PATH")
Edited by AslakKS - Aug. 11, 2019 02:43:00
Technical Discussion » SDF from Curves?
- AslakKS
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Technical Discussion » SDF from Curves?
- AslakKS
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Technical Discussion » SDF from Curves?
- AslakKS
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I don't quite get what you mean “output curve at the end”.
Look into Volume Sample. https://www.sidefx.com/docs/houdini/nodes/vop/volumesamplefile [www.sidefx.com]
I think that's what you are looking for.
Look into Volume Sample. https://www.sidefx.com/docs/houdini/nodes/vop/volumesamplefile [www.sidefx.com]
I think that's what you are looking for.
Technical Discussion » SDF from Curves?
- AslakKS
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This tool should help. I use it regularly.
https://github.com/mattebb/hda/tree/master/volume_rasterize_lines [github.com]
https://github.com/mattebb/hda/tree/master/volume_rasterize_lines [github.com]
Houdini Lounge » How to bake/export particle sim? (heat/lava)
- AslakKS
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What you are looking for is File Cache https://www.sidefx.com/docs/houdini/nodes/sop/filecache.html [www.sidefx.com]
You can probably export the cache out to C4D with Alembic
https://www.sidefx.com/docs/houdini/nodes/out/alembic.html [www.sidefx.com]
You can export a Alembic directly from within your SOP with a “Alembic ROP output driver” SOP
Hope that helps
You can probably export the cache out to C4D with Alembic
https://www.sidefx.com/docs/houdini/nodes/out/alembic.html [www.sidefx.com]
You can export a Alembic directly from within your SOP with a “Alembic ROP output driver” SOP
Hope that helps
Technical Discussion » Lava Flickering
- AslakKS
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This looks like unstable meshing and not directly the renderers fault.
https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidsurface.html [www.sidefx.com]
This might also be related to your displacement if your rest attributes are not correctly setup.
https://www.toadstorm.com/blog/?p=312 [www.toadstorm.com]
https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidsurface.html [www.sidefx.com]
This might also be related to your displacement if your rest attributes are not correctly setup.
https://www.toadstorm.com/blog/?p=312 [www.toadstorm.com]
Technical Discussion » Iris like fiber clusters
- AslakKS
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Beautiful @arjanM! Really impressed.
Here is a result I got from it.
Here is a result I got from it.
Edited by AslakKS - July 16, 2019 20:08:56
Technical Discussion » Deforming DOPs -> simulate proxy DEFORMING geo and transfering it to High res
- AslakKS
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Hi,
A workaround is to not deform by the dop sim until it is active.
attached an updated file, colored the nodes I touched pinkish?
A workaround is to not deform by the dop sim until it is active.
attached an updated file, colored the nodes I touched pinkish?
Technical Discussion » Weight map in Houdini?
- AslakKS
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I believe what you are looking for is Creases.
There is a example file that explains it well. In Houdini, Help > Example Files > SOP (Geometry) node examples > CreaseBasic
There is a example file that explains it well. In Houdini, Help > Example Files > SOP (Geometry) node examples > CreaseBasic
Houdini Lounge » Hello! I am trying to render with houdini and I get some big white dots on my object.
- AslakKS
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you could either disable point rendering on the object
or delete all unused points with the “add” node.
or delete all unused points with the “add” node.
Houdini Indie and Apprentice » Print goes wild. Houdini not responding. How to stop the flood in the console?
- AslakKS
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Technical Discussion » why is the curvature measurement not consistent?
- AslakKS
- 160 posts
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I would try to use the “measure curvature” sop from the gamedev toolset, its quite good and comes with more settings. Might also be a problem with your object(flipped normals, non fused points), try to run poly-doctor, clean, fuse on your object before calculating the curvature.
Work in Progress » Principled Material Studies: Snow
- AslakKS
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WoW, this looks great! Nice displacement.
How did you go about creating the specs/flakes?
How did you go about creating the specs/flakes?
Houdini Engine for Unity » Vary color across instances?
- AslakKS
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Hi
Would it be possible to use a color attribute from houdini to tint the color of instances in unity?
I want to tint the color of trees and grass with attributes created from the terrain
Would it be possible to use a color attribute from houdini to tint the color of instances in unity?
I want to tint the color of trees and grass with attributes created from the terrain
Technical Discussion » Where are help files examples?
- AslakKS
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Technical Discussion » RENDERMAN: render state equivalent or a way of bringing attributes into shader from packed geometry
- AslakKS
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As far as I know packed geometry is not supported by RenderMan. You could export your geometry as an RenderMan archive and instance that for some speed/memory improvements.
Technical Discussion » Z-depth pass in Renderman?
- AslakKS
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Hi.
Your setup looks right.
The issue is that the depth pass in renderman is not between 0-1 so the image will look completely white, but all you need to do is remap the values in nuke or whatever editing software you are using. you can check your depth pass in Houdini by using the “adapt to full pixel range” in the RenderView.
(http://www.sidefx.com/docs/houdini/ref/views/imgview#controltb)
Hope that helps
Your setup looks right.
The issue is that the depth pass in renderman is not between 0-1 so the image will look completely white, but all you need to do is remap the values in nuke or whatever editing software you are using. you can check your depth pass in Houdini by using the “adapt to full pixel range” in the RenderView.
(http://www.sidefx.com/docs/houdini/ref/views/imgview#controltb)
Hope that helps
Edited by AslakKS - Aug. 15, 2017 06:01:45
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