You do have to specify the full path and filename, not just the path. Also the full path should not have any spaces in the path. Make sure your user name for the system does not have any strange ASCII characters in it.
I have attached the example 08_02.bclip and .cmd files referenced in the video. Just use the .bclip to continue the video even if you can not get the convert to work.
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Houdini Indie and Apprentice » Install BVH Into Mocap Crowd Agent help!
- Enivob
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Technical Discussion » No collision between Cloth and Solid object
- Enivob
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A FEM Solid won't interact with a cloth just using shelf tools.
That is the nature of the system as it stands at version 15.5. If you want your cloth to interact with the sphere don't define the sphere as a Solid object, define it as a Rigid Body Collider.
That is the nature of the system as it stands at version 15.5. If you want your cloth to interact with the sphere don't define the sphere as a Solid object, define it as a Rigid Body Collider.
Edited by Enivob - July 3, 2016 09:29:33
Technical Discussion » No collision between Cloth and Solid object
- Enivob
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If you can, post your HIP file or an example file that demonstrates the problem.
Have you inspected the collisions meshes? Most problems are because the collision representation of the actual geometry has holes in it, thus not colliding.
Have you inspected the collisions meshes? Most problems are because the collision representation of the actual geometry has holes in it, thus not colliding.
Edited by Enivob - July 2, 2016 22:54:51
Technical Discussion » UV viewer out of texture bounds and UDIM
- Enivob
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That is what the UV Layout node is for. It allows you to dial in your UVs into a single tile 0-1 space or across several UDIMs. Make sure the display flag is set then press SPACE-5 over the viewport to see the UV layout. Drop down a ROP Output Driver after that to write out your object with the UVs.
Houdini Learning Materials » Explode a shell object
- Enivob
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It is not really better, just another option. Try turning it on an off, you'll see the difference.
When the isooffset is off the fracture thinks of the shape as essentially being hollow so in this case of the sphere each fracture will travel to the center and form a spike. When the isooffset is on the fracture will think of it as a solid shape and create fracture chunks inside the volume interior as well.
When the isooffset is off the fracture thinks of the shape as essentially being hollow so in this case of the sphere each fracture will travel to the center and form a spike. When the isooffset is on the fracture will think of it as a solid shape and create fracture chunks inside the volume interior as well.
Edited by Enivob - July 1, 2016 14:37:12
Houdini Learning Materials » Explode a shell object
- Enivob
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I just tried it and it works fine. What I think you are experiencing is simply the viewport representation of the network. Notice the yellow outline around the vornoifracture node. This means that node is selected. So what you are seeing in your viewport is the combination of the final display flag node, in blue, and the selected node which is further up stream.
Try selecting the final node so it is outlined in yellow. Does that remove the center object?
In my image you can see I have selected nodes upstream of the result and they appear in the viewport. However, the final geometry output only comes from the node with the blue display flag active.
Try selecting the final node so it is outlined in yellow. Does that remove the center object?
In my image you can see I have selected nodes upstream of the result and they appear in the viewport. However, the final geometry output only comes from the node with the blue display flag active.
Edited by Enivob - July 1, 2016 10:36:46
Technical Discussion » "Correct" way to control Transform nodes or Points at SOP level
- Enivob
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I wouldn't use a NULL, simply use the geo object or subnet that the rig resides within as your host container. Click on the gear ICON, located in the upper right corner of the Properties panel, to edit the parameter interface and add two Float3 vectors. Click apply and accept. Now dive into your rig and locate the transform nodes you want to control. Right-Click on the word Translate and choose Copy Parameter. Then return to the top level and Right-Click on the newly created Float3 vector and choose Paste Copied Relative Reference.
This will link the two fields via expressions and turn the fields green in your display. When you change the field in one place, the other fields will update.
This will link the two fields via expressions and turn the fields green in your display. When you change the field in one place, the other fields will update.
Edited by Enivob - July 1, 2016 09:41:35
Technical Discussion » Add color point wrangle
- Enivob
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To randomize color just use VEX code inside the wrangle.
float r = random(@ptnum+1);
float g = random(@ptnum+2);
float b = random(@ptnum+3);
@Cd = set(r,g,b);
Technical Discussion » Connect edges with different polycount.
- Enivob
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Add each edge loop to it's own group.
Merge the mesh together.
Then drop down a PolyBridge node.
Populate the two source and destination groups with the groups you created from the edge loops.
This will create a bridge of faces between the two loops.
Follow up with a Facet node to uniquify the points, this will fix any normals issues.
Another approach would be to resample one curve so that it has the same number of points as the destination. Then the PolyBridge should make an all quads connection, otherwise you will get some triangles.
Merge the mesh together.
Then drop down a PolyBridge node.
Populate the two source and destination groups with the groups you created from the edge loops.
This will create a bridge of faces between the two loops.
Follow up with a Facet node to uniquify the points, this will fix any normals issues.
Another approach would be to resample one curve so that it has the same number of points as the destination. Then the PolyBridge should make an all quads connection, otherwise you will get some triangles.
Edited by Enivob - June 30, 2016 23:01:40
Houdini Learning Materials » Node info
- Enivob
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I have found some tablets produce too jittery mouse coordinates for tool tips to detect non-movement. Try hovering over the item then lift the pen away from the tablet to lock in that mouse screen position.
Houdini Indie and Apprentice » PartitionSOP problem
- Enivob
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This thread has some example files for making trails emit from geometry.
http://forums.odforce.net/topic/25909-how-to-add-continuously-generated-geometry-into-simulation/#comment-151177 [forums.odforce.net]
http://forums.odforce.net/topic/25909-how-to-add-continuously-generated-geometry-into-simulation/#comment-151177 [forums.odforce.net]
Houdini Learning Materials » Node info
- Enivob
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This works for me using Houdini 15.5 I see a black popup tool tip with basically the socket type and label. There isn't a lot of info there to begin with.
Are you using a tablet as your input device perhaps?
Are you using a tablet as your input device perhaps?
Houdini Learning Materials » How to emit particle from Surfaces(random) ?
- Enivob
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That is the nature of packed primitives, they are only points until you unpack them.
Inside your box_object1 drop down an unpack node after the dopimport1 and before the outt. Then you will see particles in places other than the zero axis.
If you use the Debris shelf tool you may get better results.
Inside your box_object1 drop down an unpack node after the dopimport1 and before the outt. Then you will see particles in places other than the zero axis.
If you use the Debris shelf tool you may get better results.
Houdini Indie and Apprentice » How to speed up Mantra
- Enivob
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There aren't, I have wrestled with this for more than a year. Mantra is too slow for daily motion graphics usage, IMHO. Although C4D isn't that much faster when you A-B them.
What you can do is purchase an Indie license now that 3rd party render is supported and choose from several faster render engines. Octane, for example. Or try out the Renderman offering.
For the fastest rendering I have encountered you may want to take a look at Clarisse, which plays well with Houdini exported Alembic and OpenVDB files.
What you can do is purchase an Indie license now that 3rd party render is supported and choose from several faster render engines. Octane, for example. Or try out the Renderman offering.
For the fastest rendering I have encountered you may want to take a look at Clarisse, which plays well with Houdini exported Alembic and OpenVDB files.
Edited by Enivob - June 29, 2016 11:32:47
Technical Discussion » modify groups
- Enivob
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Don't fret over a new node being created. Middle Click and HOLD on the last node created to inspect the result. Read the information in the black poup box to see the result of your new operation.
If you want all your selections in a single group node copy the numbers generated in the second group node and paste them into the first group node either at the end or the beginning of the current pattern of numbers, preserving the original numbers and extending the selection.
Argh….I manually had to do that operation.
If you want all your selections in a single group node copy the numbers generated in the second group node and paste them into the first group node either at the end or the beginning of the current pattern of numbers, preserving the original numbers and extending the selection.
Argh….I manually had to do that operation.
Edited by Enivob - June 29, 2016 11:25:21
Houdini Learning Materials » HExpression Error ?
- Enivob
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Move the timeline to frame #18, type in 15 for the Y value then ALT-CLICK on the field to create a keyframe with the current value (it turns green). Then Middle-CLICK on the field to bring up the curve editor where you can manipulate the keyframes.
Edited by Enivob - June 29, 2016 11:16:35
Houdini Indie and Apprentice » OBJ's combined in file dialog
- Enivob
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I can load your file on my Windows machine with nVidia GTX 2GB vRAM and on my MacMini using HD4400 with only 1.5Gb vRAM.
What is going on is the OBJ is so large that viewport clipping is removing it entirely from display. So it looks like the File node did not load anything.
Press the D-KEY to bring up the display options and activate the Viewport TAB. Set the clipping to Neither Clip Plane and crank up the far clip value. I set mine to 18,000 and the OBJ appeared in my viewport.
Or scale it down to a smaller size as Michael mentioned.
What is going on is the OBJ is so large that viewport clipping is removing it entirely from display. So it looks like the File node did not load anything.
Press the D-KEY to bring up the display options and activate the Viewport TAB. Set the clipping to Neither Clip Plane and crank up the far clip value. I set mine to 18,000 and the OBJ appeared in my viewport.
Or scale it down to a smaller size as Michael mentioned.
Edited by Enivob - June 29, 2016 11:12:21
Houdini Indie and Apprentice » OBJ's combined in file dialog
- Enivob
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One thing you can try is turning of the Material Cube for the viewport before you import the OBJ. It is the checkered cube icon right under the series of light bulb icons in the vertical center toolbar (on the right side of the 3D viewport).
That icon controls if the viewport will try to use graphics card capabilities. I have an Intel HD card on my MacMini, which is out of spec, but if I leave that icon off I get less crashing on unsupported hardware.
Turn off the icon and then try to reload your OBJ file.
Houdini's viewport code supports OpenGL 3.x or better, Blender and those others only support OpenGL 2.0.
That icon controls if the viewport will try to use graphics card capabilities. I have an Intel HD card on my MacMini, which is out of spec, but if I leave that icon off I get less crashing on unsupported hardware.
Turn off the icon and then try to reload your OBJ file.
Houdini's viewport code supports OpenGL 3.x or better, Blender and those others only support OpenGL 2.0.
Edited by Enivob - June 28, 2016 14:52:11
Houdini Indie and Apprentice » OBJ's combined in file dialog
- Enivob
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Oh, ok I see, a crash. Are you overclocking your system?
Why don't you post the specs for your hardware, perhaps your machine is not able to effectively run Houdini. Check the minimum hardware requirements page.
http://www.sidefx.com/Support/system-requirements/ [sidefx.com]
Why don't you post the specs for your hardware, perhaps your machine is not able to effectively run Houdini. Check the minimum hardware requirements page.
http://www.sidefx.com/Support/system-requirements/ [sidefx.com]
Houdini Learning Materials » HExpression Error ?
- Enivob
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The expression does not add a keyframe. It takes the place of the keyframe and returns a value for the channel instead. You can't effectively have both on the same field. This means you either keyframe the field or you program the field. The expression programs the field and returns a result.
The two trailing values are the result for the True/False case of the If statement.
For instance we can re-write the expression so the result only moves up and down for the first 24 frames then jumps to a final location of 2.
The two trailing values are the result for the True/False case of the If statement.
For instance we can re-write the expression so the result only moves up and down for the first 24 frames then jumps to a final location of 2.
if(($F<24),(sin($F)*10),2)
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