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Houdini Indie and Apprentice » CMIVFX - XML Cities
- Enivob
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It might just be some kind of formatting error in the XML. Notice some nodes end in a /> and some don't.
Houdini Indie and Apprentice » CMIVFX - XML Cities
- Enivob
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You need to at least report the error, dude.
How can we guess? There is a divide are you dividing by zero? Does the import fail? Is there indentation error? The list goes on. If it is cmiVFX training, that training comes with all the assets already typed in. Try using the supplied example file.
How can we guess? There is a divide are you dividing by zero? Does the import fail? Is there indentation error? The list goes on. If it is cmiVFX training, that training comes with all the assets already typed in. Try using the supplied example file.
Technical Discussion » Transfering point glob coordinates and rotation to txt/csv
- Enivob
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One way might be to bring your channel into the Sop level and then drop down a python node for writing out the CSV file.
Maybe you could try dropping python node in CHOPs instead? I have never tried using python in CHOPs, however.
Maybe you could try dropping python node in CHOPs instead? I have never tried using python in CHOPs, however.
Technical Discussion » How to simulate spheres packed like oranges in a store?
- Enivob
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You may want to investigate FEM objects. (Solid TAB Organic Tissue)If you make each sphere a FEM object you get some squash behavior by default. Then you could just drop them into a box/container using dynamics.
Technical Discussion » Channel Expression to Parameter slide and then saving as CSV
- Enivob
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To add your own parameter to the interface click the gear icon then drag one of the fields from the left column into the right column. Each of those entries on the left is of a different type, (i.e. string, integer, float etc…)
To write the value out, drop down a a python node at the end of your network and write python code that moves the play head from start to end frame. Inside each frame change examine the value and write it to your file.
To write the value out, drop down a a python node at the end of your network and write python code that moves the play head from start to end frame. Inside each frame change examine the value and write it to your file.
Technical Discussion » How emit particles , once ?
- Enivob
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It is under the Birth TAB. Look for the green field in my example file. It is right under that.
Technical Discussion » How emit particles , once ?
- Enivob
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The particle system default to continuous emission. Set Continuous Activation to 0 to turn it off, then set Impulse Activation to an expression.
This will only emit particles on frame #1.
$FF == 1
Other expressions are also possible like.
$FF < 12
Will emit particles for the first 12 frames.
This will only emit particles on frame #1.
$FF == 1
Other expressions are also possible like.
$FF < 12
Will emit particles for the first 12 frames.
Technical Discussion » Rough Flip surface
- Enivob
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I would guess you need to turn up the subdivision on the collision mesh and decrease particle separation.
Houdini Learning Materials » Beginner questions
- Enivob
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Here is a thread on maintaining UVs through a VDB conversion.
http://forums.odforce.net/topic/25153-vdb-maintain-uvs/ [forums.odforce.net]
http://forums.odforce.net/topic/25153-vdb-maintain-uvs/ [forums.odforce.net]
Houdini Learning Materials » Beginner questions
- Enivob
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As a new user, I would not worry about making things into an asset yet.
ObjectMerge is your friend.
Many example files can be re-purpsed simply by merging in another object at the top of the network.
This why you often see example work done with a torus, box or sphere.
Everyone knows that the top node can be replaced with an alternate mesh either through an ObjectMerge or a File import. That is how you can swap the pighead, for example.
Nodes are context sensitive so if you don't see one in the menu then that means it probably won't work in that context.
Try moving up one level or down one level and try the menu again.
Here is a nice website with a lot of example files.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted [tokeru.com]
ObjectMerge is your friend.
Many example files can be re-purpsed simply by merging in another object at the top of the network.
This why you often see example work done with a torus, box or sphere.
Everyone knows that the top node can be replaced with an alternate mesh either through an ObjectMerge or a File import. That is how you can swap the pighead, for example.
Nodes are context sensitive so if you don't see one in the menu then that means it probably won't work in that context.
Try moving up one level or down one level and try the menu again.
Here is a nice website with a lot of example files.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted [tokeru.com]
Technical Discussion » Coloring fluid from textured surface
- Enivob
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You might be able to leverage this technique in Yancy's video.
https://vimeo.com/105571343 [vimeo.com]
https://vimeo.com/105571343 [vimeo.com]
Houdini Indie and Apprentice » Emitting light from volume density
- Enivob
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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
- 2540 posts
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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.
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