Thanks guys.
So Enivob that's clearer now between cooking and baking; Will help in what search terms to use in getting additional sources of info.
And it looks like I will focus on ‘cooking’ rather than ‘baking’, and rendering is not an issue at the moment.
My best option right now seems to be the tut section for references to the elements you mentioned Nima like caching ( which is new to me ) and using the time shift node. Will have to play around with that and see what I can do with it.
I will be searching through the tuts, but if anyone already knows OffHand a specific tut that comes close to what I am doing, or even a reference link to other sources - that is much appreciated.
Thanks Again
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Houdini Indie and Apprentice » Cooking/Baking Strategy
- BabaJ
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Houdini Indie and Apprentice » Cooking/Baking Strategy
- BabaJ
- 2042 posts
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Hello,
I don't think I really know the difference between Cooking and Baking or if they are really just the same term used interchangeably.
But I was wondering if I had a planed animation sequence of 10825 frames and that say for the first 400 frames I was satisfied with how everything is set up for those frames including a smoke simulation and separate geometry movement;
Could I just “bake/cook” that range of frames to a file and then ‘import’ it so when I begin working on say frames 400-1000 I don't always have to wait for ‘cook’ times for those first 400 frames?
I've seen some references to (if I remembered correctly) to ROP networks/nodes…but it seemed oriented specificaly to a simulation only. In my case I also have geometry animation running concurrently with the simulation that has no direct relation to the simulation.
So I'm not sure if I find that tutorial again if I will be able to apply it to what I wish to do.
Input is appreciated - Thank you.
I don't think I really know the difference between Cooking and Baking or if they are really just the same term used interchangeably.
But I was wondering if I had a planed animation sequence of 10825 frames and that say for the first 400 frames I was satisfied with how everything is set up for those frames including a smoke simulation and separate geometry movement;
Could I just “bake/cook” that range of frames to a file and then ‘import’ it so when I begin working on say frames 400-1000 I don't always have to wait for ‘cook’ times for those first 400 frames?
I've seen some references to (if I remembered correctly) to ROP networks/nodes…but it seemed oriented specificaly to a simulation only. In my case I also have geometry animation running concurrently with the simulation that has no direct relation to the simulation.
So I'm not sure if I find that tutorial again if I will be able to apply it to what I wish to do.
Input is appreciated - Thank you.
Houdini Indie and Apprentice » How to add point selection to existing group in scene view
- BabaJ
- 2042 posts
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Yeah…but maybe I am misunderstanding what pezetco is saying..but it doesn't work for me.
Houdini Indie and Apprentice » Can't Expport to AVI file with Audio
- BabaJ
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Hello,
I was wondering if anyone has any suggestions on how to incorporate audio with exporting to avi file.
I've created a series of files (*.exr) with Mantra save to disk.
I then loaded those files into MPlay and selected audio track (.wav) and MPlay runs both the animation files and audio files together.
But when I want to export to an *avi file I get the following error message:
I was wondering if anyone has any suggestions on how to incorporate audio with exporting to avi file.
I've created a series of files (*.exr) with Mantra save to disk.
I then loaded those files into MPlay and selected audio track (.wav) and MPlay runs both the animation files and audio files together.
But when I want to export to an *avi file I get the following error message:
Houdini Indie and Apprentice » Shepherding Random Numbers
- BabaJ
- 2042 posts
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Does this work for you?
Parameters to change values are on wave node in CHOP net.
Two of those variables in order to take effect must have the Python Source Editor Applied and Accept button clicked for new changes.
The magnitude parameter doesn't need this for changes.
Parameters to change values are on wave node in CHOP net.
Two of those variables in order to take effect must have the Python Source Editor Applied and Accept button clicked for new changes.
The magnitude parameter doesn't need this for changes.
Edited by BabaJ - Nov. 17, 2016 19:52:27
Houdini Indie and Apprentice » How to add point selection to existing group in scene view
- BabaJ
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Thanks Enivob…I guess I should have asked the question differently.
I know your an experienced user, so judging by your answer I'm assuming what I was considering is not possible.
Not that it's a problem as you also gave another way to do it from what I already mentioned.
Just looking at turning over another stone
I know your an experienced user, so judging by your answer I'm assuming what I was considering is not possible.
Not that it's a problem as you also gave another way to do it from what I already mentioned.
Just looking at turning over another stone
Houdini Indie and Apprentice » How to add point selection to existing group in scene view
- BabaJ
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Hello,
I was wondering if there was way to add points to an existing group node of points in the scene by clicking.
I've created an initial group by clicking on the points then with mouse hovered over scened view Tab > group.
This creates the group node with the selected numbered points in the pattern expression box of the group node.
I found this from a search which seems to be what someone else was trying to do but I have no luck:
https://www.sidefx.com/forum/topic/19472/?page=1#post-91586 [sidefx.com]
What I've tried doing amongst other options is:
Select the group node with flag set to visible.
In scene window click on select and on option for point select.
Key press ~ ( tilde )
Click on the new points to add.
At this point the ‘old’ points are showing ( they have a ‘blue’ halo ) and the desired new points are highlighted as yellow.
From here on I can't seem to find a way - like pressing Enter, to make the new points show up listed in the group node.
The only way I can do this is to manually type in the new points numbers or create a new group node as before and copy/paste the numbers in the first group node, deleting the newly created group node.
Anyone happen to know a way to do this? or what I am doing wrong?
Thanks
I was wondering if there was way to add points to an existing group node of points in the scene by clicking.
I've created an initial group by clicking on the points then with mouse hovered over scened view Tab > group.
This creates the group node with the selected numbered points in the pattern expression box of the group node.
I found this from a search which seems to be what someone else was trying to do but I have no luck:
https://www.sidefx.com/forum/topic/19472/?page=1#post-91586 [sidefx.com]
What I've tried doing amongst other options is:
Select the group node with flag set to visible.
In scene window click on select and on option for point select.
Key press ~ ( tilde )
Click on the new points to add.
At this point the ‘old’ points are showing ( they have a ‘blue’ halo ) and the desired new points are highlighted as yellow.
From here on I can't seem to find a way - like pressing Enter, to make the new points show up listed in the group node.
The only way I can do this is to manually type in the new points numbers or create a new group node as before and copy/paste the numbers in the first group node, deleting the newly created group node.
Anyone happen to know a way to do this? or what I am doing wrong?
Thanks
Houdini Indie and Apprentice » CopyStamp behaviour
- BabaJ
- 2042 posts
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Hello,
I'm working on a expression for a variable as a copystamp in a copy node, and to understand the behaviour so I write out the expression ‘properly’ for my intent, I've done a simple test which is making me wonder what really is happening.
My test function prints out to the Houdini Console the positions of each point that is the source for the second input of the copy node.
The source for this input is a line. And as expected, when I change the number of points in the line I get the printed out values for those same number of points.
However, I noticed something that seems odd; That when say the line node(source) is selected in my network view, then I clear the Houdini Console, then select the copy node; At this point I get unexpected behaviour in that not all the points get ‘printed’ out.
Actually in most cases I get the last point printed out twice, even though say the line is set to 5,6 or 7 points.
So I am wondering if this is only just some spurious behaviour relating to how the ‘cook’ gets set? And that I am correct in thinking that the copy node looks at each point coming in the second input for the expression of the variable, much like a point wrangler will ‘run’ over each point of the input?
Or is there something else I don't understand?
Feedback is appreciated - Thank you.
I'm working on a expression for a variable as a copystamp in a copy node, and to understand the behaviour so I write out the expression ‘properly’ for my intent, I've done a simple test which is making me wonder what really is happening.
My test function prints out to the Houdini Console the positions of each point that is the source for the second input of the copy node.
The source for this input is a line. And as expected, when I change the number of points in the line I get the printed out values for those same number of points.
However, I noticed something that seems odd; That when say the line node(source) is selected in my network view, then I clear the Houdini Console, then select the copy node; At this point I get unexpected behaviour in that not all the points get ‘printed’ out.
Actually in most cases I get the last point printed out twice, even though say the line is set to 5,6 or 7 points.
So I am wondering if this is only just some spurious behaviour relating to how the ‘cook’ gets set? And that I am correct in thinking that the copy node looks at each point coming in the second input for the expression of the variable, much like a point wrangler will ‘run’ over each point of the input?
Or is there something else I don't understand?
Feedback is appreciated - Thank you.
Edited by BabaJ - Nov. 11, 2016 10:46:08
Houdini Indie and Apprentice » Python: Creating nodes without the view 'jumping' to an other context?
- BabaJ
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Maybe I'm not understanding what your asking…but if it is what I am thinking; Each network view has a ‘pin’. So you could create more than one network view, and pin(lock) which ones you don't want to change.
Houdini Indie and Apprentice » Using Python 'distanceTo' function
- BabaJ
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Not that I don't believe you, because I am not well versed in python classes, objects and instances ( so thanks for the suggestion as I am sure it will improve my using python in Houdini )..but the part you said would error out actually doesn't. Works fine.
Edit: Ok, sorry..your meaning Vector3 with or without braces. Thats an oversight on my part.
My intent wasn't to create Vector3 with using braces. I had some problems with VEX vectors in the past with the erroneous float values getting ‘initialzed’ to the assigned variable, if I didn't assign one myself. Maybe it was the same case and needed braces or something like that. I just carried over that convention here and never thought about braces. Thanks for showing that.
Edit: Ok, sorry..your meaning Vector3 with or without braces. Thats an oversight on my part.
My intent wasn't to create Vector3 with using braces. I had some problems with VEX vectors in the past with the erroneous float values getting ‘initialzed’ to the assigned variable, if I didn't assign one myself. Maybe it was the same case and needed braces or something like that. I just carried over that convention here and never thought about braces. Thanks for showing that.
Edited by BabaJ - Nov. 11, 2016 08:15:54
Houdini Indie and Apprentice » Using Python 'distanceTo' function
- BabaJ
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Thanks for the example Enivob,
Made me realize I was still thinking in terms VEX, where I could use x, y or z for a vector.
But also interesting that I see I have to also first ‘initialize’ all 3 components of the vector3 first to at least some values, before I can change them individually ( like in this screenshot )
Made me realize I was still thinking in terms VEX, where I could use x, y or z for a vector.
But also interesting that I see I have to also first ‘initialize’ all 3 components of the vector3 first to at least some values, before I can change them individually ( like in this screenshot )
Edited by BabaJ - Nov. 9, 2016 22:00:54
Houdini Indie and Apprentice » Using Python 'distanceTo' function
- BabaJ
- 2042 posts
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Hello,
I was hoping someone might be able to suggest a way to use ( if possible ) the distanceTo python function with 2 created Vector3 variables.
I've tried playing around in Python Shell and get an error message when I try to use the function
Any ideas? - Thank you
I was hoping someone might be able to suggest a way to use ( if possible ) the distanceTo python function with 2 created Vector3 variables.
I've tried playing around in Python Shell and get an error message when I try to use the function
Any ideas? - Thank you
>>> Pt1 = hou.Vector3 >>> Pt2 = hou.Vector3 >>> Pt1.x = 1 >>> Pt1.y = 2 >>> Pt1.z = 0 >>> Pt2.x = 1 >>> Pt2.y = 3 >>> Pt2.z = 1 >>> Pt1.distanceTo(Pt2) Traceback (most recent call last): File "<console>", line 1, in <module> TypeError: unbound method distanceTo() must be called with Vector3 instance as first argument (got type instance instead) >>>
Edited by BabaJ - Nov. 9, 2016 13:43:44
Technical Discussion » Fuse Node Not Seeing Vex 'Points'
- BabaJ
- 2042 posts
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Hello,
This is mostly an ‘academic’ question.
I am trying to understand why the fuse node doesn't ‘see’ the points created in a pointwrangle.
In the wrangle I've created 7 points( using the vex function ‘addpoint()’, intentionally making the 4th and 5th point occupy the same position.
In this case the fuse node is being used to ‘consolidate’ those two points. Yet when you middle mouse the fuse node 0 points are listed. ( Like they have dissapeared or rather are not ‘seen’).
To get the intended result ( I've included that part in the file too ) it's simple enough to use an Add node before and an Add node after the fuse node.
But I am curious as to why it just cannot be done by the fuse node itself?
Do some attribute/s have to be added to the points created within the pointwrangle in order for the fuse node to ‘see’ them?
If so, what might be those attributes needed?
Thanks to anyone who can offer some insight to this.
This is mostly an ‘academic’ question.
I am trying to understand why the fuse node doesn't ‘see’ the points created in a pointwrangle.
In the wrangle I've created 7 points( using the vex function ‘addpoint()’, intentionally making the 4th and 5th point occupy the same position.
In this case the fuse node is being used to ‘consolidate’ those two points. Yet when you middle mouse the fuse node 0 points are listed. ( Like they have dissapeared or rather are not ‘seen’).
To get the intended result ( I've included that part in the file too ) it's simple enough to use an Add node before and an Add node after the fuse node.
But I am curious as to why it just cannot be done by the fuse node itself?
Do some attribute/s have to be added to the points created within the pointwrangle in order for the fuse node to ‘see’ them?
If so, what might be those attributes needed?
Thanks to anyone who can offer some insight to this.
Edited by BabaJ - Nov. 8, 2016 14:13:21
Houdini Learning Materials » Configuring Renderman for Houdini
- BabaJ
- 2042 posts
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I was playing around with Renderman last month and the only two things that I did was check “edit - preferences - Renderman” like you said, and added the following to my houdini.env file:
RMANTREE = CProgram Files/Pixar/RenderManProServer-20.11
PATH = $PATH;$RMANTREE/bin
So in essence, the same as you except I didn't have the extra third line. Maybe that might make a difference?
RMANTREE = CProgram Files/Pixar/RenderManProServer-20.11
PATH = $PATH;$RMANTREE/bin
So in essence, the same as you except I didn't have the extra third line. Maybe that might make a difference?
Technical Discussion » SubDivide giving weird issue with PolyBevel
- BabaJ
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I opened your file…I agree with you that the result you get is not what is expected.
However, with Houdini we have the capacity to do many different things in different ways for different purposes.
I looked at your file in wireframe mode and was ‘puzzled’ by why when the node is doing the subdividing it wasn't going to the ‘nearest’ points to each other - which is why you are getting the current results.
So I thought, well why would the algorithm work that way?…So then I looked at the paramaters for the subdivide node and sure enough there is a drop down menu for algorithm.
Changing that paramater to ‘OpenSubdiv Bilenear’ option gives us the ‘expected’ result…or better put ‘desired’ result.
There is likely situations where the desired result requires a different algorithm…but I'm still very much a Novice and wouldn't know, another example of the ‘depth’ of Houdini.
However, with Houdini we have the capacity to do many different things in different ways for different purposes.
I looked at your file in wireframe mode and was ‘puzzled’ by why when the node is doing the subdividing it wasn't going to the ‘nearest’ points to each other - which is why you are getting the current results.
So I thought, well why would the algorithm work that way?…So then I looked at the paramaters for the subdivide node and sure enough there is a drop down menu for algorithm.
Changing that paramater to ‘OpenSubdiv Bilenear’ option gives us the ‘expected’ result…or better put ‘desired’ result.
There is likely situations where the desired result requires a different algorithm…but I'm still very much a Novice and wouldn't know, another example of the ‘depth’ of Houdini.
Houdini Indie and Apprentice » WYSIWYG with MPlay Render exports - *.avi *.mov
- BabaJ
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Houdini Indie and Apprentice » WYSIWYG with MPlay Render exports - *.avi *.mov
- BabaJ
- 2042 posts
- Offline
Hello,
I was wondering if someone might be able to suggest a workflow so that in the final exported file format of choice I get the same visual results of what I worked on seeing in Render View/Mplay.
I rendered and saved a sequence of images in MPlay in which I was happy with lighting and motion, but once I load those sequence of images then export to any of the .avi 32, .avi 64, or number of options with .mov formats; I lose desired components of the image in the final exported format.
I tried making adjustments with brightness, gamma, contrast etc. in Mplay with the sequenced images before exporting, but this doesn't seem to give any results. I'm guessing that means I would have to do those corrections prior to making the image sequence renders.
But if that's so, it seems to me that this process could be very time intensive as I would be guessing what to adjust prior to rendering to ultimately get the final exported file format as desired, ie. I would have to do many iterations of render, check, adjust, render again, etc.
In the attached file, the image on the left is what I see with MPlay/render view…the image on the right is what I got with export to *.avi win 32 format.
In the exported *avi format the middle section of the fainter smoke can't be seen, or at least very difficult.
Yet with the MPlay I get exactly what I wanted at that point in the animation. Lighter smoke yet still visible.
So I am thinking that in my final animation ( which looks just right in MPlay/Render view ), how many possible points in my final exported file am I going to have to attempt to make to “correct” for a final desired product.
It seems possible that I may “correct” for one part, but inadvertantly create another new “problem” elsewhere.
I'm wondering am I missing something or could this be a “…Welcome to the Club…” scenario?
Thoughts on this process is appreciated - Thanks.
I was wondering if someone might be able to suggest a workflow so that in the final exported file format of choice I get the same visual results of what I worked on seeing in Render View/Mplay.
I rendered and saved a sequence of images in MPlay in which I was happy with lighting and motion, but once I load those sequence of images then export to any of the .avi 32, .avi 64, or number of options with .mov formats; I lose desired components of the image in the final exported format.
I tried making adjustments with brightness, gamma, contrast etc. in Mplay with the sequenced images before exporting, but this doesn't seem to give any results. I'm guessing that means I would have to do those corrections prior to making the image sequence renders.
But if that's so, it seems to me that this process could be very time intensive as I would be guessing what to adjust prior to rendering to ultimately get the final exported file format as desired, ie. I would have to do many iterations of render, check, adjust, render again, etc.
In the attached file, the image on the left is what I see with MPlay/render view…the image on the right is what I got with export to *.avi win 32 format.
In the exported *avi format the middle section of the fainter smoke can't be seen, or at least very difficult.
Yet with the MPlay I get exactly what I wanted at that point in the animation. Lighter smoke yet still visible.
So I am thinking that in my final animation ( which looks just right in MPlay/Render view ), how many possible points in my final exported file am I going to have to attempt to make to “correct” for a final desired product.
It seems possible that I may “correct” for one part, but inadvertantly create another new “problem” elsewhere.
I'm wondering am I missing something or could this be a “…Welcome to the Club…” scenario?
Thoughts on this process is appreciated - Thanks.
Houdini Learning Materials » Exlude objects from light source
- BabaJ
- 2042 posts
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Hello matthias_k,
There's another way I know of, and is mentioned in the docs' at the top of the page in the link arctor gave you.
It's the light bank.
In a data tab of a view window there is a drop down menu that has the ‘Light Bank’ choice.
Selecting that will list all your lights in the file.
The last column named ‘Link’ is where you select the objects that will only be lit by that light.
The only thing I don't like about the light bank is that if you say add a new object at the object level, somehow that object gets added to the choice of all the lights in the light bank automatically.
At some point I'm going to make a feature request that once you assign an object/s to a light that you can lock it down.
Otherwise, if you already have numerous lights assigned to various objects in the scene and make a change at the object level; You have to go through the whole list in the Light Bank to set it again. Definite annoyance in work flow.
But besides that it's an easy set up.
There's another way I know of, and is mentioned in the docs' at the top of the page in the link arctor gave you.
It's the light bank.
In a data tab of a view window there is a drop down menu that has the ‘Light Bank’ choice.
Selecting that will list all your lights in the file.
The last column named ‘Link’ is where you select the objects that will only be lit by that light.
The only thing I don't like about the light bank is that if you say add a new object at the object level, somehow that object gets added to the choice of all the lights in the light bank automatically.
At some point I'm going to make a feature request that once you assign an object/s to a light that you can lock it down.
Otherwise, if you already have numerous lights assigned to various objects in the scene and make a change at the object level; You have to go through the whole list in the Light Bank to set it again. Definite annoyance in work flow.
But besides that it's an easy set up.
Technical Discussion » Revolve around circle
- BabaJ
- 2042 posts
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Yea Christopher, I'm not seeing any image in your first post.
Maybe just upload your hip file?
Maybe just upload your hip file?
Houdini Indie and Apprentice » Getting Smoke to Fill Chamber
- BabaJ
- 2042 posts
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Hello,
I was hoping someone could chime in on a ‘behavior’ I've noticed with using geometry as a static object for collision with a smoke sim.
I've reduced the ‘problem’ from my original file to this one I am including here.
The geometry I am using is one where it has a hollow interior where the smoke fills.
Initially I made the walls of this container very thick to ensure no smoke passes through the intended barrier.
This idea came from reading several posts about people having too thin an object so that some smoke ends up passing through.
I've sort of had the opposite effect.
It seems that by making the walls too thick it changes the interior boundary that the smoke sees.
The result is that the smoke can't fill the entire chamber.
I've used a revolve node to make the geometry from a profile and looking at the scene in wire mode doesn't reveal anything that I could be doing ‘wrong’ in my construction of that geometry.
In the file attached I have a switch node that alternates between the 2 net box set of nodes.
Each netbox creates the same hollow interior sized chamber.
Each one differs in the size of its exterior.
And as said before the one with the larger exterior ( thicker wall ) doesn't allow the smoke to fill entirely in the interior.
Yet the smaller thickness walled geometry (netbox 0 - switch paramter set to 0 in the geo node “Smoke_Boundary” tab Switch ),
allows the smoke to fill to the end of the chamber.
I was hoping someone knows what is going on here as it would help me decide what to do in my original file.
In the original file I import a profile to use as part of constructing the chamber. That imported geometry is based on a dynamicly changing curve shape.
So not knowing whats going on in creating the geometry leaves me in limbo of what to do in deciding how to create a function that determines the thickness of the wall other than just going with the idea of making it thinner and leaving it to chance.
If of course if the thickness is what the source of the problem is, maybe there's some glaring oversight of something on my part.
Thanks to anyone who may be able to offer insight about this.
Side Note - before I got to this point of trying to find out what's going I spent alot of time playing around with adjusting ‘voxel’ size and padding. Both of which do not seem to affect the result.
I was hoping someone could chime in on a ‘behavior’ I've noticed with using geometry as a static object for collision with a smoke sim.
I've reduced the ‘problem’ from my original file to this one I am including here.
The geometry I am using is one where it has a hollow interior where the smoke fills.
Initially I made the walls of this container very thick to ensure no smoke passes through the intended barrier.
This idea came from reading several posts about people having too thin an object so that some smoke ends up passing through.
I've sort of had the opposite effect.
It seems that by making the walls too thick it changes the interior boundary that the smoke sees.
The result is that the smoke can't fill the entire chamber.
I've used a revolve node to make the geometry from a profile and looking at the scene in wire mode doesn't reveal anything that I could be doing ‘wrong’ in my construction of that geometry.
In the file attached I have a switch node that alternates between the 2 net box set of nodes.
Each netbox creates the same hollow interior sized chamber.
Each one differs in the size of its exterior.
And as said before the one with the larger exterior ( thicker wall ) doesn't allow the smoke to fill entirely in the interior.
Yet the smaller thickness walled geometry (netbox 0 - switch paramter set to 0 in the geo node “Smoke_Boundary” tab Switch ),
allows the smoke to fill to the end of the chamber.
I was hoping someone knows what is going on here as it would help me decide what to do in my original file.
In the original file I import a profile to use as part of constructing the chamber. That imported geometry is based on a dynamicly changing curve shape.
So not knowing whats going on in creating the geometry leaves me in limbo of what to do in deciding how to create a function that determines the thickness of the wall other than just going with the idea of making it thinner and leaving it to chance.
If of course if the thickness is what the source of the problem is, maybe there's some glaring oversight of something on my part.
Thanks to anyone who may be able to offer insight about this.
Side Note - before I got to this point of trying to find out what's going I spent alot of time playing around with adjusting ‘voxel’ size and padding. Both of which do not seem to affect the result.
Edited by BabaJ - Oct. 31, 2016 13:00:24
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