Attributes can be added to the crowd system inside the CrowdSource node. Just insert an AttributeWrangle before the OUT node and type in your new attributes.
You can then reference those attributes inside the CrowdSim network. For example change the CrowdTrigger (orange node) type to Custom VEX Expression and the node essentially becomes a wrangle where you can examine any attribute and use logic to set the @itrigger as necessary.
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Houdini Indie and Apprentice » Crowds change behavior from run to climb
- Enivob
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Technical Discussion » HOW TO ANIMATE NODE COLOR ?
- Enivob
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You just ALT-Click on the word Color next to any color swatch. This will add a keyframe for that current color at the current time in the timeline. Change to a new frame and then pick a new color, then ALT-CLICK again to lock in that keyframe.
The numeric RGB color fields will turn GREEN to indicate there is a keyframe on them.
The numeric RGB color fields will turn GREEN to indicate there is a keyframe on them.
Edited by Enivob - July 6, 2016 10:31:09
Houdini Indie and Apprentice » Network render with Indie?
- Enivob
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But in reality Houdini Indie 15.5 will not generate an IFD file. It just errors out when you try to use that feature.
Houdini Learning Materials » Make Breakable question (in Go Procedural > hguide_01_quickstart.pdf)
- Enivob
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How do I fix this problem?After you make breakable use the Glue Adjacent shelf tool to glue all the pieces together.
Technical Discussion » Audio driven particle birth
- Enivob
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That is what the path inside the chop() function is for. The path specifies where the data is coming from (i.e. your chop network output). Where you paste the line of code indicates where the data is going to. Try pasting your chop() function in the Const. Birth Rate field.
To determine the path for your case, you have to have a CHOP network in your scene. When you start typing the word chop( and you get to the typing of the quote character ", Houdini will prompt you with a list of possible sources to form the bread-crumb trail to your data. Each time you type a new slash character / you will get a new list possible paths you can take at that time.
NOTE: The channel name will not automatically appear in a list, you have to know it and type it manually to complete the path. In my example path, the channel name happened to be kick. Houdini defaults to a name called chan0 for mono sources and a pair chan0, chan1 for a stereo image. So you can use the left channel of a song to control one parameter and the right channel to control another.
Typically audio will import in the range of -1 to 1. So I follow up a file import with a limit and envelope. This will change your audio amplitude range into the value of 0-1. Then you can just use a fit01 along with the chop() to remap the audio value into a usable range for whatever target field you like. (i.e. 0-360, 0-1000, etc…)
A thousand particles are emitted when the beat is loud, less as the amplitude drops off over time.
To determine the path for your case, you have to have a CHOP network in your scene. When you start typing the word chop( and you get to the typing of the quote character ", Houdini will prompt you with a list of possible sources to form the bread-crumb trail to your data. Each time you type a new slash character / you will get a new list possible paths you can take at that time.
NOTE: The channel name will not automatically appear in a list, you have to know it and type it manually to complete the path. In my example path, the channel name happened to be kick. Houdini defaults to a name called chan0 for mono sources and a pair chan0, chan1 for a stereo image. So you can use the left channel of a song to control one parameter and the right channel to control another.
Typically audio will import in the range of -1 to 1. So I follow up a file import with a limit and envelope. This will change your audio amplitude range into the value of 0-1. Then you can just use a fit01 along with the chop() to remap the audio value into a usable range for whatever target field you like. (i.e. 0-360, 0-1000, etc…)
A thousand particles are emitted when the beat is loud, less as the amplitude drops off over time.
fit01(chop("../../chopnet1/file1/chan0"),0,1000)
Edited by Enivob - July 5, 2016 15:04:48
Technical Discussion » Audio driven particle birth
- Enivob
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You can fetch data from a CHOP network using the chop function.
I put together a short video on how to leverage the amplitude from a sound wave to drive position along path but you may be able to modify it to drive particle birth rate.
https://vimeo.com/117402380 [vimeo.com]
chop("../music/AMPLITUDE_OUT/kick")
I put together a short video on how to leverage the amplitude from a sound wave to drive position along path but you may be able to modify it to drive particle birth rate.
https://vimeo.com/117402380 [vimeo.com]
Houdini Indie and Apprentice » Error rendering FLIP Fluids
- Enivob
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I checked out your file. It seems to work OK for me. Try throwing away your Mantra node and trying again with a new one.
Technical Discussion » No collision between Cloth and Solid object
- Enivob
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You can do this in passes. For instance use a ROP Output Driver to export the Cubo as a .bgeo.sc sequence. Then bring that sequence back in as a Rigid Collider for the cloth. Make sure to set the static object to Use Deforming Geometry and up the volume based Uniform Divisions.
Houdini Indie and Apprentice » Crowds change behavior from run to climb
- Enivob
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You may want to add another attribute to the system just for monitoring for your special case. You need the popseek to look at that attribute and change the way it seeks based upon that flag. So when you transition to climbing set the flag on the new attribute and then on the next frame the popseek can review that attribute. You could even come up with a switch that monitors the attribute. When it is set an alternate popseeksteer is used instead of the walking one.
Houdini Indie and Apprentice » Install BVH Into Mocap Crowd Agent help!
- Enivob
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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.
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.
Edited by Enivob - July 3, 2016 09:45:23
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]
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