I had a similar task. Peter helped me.
http://forums.odforce.net/index.php?/topic/12293-particle-controlled-flip-fluids/page__hl__Particles%20to%20flip__fromsearch__1 [forums.odforce.net]
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Houdini Lounge » Flip Fluid from Pops
- Stalkerx777
- 183 posts
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Technical Discussion » Compare simulation time (cloth) in maya and houdini !!!
- Stalkerx777
- 183 posts
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It depends on what you need. Houdini Cloth in current state, isn't the way to go! Its good for deform and other procedural technics..
Read this tread
http://forums.odforce.net/index.php?/topic/13556-houdini-cloth-unbelievably-slow/ [forums.odforce.net]
Read this tread
http://forums.odforce.net/index.php?/topic/13556-houdini-cloth-unbelievably-slow/ [forums.odforce.net]
Technical Discussion » constraining multiple RBD objs in DOPS
- Stalkerx777
- 183 posts
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There is powerful Apply Relationship DOP node, take a look at the example files. There you'll find what you need.
Technical Discussion » set an attribute in volume vop
- Stalkerx777
- 183 posts
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Technical Discussion » set an attribute in volume vop
- Stalkerx777
- 183 posts
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Use parameter VOP (for creating and setting attributes), and connect your data to it input.Set export flag to always.
Technical Discussion » Python - create rendering parameters
- Stalkerx777
- 183 posts
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Hi.
Here is a simple example from documentation
>>> node = hou.node(“/obj”).createNode(“geo”)
>>> group = node.parmTemplateGroup()
>>> folder = hou.FolderParmTemplate(“folder”, “My Parms”)
>>> folder.addParmTemplate(hou.FloatParmTemplate(“myparm”, “My Parm”, 1))
>>> group.append(folder)
>>> node.setParmTemplateGroup(group)
Here is a simple example from documentation
>>> node = hou.node(“/obj”).createNode(“geo”)
>>> group = node.parmTemplateGroup()
>>> folder = hou.FolderParmTemplate(“folder”, “My Parms”)
>>> folder.addParmTemplate(hou.FloatParmTemplate(“myparm”, “My Parm”, 1))
>>> group.append(folder)
>>> node.setParmTemplateGroup(group)
Technical Discussion » Using node group interface - crashes houdini
- Stalkerx777
- 183 posts
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Hi. I have already submitted bug report, but sesi says: “ We cant reproduce this bug”…..
Three is three simple steps:
1)Open Houdini
2) Hit “x” on keybord while in network editor. Interface for working with group will pop up.
3)Click a couple of times on drop-down menu off default group(“ALL”)
4) Crash!! If not, try to click one of those small buttons to the left.
I have houdini crash on the following machines:
- Open Suse 11.1 x64 , houdini 11.581 (3 machines)
- Windows 7 x64 (2 machines), houdini 11,701; 11.733; 11,775
- Ubuntu 10.10 x64 , houdini 11,733; 11,775.
So, please , check this, and may-be sesi will fix it.
Thx
8)
Three is three simple steps:
1)Open Houdini
2) Hit “x” on keybord while in network editor. Interface for working with group will pop up.
3)Click a couple of times on drop-down menu off default group(“ALL”)
4) Crash!! If not, try to click one of those small buttons to the left.
I have houdini crash on the following machines:
- Open Suse 11.1 x64 , houdini 11.581 (3 machines)
- Windows 7 x64 (2 machines), houdini 11,701; 11.733; 11,775
- Ubuntu 10.10 x64 , houdini 11,733; 11,775.
So, please , check this, and may-be sesi will fix it.
Thx
8)
Houdini Lounge » Mobile version of houdini?
- Stalkerx777
- 183 posts
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Right now there is nothing to do with houdini on mobile devices. But, i think, it can change with Windows 8 tablests, witch should hit the market in late 2012. Just my thought. 8)
Technical Discussion » PBR shader and opacity
- Stalkerx777
- 183 posts
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Hi.I'm writing PBR shader, and i have strange problem. In traditional shading, i'm using opacity parameter to specify the amount of transparency color, with the help of lspline function.
result_transparency_color = lspline(opacity, {0,0,0}, {1,1,1} - transp_color, {1,1,1});
In the examples below:
opacity = 0,5
transp_color = {0,1,0}
Everything works fine in micropoly engine, but with pbr something going wrong.
Maybe PBR calculates opacity a little bit different ?
Any ideas would be helpful.
result_transparency_color = lspline(opacity, {0,0,0}, {1,1,1} - transp_color, {1,1,1});
In the examples below:
opacity = 0,5
transp_color = {0,1,0}
Everything works fine in micropoly engine, but with pbr something going wrong.
Maybe PBR calculates opacity a little bit different ?
Any ideas would be helpful.
Technical Discussion » Sprite random texture
- Stalkerx777
- 183 posts
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There was a similar question a couple of days ago…
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22198 [sidefx.com] :!:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22198 [sidefx.com] :!:
Technical Discussion » how to assign rand maps to sprite ?
- Stalkerx777
- 183 posts
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Technical Discussion » how to rerendering a part of an image?
- Stalkerx777
- 183 posts
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You can use render region tool in viewport, or shift + drag a region in render view (shift+click outside image to remove region)..
Houdini Lounge » houdini save uv texture to image
- Stalkerx777
- 183 posts
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……. but another broblem i have a texture brick when i uv edite scal to like a building but how to edite like not same texture the like brick material mantra the mantra matterial brick is not a texture but how to make a uv texture like this
:shock:
Hmm, maybe google - translate can help?
I don't understand anything. Sorry.
Technical Discussion » How can I display a shader in my viewport?
- Stalkerx777
- 183 posts
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ntmfilm
Thanks.
One Step further. And now?
Best
Just look at mantra surface shader from gallery.
Technical Discussion » How can I display a shader in my viewport?
- Stalkerx777
- 183 posts
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ntmfilm
hi ,
I built shader with the vopmaterial node. It renders pretty fine, but I can't see it in the viewport. why?
best
You can see basic things in viewport, like: base color, color specular opacity textures, bump texture, normalmap texture and environment map.
To apply that, add OGL folder (SHOP Options –> OGL) in Edit Parameters Interface.
http://www.sidefx.com/docs/houdini11.0/ref/windows/edit_parameter_interface [sidefx.com]
The easiest way to figure out what to do then, is just to examine the default mantra surface shader from gallery. I hope that what you want.
Houdini Lounge » Rendering
- Stalkerx777
- 183 posts
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comvat25Good idea!!
or should I just move on to another package.
Read SYmek's link and this [sidefx.com]
And if nothing helps, move to another package :arrow:
Houdini Lounge » CUDA drivers/GPU renderers
- Stalkerx777
- 183 posts
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BTW, octane keeps crushing with default nvidia drivers, so i also installed latest drivers from nvidia.
Houdini Lounge » CUDA drivers/GPU renderers
- Stalkerx777
- 183 posts
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Technical Discussion » Merge Maya FBX geometry problem
- Stalkerx777
- 183 posts
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When you use combine tool from shelf, you basically put all geometry into one geo container, and of course, loosing your animation, witch is on object level. By default, there is nothing you can do. But you can write small script in python, witch will merge all geometry into one, and append transform SOP for each peace with animation. :roll:
Technical Discussion » i3d
- Stalkerx777
- 183 posts
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I had this problem a while ago. I was using “3D Texture Generator” ROP for this, but then i manually recreated 3D Texture Generator and everything start working as it should.
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