Try increasing the Stochastic Samples. That should help remove some of the grain.
The blockyness may be because your volume is of too low quality. Increase the quality of your volume by reducing the Division Size on the Pyro node.
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Technical Discussion » pyro rendering problem
- Enivob
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Technical Discussion » How I can. Output mantra nodes (use Python or another)
- Enivob
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This problem is just me?No we all know these editors stink. The MEL editor is ugh and Blender's will drive you crazy. You'll be typing a long and the mouse will drift into the line number area and the next number you type jumps you to that line.
I think there are some ways to link external editors to Houdini. You may want to search around on that. I think under preferences you can specify which editor comes up when you press CTRL-E in a text field.
One thing I do like about X-Code is the text editor, I like Visual Studio's text editor as well. There are even open source editors which I like better than the integrated one.
Sometime I wonder why the dev team does not integrate one of these better open source editors, which are free for all uses, into the program?
Houdini Indie and Apprentice » FLIP - Smooth Viscous mesh
- Enivob
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Try playing around with the Influence Scale and the Droplet Scale inside the Particle Fluid Surface node. Keep the Droplet Scale less than the Influence Scale or the entire fluid will disappear. I turned off the Remesh and Smooth nodes on the source geo. I also removed all those substeps on the Simulation node. In this case it makes sense to enable particle separation to try to keep particles away from one another and thus better keep the original shape.
You can dial in the scale at a lower particle separation and then when you have reduced the anomalies try lowering the particle separation for a cleaner look.
I don't think you will ever get a perfect extrusion look with a fluid based approach.
Check out the example file on Thin sheet Fluid. There may be more tips on particle separation there.
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/#entry145601 [forums.odforce.net]
You can dial in the scale at a lower particle separation and then when you have reduced the anomalies try lowering the particle separation for a cleaner look.
I don't think you will ever get a perfect extrusion look with a fluid based approach.
Check out the example file on Thin sheet Fluid. There may be more tips on particle separation there.
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/#entry145601 [forums.odforce.net]
Edited by Enivob - Sept. 30, 2016 10:32:31
Houdini Learning Materials » Designing VEX Driven Digital Assets in Houdini - Issues with setting parameters .
- Enivob
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On the noise Attribute VOP you need to follow through with all those IF statements and construction of index from ../info/i.
For instance, to follow through on Frequency you would need something like this.
What you currently have is.
For each field you will also have to consider what is a “smart” default when use_noise is off. In the above exampe I just chose 1 for the default of Frequency, you may want something smaller than that.
It is such a confusing way to make something. You do realize you don't need the VOP at all. Just write it as pure code in a Wrangle. If you right-click on the VOP you can actually view the code the VOP generates to get some ideas on how to make calls to the various vex functions like aanoise and such.
For instance, to follow through on Frequency you would need something like this.
if(ch("../use_noise" + ch("../info/i")) == 0, 1, ch("../freq" + ch("../info/i") + "1")) if(ch("../use_noise" + ch("../info/i")) == 0, 1, ch("../freq" + ch("../info/i") + "2")) if(ch("../use_noise" + ch("../info/i")) == 0, 1, ch("../freq" + ch("../info/i") + "3"))
What you currently have is.
ch("../freq" + ch("../info/i") + "1")
For each field you will also have to consider what is a “smart” default when use_noise is off. In the above exampe I just chose 1 for the default of Frequency, you may want something smaller than that.
It is such a confusing way to make something. You do realize you don't need the VOP at all. Just write it as pure code in a Wrangle. If you right-click on the VOP you can actually view the code the VOP generates to get some ideas on how to make calls to the various vex functions like aanoise and such.
Edited by Enivob - Sept. 29, 2016 17:12:15
Technical Discussion » FATAL ERROR: SEGMENTATION FAULT (?)
- Enivob
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Can your computer pass the prime95 2 hour [mersenne.org] test? Give it a try, it might be your hardware is faulty.
Houdini Learning Materials » 3D manipulation in render view?
- Enivob
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You can select the render camera and then scrub away on the transformation parameters, in the parameter area, while rendering.
Edited by Enivob - Sept. 26, 2016 19:54:53
Houdini Lounge » Viewport previews
- Enivob
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Have you tried turning on Textures for the viewport? It may be turned off. Use the D-KEY to bring up the display options and check the settings. Often HDR Rendering is off.
What graphics card are you using?
What graphics card are you using?
Edited by Enivob - Sept. 26, 2016 19:51:13
Houdini Indie and Apprentice » Material parameter question Houdini
- Enivob
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Basically they are not the same. Generally I just add VOPNetworks then dive inside the network. If you add a RSMaterial at the SHOP level you can't connect anything to it's input. If you add a vopnetwork at the SHOP level and dive inside you will find all that is really there is a closure. Add a RSMaterial inside the vopnetwork and you can connect it's output to the input of the closure. At this point you also will see that the RSMaterial inputs are exposed and you can connect things like textures to colors and so on. You can also connect textures output colors directly to the input of the closure which gives you blazingly fast direct light rendering, without any shadows of course.
Edited by Enivob - Sept. 26, 2016 17:03:07
Houdini Indie and Apprentice » Layering 2D objects
- Enivob
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You can do that in COPs but you just end up with a series of images into Over nodes. Then you can animate the transforms as needed. Foreground on the LEFT input and background on the RIGHT input.
Edited by Enivob - Sept. 24, 2016 22:35:35
Houdini Indie and Apprentice » Help!display problem occured while adding normals!
- Enivob
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You are modifying the Normals to achieve your modeling goals (pointvop3). The video driver looks at the Normals to create the viewport display. To restore the display, simply place a Normals node at the end of your network and set the Display Flag to that node.
Edited by Enivob - Sept. 24, 2016 09:11:47
Houdini Lounge » Underscore? Sad face :(
- Enivob
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Technical Discussion » Houdini is not using my graphics card - Quadro M4000
- Enivob
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If you are running Houdini Indie license or better you have the option of using a 3rd party render system. The Redshift GPU render system will make use of your video card and greatly decrease your render time. Redshift offers a free demo version so you can try it out. This option is not available to users of the Houdini apprentice software version.
Technical Discussion » Change "width" attribute in a packed object
- Enivob
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I don't think you can change anything on a packed object unless you unpack it. If you control the packing of the object just set the width before you pack. You could also make a scene that unpacks, sets the width then repacks and writes that out as an Alembic or whatever format. Then your main scene can reference the alternate width adjusted version of the packed geometry.
Technical Discussion » Houdini is not using my graphics card - Quadro M4000
- Enivob
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What simulation type were testing with?
For FLIP you have to manually enable OpenCL on the solver, it is off by default. Even when it is enabled I only get about a 30% usage out of my graphics card.
In Houdini you want a good graphics card so you get an accurate robust viewport display. Also for 3rd party GPU render systems like Redshift or Octane. You may also see some GPU usage if you viewport render using MPlay.
For FLIP you have to manually enable OpenCL on the solver, it is off by default. Even when it is enabled I only get about a 30% usage out of my graphics card.
In Houdini you want a good graphics card so you get an accurate robust viewport display. Also for 3rd party GPU render systems like Redshift or Octane. You may also see some GPU usage if you viewport render using MPlay.
Houdini Learning Materials » Good screen capturing soft for tutorials?
- Enivob
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There is also Open Broadcaster Studio [obsproject.com] which is cross platform and open source.
Technical Discussion » Cache loading stops working, sometimes wont scrub backwards, sometimes just stops loading future frames and hangs on a single frame when parsing forward.
- Enivob
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Sounds like your hard disk is going bad.
Is it an SSD or an old platter stlye hard drive?
Is it an SSD or an old platter stlye hard drive?
Houdini Indie and Apprentice » Boolean with transitional fillet?
- Enivob
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You may want to check out the Entagma video on Boolean Denting [entagma.com]. It is a different modeling approach to achieving that kind of look.
Houdini Indie and Apprentice » Still showing watermark and capping render size with Houdini Indie converted file
- Enivob
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It could be the convert was not perfect. The nodes themselves carry with them some kind of stamp that contains what license type they were initially created with. That is why you can't just copy and paste nodes from an Apprentice project directly into an Indie scene. It will work, but Houdini will down grade the license because the source nodes came from a lower license type.
You may want to submit your converted file to SESI as a bug. They may be unaware that certain nodes do not convert correctly and be able to fix the converter.
If the scene is not to complicated you may want simply re-construct it in Indie to avoid further errors.
You may want to submit your converted file to SESI as a bug. They may be unaware that certain nodes do not convert correctly and be able to fix the converter.
If the scene is not to complicated you may want simply re-construct it in Indie to avoid further errors.
Technical Discussion » Procedural Building envelope system.
- Enivob
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Technical Discussion » Crowd: using non looping animation clips
- Enivob
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Also you can use CHOPs to setup a range within the mocap and blend between start and end frame to soften the transition on the loop around.
There is a nice explanation on Here on Vimeo [vimeo.com] about 8:00 minutes into the video.
There is a nice explanation on Here on Vimeo [vimeo.com] about 8:00 minutes into the video.
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