Here's a couple of related links:
https://forums.odforce.net/topic/26155-knitting-in-houdini/#comment-151689 [forums.odforce.net]
https://forums.odforce.net/topic/30238-simple-knit/#comment-169575 [forums.odforce.net]
https://forums.odforce.net/topic/40331-animated-mesh-on-vellum/#comment-194312 [forums.odforce.net]
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Technical Discussion » Realistic Knitting Pattern in Houdini
- Enivob
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Technical Discussion » Stripes in fire sim after rendering in Karma
- Enivob
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I would guess that is the influence of shredding on your simulation. Check your Shape tab and reduce the value or turn it off.
Technical Discussion » List of local variable
- Enivob
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Here's some, but certain variables are only available on certain nodes in certain contexts. Check any node's help card for more details.
Scroll down a bit.
https://www.sidefx.com/docs/houdini/network/expressions.html [www.sidefx.com]
Scroll down a bit.
https://www.sidefx.com/docs/houdini/network/expressions.html [www.sidefx.com]
Technical Discussion » VDB from Polygons: non-watertight geos?
- Enivob
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I always start with a polyextrude and add a small width. Sometimes it is easier just to model a watertight likeness to supply as a collider.
Houdini Lounge » A Comprehensive Feature List Between Karma XPU + Redshift
- Enivob
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You have a nice overview.
It is a little misleading to say there is no XPU non-USD workflow. I get that Karma is a USD render system, but you can use the ROP to render a non-Solaris SOP-based scene in the traditional Houdini manner.
It is a little misleading to say there is no XPU non-USD workflow. I get that Karma is a USD render system, but you can use the ROP to render a non-Solaris SOP-based scene in the traditional Houdini manner.
Houdini Indie and Apprentice » Copy Stamp to Copy to points
- Enivob
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Don't use the VOP. Make all the lines the same length, then use a Set Length - Guide Process node (which is part of the hair grooming system) to set the length after the copy to points. Activate Randomize and choose min/max length.
Technical Discussion » Houdini 20 Crowd SOPs are Spreading Out
- Enivob
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Try lowering the Distance Variance to 0.1 or smaller. Also you might want to consider a better point system for starting. Your current setup leaves a few confused and moving in the wrong direction.
Houdini Indie and Apprentice » Flip simulation and particle life expectancy
- Enivob
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SOP Flip can't age particles. You can do that inside DOPs.
You can hack the flip solver by diving inside and enabling Age particles and Reap particles.
You can hack the flip solver by diving inside and enabling Age particles and Reap particles.
Technical Discussion » Velocity doesn't work after converting paritcles to vdb
- Enivob
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You can recover your velocity using an attribute transfer from your original source to the meshed particles. Another option is to include the velocity in the VDBFromPolygons. That node discards most attributes, but you can add them in to travel downstream as a companion VDB. ConvertVDB can recover them, but you have to set it up manually.
Edited by Enivob - March 11, 2024 13:25:44
Houdini Indie and Apprentice » texture to color questions with attributefrommap
- Enivob
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From what I can see, using the glft node by itself won't import the materials. For that, use the File/Import menu option. This makes a material subnet for you populated with a principled shader that you'll have to replace if you want to render using Karma XPU.
Houdini Indie and Apprentice » texture to color questions with attributefrommap
- Enivob
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The texture map itself does not create a Cd attribute on the pig head, thus the attributefrommap finds nothing. You still have to keep the attributefrommap node in Texture mode, but reference the texture stored in the HDA. Try placing opdef:..?lowres.jpg in the texture map field. This will fetch the texture map embedded in the pighead HDA. Set the Source Color Space to Linear to avoid the color shift.
I'm not sure how that works with glb meshes. Perhaps post one of those meshes that works in other software, but doesn't work in Houdini. You may have discovered a bug, or an unimplemented feature.
I'm not sure how that works with glb meshes. Perhaps post one of those meshes that works in other software, but doesn't work in Houdini. You may have discovered a bug, or an unimplemented feature.
Edited by Enivob - March 7, 2024 08:48:50
Technical Discussion » How to inflate multiple objects in a container mesh?
- Enivob
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Technical Discussion » KarmaXPU - critical error [cudaErrorIllegalAddress]
- Enivob
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It might help if you could post the scene. Then others could test on their hardware. It could be a SSS bug, though. Use the Support menu up above to report the bug and supply your file.
Edited by Enivob - March 6, 2024 08:27:07
Technical Discussion » KarmaXPU - critical error [cudaErrorIllegalAddress]
- Enivob
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The old standby answer might help. Monitor your GPU temperature. Also consider lowering your overclock by a half-step.
Edited by Enivob - March 5, 2024 15:26:11
Technical Discussion » hair stretching with no limit
- Enivob
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3rd Party » Houdini Alembic doesn't render in Blender
- Enivob
- 2539 posts
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Blender doesn't render zero width curves. That's all your alembic is made of.
Try increasing the extrude value (0.0025 m) for the curve geometry inside Blender to produce a set of polygons to render.
Try increasing the extrude value (0.0025 m) for the curve geometry inside Blender to produce a set of polygons to render.
Edited by Enivob - March 5, 2024 09:44:11
Technical Discussion » particle question: how to record secondary hits?
- Enivob
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There are several hit attributes. (i@hitnum, @hittime)
https://www.sidefx.com/docs/houdini/nodes/dop/popcollisiondetect.html [www.sidefx.com]
Inside a popwrangle, try changing the color based on how many times a hit has occurred.
You could also add them to groups which could be used to spawn another stream.
https://www.sidefx.com/tutorials/particle-streams-1/ [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/dop/popcollisiondetect.html [www.sidefx.com]
Inside a popwrangle, try changing the color based on how many times a hit has occurred.
if(i@hitnum>4){v@Cd = set(1,1,0);} if(i@hitnum>10){ v@Cd = set(0,1,0); i@group_green = 1; }
https://www.sidefx.com/tutorials/particle-streams-1/ [www.sidefx.com]
Edited by Enivob - March 2, 2024 17:57:43
Solaris and Karma » materialX mix node in houdini20 changes the signature
- Enivob
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I think you have a bad mix node. Try dropping down a new one. From your screenshot, the mix input is the wrong type.
When it's the right type, float, I don't experience any auto-adapting of the signature.
When it's the right type, float, I don't experience any auto-adapting of the signature.
Technical Discussion » Point following path: very chaotic speeds?{[SOLVED]}
- Enivob
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Houdini Indie and Apprentice » How can I simulate a heavy crowd agent
- Enivob
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I don't think you even need the crowd system for that. Make the shark a collider for the fish, then their particle system will avoid the shark traveling on a path.
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