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Technical Discussion » blurry problem while rendering please help
- Enivob
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Technical Discussion » Volume VOP & noise
- Enivob
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One way might be to place a carve before you convert your curve into a volume.
Activate Second U and you will have two sliders that can dial in any portion along the path.
The Carve can also Keep Inside or Outside so you could setup a merge of two volumes, one with noise and one without whose area is derived from the Inside and Outside portion of the carve.
Then you could animate the U and V as needed to make the noise travel or appear anywhere along the curve.
Activate Second U and you will have two sliders that can dial in any portion along the path.
The Carve can also Keep Inside or Outside so you could setup a merge of two volumes, one with noise and one without whose area is derived from the Inside and Outside portion of the carve.
Then you could animate the U and V as needed to make the noise travel or appear anywhere along the curve.
Houdini Indie and Apprentice » Purpose of Expression Parameter in Waveform Channel Node
- Enivob
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The Expression field actually accepts hscript code, not python or vex. So you can access basic $ variables.
cos($T) + sin ($T/2)
http://www.sidefx.com/docs/houdini15.0/network/expressions [sidefx.com]
cos($T) + sin ($T/2)
http://www.sidefx.com/docs/houdini15.0/network/expressions [sidefx.com]
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- Enivob
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I think Apple's reply would be to buy another/better Mac. Intel chips are not really for graphics processing, they are merely a placeholder display unit that is built into the Intel CPU. It cuts cost not having to add a GPU to the system. That is why the Intel chips are found on low-end/power system.
SideFX might want to consider detecting these low-end systems during the install process and refuse to install on a system that does not meet the hardware specs. It could avoid a lot of these posts about crashing and poor performance.
It is hard for a user with a relatively new Mac to accept that the computer they paid top dollar for is not even good enough to run professional software. Me being one of those users. I paid top dollar for a 16Gb 8 core i7 MacMini that can no longer run Houdini 15. (sad face).
Other software that bases their viewport code on OpenGL 2.0 specs still run fine. Houdini is out on a limb with their OpenGL 3.1 viewport experiment. I wish SideFX had put some code in there to gracefully fall back to the lower spec, however.
Even with a spec machine I don't experience any advantage over the OpenGL 3.1 viewport compared to the OpenGL 2.0 viewport experience in other apps.
SideFX might want to consider detecting these low-end systems during the install process and refuse to install on a system that does not meet the hardware specs. It could avoid a lot of these posts about crashing and poor performance.
It is hard for a user with a relatively new Mac to accept that the computer they paid top dollar for is not even good enough to run professional software. Me being one of those users. I paid top dollar for a 16Gb 8 core i7 MacMini that can no longer run Houdini 15. (sad face).
Other software that bases their viewport code on OpenGL 2.0 specs still run fine. Houdini is out on a limb with their OpenGL 3.1 viewport experiment. I wish SideFX had put some code in there to gracefully fall back to the lower spec, however.
Even with a spec machine I don't experience any advantage over the OpenGL 3.1 viewport compared to the OpenGL 2.0 viewport experience in other apps.
Houdini Lounge » Houdini 15.0.433 on OSX 10.11.4
- Enivob
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Just because it is a Mac does not mean it meets the minimum requirements for running Houdini. Have you compared the specs of your laptop against the hardware requirements?
Houdini won't work on my MacMini either.
Houdini won't work on my MacMini either.
Technical Discussion » Emit particles per second
- Enivob
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I see what you mean, there seems to be some kind of randomness embedded into constant activation that can not be disabled. While 10 points are emitted, they are not evenly distributed between the two emission points.
If you disable constant activation and use an expression on impulse activation you might get better control.
if($F % $FPS,0,1)
Set your Impulse count to 10 (point number times 5 particles).
This will emit 5 particles from each point at the start of every second. This is not continuous, however, but will pulse every second.
If you disable constant activation and use an expression on impulse activation you might get better control.
if($F % $FPS,0,1)
Set your Impulse count to 10 (point number times 5 particles).
This will emit 5 particles from each point at the start of every second. This is not continuous, however, but will pulse every second.
Houdini Indie and Apprentice » Bacteria growth
- Enivob
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Here is my modification to Matt's attempt.
I have added a new geo called make_shape_sequence.
This is a 100 frame animation of a metaball separating.
Not the best, but an animation example place holder.
Go ahead and cache this out to disk. $HIP/geo
Now in Matt's geo network I have added an attribute_wrangle to convert age to a percentage (i.e. somewhere within our 100 frame animation).
This result gets stamped into the filename for the copy1 source. This fetches the appropriate frame from the cached geo on disk as the particle ages.
int shape_frame_count = 100;
i@frame_to_display= int(float((@life*@age) / 100) * shape_frame_count);
There is still no collision but you at least get some separation effect as the particles age.
I have added a new geo called make_shape_sequence.
This is a 100 frame animation of a metaball separating.
Not the best, but an animation example place holder.
Go ahead and cache this out to disk. $HIP/geo
Now in Matt's geo network I have added an attribute_wrangle to convert age to a percentage (i.e. somewhere within our 100 frame animation).
This result gets stamped into the filename for the copy1 source. This fetches the appropriate frame from the cached geo on disk as the particle ages.
int shape_frame_count = 100;
i@frame_to_display= int(float((@life*@age) / 100) * shape_frame_count);
There is still no collision but you at least get some separation effect as the particles age.
Technical Discussion » OpenCL sim will not playback.
- Enivob
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Asking just in case you don't know. You realize when you browse to the SIM files you still have to put $F4 or $F in the file name to instruct the node to playback each frame.
Technical Discussion » Problem Only with Clouds Houdini 15.
- Enivob
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Yeah, Houdini does that.
The viewport drivers just aren't 100% yet. I experience all kinds of weird glitchy stuff on hardware that meets specs.
If it is not too hard to rebuild try rebuilding in a new scene.
Also try pressing the D-KEY while your mouse is over the 3D viewport. Under the Effects TAB make sure HDR Rendering is enabled. Save as new default.
The viewport drivers just aren't 100% yet. I experience all kinds of weird glitchy stuff on hardware that meets specs.
If it is not too hard to rebuild try rebuilding in a new scene.
Also try pressing the D-KEY while your mouse is over the 3D viewport. Under the Effects TAB make sure HDR Rendering is enabled. Save as new default.
Houdini Indie and Apprentice » Filtering Copy node by expression, am I doing it right?
- Enivob
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What you have does work, but you could reduce all those nodes down to a single wrangle.
vector freq = {1,1,1};
vector offset = {0,0,0};
float amp = 1;
int turb = 5;
float rough = 0.5;
float atten = 1;
float NoiseSelect = fit11(onoise(@P*freq - offset, turb, rough, atten) * amp,0,1);
if (NoiseSelect > 0.5) {
setpointgroup(0, “CopyFilter”, @ptnum, 1);
}
vector freq = {1,1,1};
vector offset = {0,0,0};
float amp = 1;
int turb = 5;
float rough = 0.5;
float atten = 1;
float NoiseSelect = fit11(onoise(@P*freq - offset, turb, rough, atten) * amp,0,1);
if (NoiseSelect > 0.5) {
setpointgroup(0, “CopyFilter”, @ptnum, 1);
}
Houdini Indie and Apprentice » Continue to use Houdini while rendering.
- Enivob
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Just open another copy and minimize the one that is rendering.
Mantra, by default, is set to use All Processors Except One. So your new Houdini session will probably run at a reduce speed depending upon what you a re trying to accomplish.
Mantra, by default, is set to use All Processors Except One. So your new Houdini session will probably run at a reduce speed depending upon what you a re trying to accomplish.
Houdini Indie and Apprentice » Accent character in font SOP
- Enivob
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I have seen this problem in other 3D software packages as well.
One solution is to just type your phrase in Illustrator or Inkscape and export a .EPS or .AI file. Houdini can read this file and you can follow up the File node with an extrude to make your text 3D.
One solution is to just type your phrase in Illustrator or Inkscape and export a .EPS or .AI file. Houdini can read this file and you can follow up the File node with an extrude to make your text 3D.
Technical Discussion » Blast Certain Groups FRom Sequence of Groups
- Enivob
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Houdini Learning Materials » Learning Expressions intro lesson 5
- Enivob
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Are you trying to put a colon symbol between two zero padded values?
If so, the second padzero has a syntax error. Look at your parenthesis. padzero requires two values. Your comma is on the inside of the parenthesis when it should be on the outside. The parenthesis surrounding $F-1 are only needed to insure that the subtraction from $F occurs before division by $FPS. In the second padzero there is only one operation, modulus, so no second set of parenthesis are needed.
Here would be my guess.
`padzero(2,($F-1)/$FPS)`:`padzero(2,$F%$FPS)`
If so, the second padzero has a syntax error. Look at your parenthesis. padzero requires two values. Your comma is on the inside of the parenthesis when it should be on the outside. The parenthesis surrounding $F-1 are only needed to insure that the subtraction from $F occurs before division by $FPS. In the second padzero there is only one operation, modulus, so no second set of parenthesis are needed.
Here would be my guess.
`padzero(2,($F-1)/$FPS)`:`padzero(2,$F%$FPS)`
Houdini Indie and Apprentice » Houdini Particle Crash
- Enivob
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Does your system meet the minimum requirements for running Houdini?
Mainly you need a 2GB graphics card, preferably nVidia.
Mainly you need a 2GB graphics card, preferably nVidia.
Technical Discussion » shape a volume ?
- Enivob
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Enabling combustion helps a lot in making a cone like flame.
Play with Flame Height or Gas Released for brightening or extending.
I also turned off the Add Velocity vector inside your sphere.
That seemed to be causing the beat pattern/stagger in the simulation.
Play with Flame Height or Gas Released for brightening or extending.
I also turned off the Add Velocity vector inside your sphere.
That seemed to be causing the beat pattern/stagger in the simulation.
Houdini Lounge » Where are Houdini 15 doc node examples?
- Enivob
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You can't load examples from the webpage version of the docs. But you can from the help card version while running Houdini. Bring up help from within Houdini don't navigate to help on the world wide web.
Houdini Indie and Apprentice » Workflow - RBD Sim plus POP and Pyro - How to put together
- Enivob
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I'm wondering if I should export my simulations first, then render AFTER all my simulations have been written to disk.I would say yes.
Is that the best way to work with things like this?
So the final scene that you render your passes from mainly contains geo nodes that are playing back a file sequence or cache. This would be the scene that you work on your materials and lighting in. If you do need to refactor a portion of your sim you can go back to the sim generation scene, make a change and re-export.
Look into the Extra Image Planes section of the Mantra node for setting up your passes. This would be like the Render Settings dialog in C4D.
Houdini Indie and Apprentice » Houdini Camera Aperture
- Enivob
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Here is some information here on that topic.
http://odforce.net/wiki/doku.php?id=real-world_camera_matching [odforce.net]
Generally your tracking software export will configure those camera settings for you, typically derived from the tracking plate information and any additional lens information you provide or detected in the footage meta data.
F-Stop is located under the Sampling tab of the camera object itself. This entire tab is only valid if you have enabled DOF inside the Mantra node.
http://odforce.net/wiki/doku.php?id=real-world_camera_matching [odforce.net]
Film Cameras & Film Formats:
*In Houdini, if you put in a 50mm lens/focal length, you must also put in the proper aperture in mm. Page 64 and 65 of the user guide show ways of deriving the proper measurments. The five channels that go hand in hand to getting your camera locked in Houdini are; focal, aperture, resx, resy, and aspect. resx and resy would match your film plate in pixels, aspect would match the pixel aspect of the scanning device. John Willete
Generally your tracking software export will configure those camera settings for you, typically derived from the tracking plate information and any additional lens information you provide or detected in the footage meta data.
F-Stop is located under the Sampling tab of the camera object itself. This entire tab is only valid if you have enabled DOF inside the Mantra node.
Work in Progress » Smoke not behaving like I want it to.
- Enivob
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For less explosive smoke dive into your smoke node and on the create_density_volume node, under the Scalar Volumes tab change the method to Build SDF From Geometry. Then, below on the SDF From Geometry tab turn off Minimum Distance and Empty Interior.
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