I was able to combine them as I want, the last piece is that the file output is not the mp4s combined but are just the clips.
If I enable the concat expression it throws an error "unknown keyword 'ftypisom'" And looking online it is about the concatenation of two mp4
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PDG/TOPs » Combining MP4s using PDG
- Andrea Sbabo
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PDG/TOPs » Combining MP4s using PDG
- Andrea Sbabo
- 33 posts
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Hey everyone, I have 3 videos mp4 with 2 variations each. I am trying to concatenate them in all the possible variations (maintaining the audio too)
I'm pretty sure is possible using the FFmpeg encode but how? Tried a lot of different things but they all require images sequences
Im trying like this, filtering the videos with the tag in their name (a,b,c..)
I'm pretty sure is possible using the FFmpeg encode but how? Tried a lot of different things but they all require images sequences
Im trying like this, filtering the videos with the tag in their name (a,b,c..)
Edited by Andrea Sbabo - 2023年5月15日 07:03:18
Houdini Lounge » Any rumours of Houdini 19?
- Andrea Sbabo
- 33 posts
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Daryl DunlapAndrea Sbabopu
- Karma ROP for instant rendering of non USD Scenes -
karma working in obj context?
Looks like something like that, I guess we will have to wait until next week for some answers
SideFX confirmed that Karma ROP is just a wrapper for the Scene Import LOP into USD, since Karma is a USD render engine. I'm assuming they invested quite heavily in the Scene Import LOP having parity with OBJ context for H19?
I interpreted the Karma ROP like "Yes, it's still based on USD but we take care of it for you. The conversion is in the background as ifds for Mantra". Thought it was a method to make the transition smoother to the stage context.
Ouch. I was hoping for too much
Houdini Lounge » Any rumours of Houdini 19?
- Andrea Sbabo
- 33 posts
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pu
- Karma ROP for instant rendering of non USD Scenes -
karma working in obj context?
Looks like something like that, I guess we will have to wait until next week for some answers
Houdini Lounge » Any rumours of Houdini 19?
- Andrea Sbabo
- 33 posts
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Just to hype it up and to not make you guys sleep in the next days:
Talk Houdini 19 Reveal on Mon Oct 18 from 18:00-20:00 CET
Talk Karma XPU, MaterialX, & Vellum Grains in Houdini 19 on Tue Oct 19 from 09:00-10:00 CET
Talk Using Vellum Fluids & Crowd Updates in Houdini 19 on Tue Oct 19 from 10:15-11:15 CET
From VIEW conference program
Talk Houdini 19 Reveal on Mon Oct 18 from 18:00-20:00 CET
Talk Karma XPU, MaterialX, & Vellum Grains in Houdini 19 on Tue Oct 19 from 09:00-10:00 CET
Talk Using Vellum Fluids & Crowd Updates in Houdini 19 on Tue Oct 19 from 10:15-11:15 CET
From VIEW conference program
Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?
- Andrea Sbabo
- 33 posts
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Daryl Dunlap
From what I can tell, KineFX moves Character tools down from OBJ level (setting up rigs using OBJ nodes) to SOP level (setting up rigs using packed primitives).
Would be awesome. That's what kept me away from doing character animations in Houdini
Technical Discussion » Houdini,Sharpen Volume Tips
- Andrea Sbabo
- 33 posts
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Hi! Matt is right.
It's quite easy to do if you need specific shapes and if you are not speaking about a generic smoke simulation and the classical mushroom look. Works very well to do first a particles simulation and source the smoke from them.
How I would do it:
First particles simulation with particles exploding or following the path you want. These are going to be leading particles
Second particle simulation. These particles are sourced from the first simulation. The number is not important but should be enough to fill the “tip” of your smoke spikes.
After this simulation you need to:
- lower the velocities at the tip of your spikes (also close to zero is ok)
- set the density as you prefer
- set to zero the temperature at the tip of your spikes, or very close to it. Smoke will get no bouyancy so it will not move much / not create “mushrooms”
Closer the temperature and velocity will be to zero and closer the simulation will be to the shape of your spikes.
What I usually do is set vel and temperature to zero when they are born and then gradually mix them with their normal value when the particles are close to their death (basically @age/@life as control for the mix).
Finally convert the particles and their attributes to volumes and simulate your smoke.
It's quite easy to do if you need specific shapes and if you are not speaking about a generic smoke simulation and the classical mushroom look. Works very well to do first a particles simulation and source the smoke from them.
How I would do it:
First particles simulation with particles exploding or following the path you want. These are going to be leading particles
Second particle simulation. These particles are sourced from the first simulation. The number is not important but should be enough to fill the “tip” of your smoke spikes.
After this simulation you need to:
- lower the velocities at the tip of your spikes (also close to zero is ok)
- set the density as you prefer
- set to zero the temperature at the tip of your spikes, or very close to it. Smoke will get no bouyancy so it will not move much / not create “mushrooms”
Closer the temperature and velocity will be to zero and closer the simulation will be to the shape of your spikes.
What I usually do is set vel and temperature to zero when they are born and then gradually mix them with their normal value when the particles are close to their death (basically @age/@life as control for the mix).
Finally convert the particles and their attributes to volumes and simulate your smoke.
Edited by Andrea Sbabo - 2020年8月18日 11:47:30
Houdini Indie and Apprentice » Distribute points (randomly) in a mesh with an increase in density towards the center (Points from Volume)
- Andrea Sbabo
- 33 posts
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Maybe you can first scatter billions of points in your volume.
After that you sample your density to the points and delete a percentage of it based on the density. For example if the density is one you are going to keep all the points inside the voxel, if the density is 0.1 you keep just the 10% (you can do it by give to the point a random number and compare it to the desired percentage, but I think you already know how to do it )
After that you sample your density to the points and delete a percentage of it based on the density. For example if the density is one you are going to keep all the points inside the voxel, if the density is 0.1 you keep just the 10% (you can do it by give to the point a random number and compare it to the desired percentage, but I think you already know how to do it )
Edited by Andrea Sbabo - 2020年1月31日 15:51:32
Houdini Learning Materials » Ground Plane missing?
- Andrea Sbabo
- 33 posts
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Hello!
Agree with the user above. Houdini changed a lot in the past versions and there are a lot of more recent tutorials for destruction.
As far as I remember there are no specific tutorials about this kind of effect but a couple of examples are:
https://www.youtube.com/watch?v=YocC2s6vdvg [www.youtube.com] -> this is more a brute force approach I guess. The geometry of the snakes are pushing and moving the pieces of the fractured ground. If you keep the root below the ground layer you can push the pieces up using the root's collision geometry
https://vimeo.com/154281290 [vimeo.com] -> Here the curves are activating rigid bodies pieces and probably assigning and initial velocity. This method maybe is a bit more advanced but would be more easy to get the result you want. Of course you can make the radius bigger and have stronger velocities if you need.
Agree with the user above. Houdini changed a lot in the past versions and there are a lot of more recent tutorials for destruction.
As far as I remember there are no specific tutorials about this kind of effect but a couple of examples are:
https://www.youtube.com/watch?v=YocC2s6vdvg [www.youtube.com] -> this is more a brute force approach I guess. The geometry of the snakes are pushing and moving the pieces of the fractured ground. If you keep the root below the ground layer you can push the pieces up using the root's collision geometry
https://vimeo.com/154281290 [vimeo.com] -> Here the curves are activating rigid bodies pieces and probably assigning and initial velocity. This method maybe is a bit more advanced but would be more easy to get the result you want. Of course you can make the radius bigger and have stronger velocities if you need.
Houdini Lounge » Houdini 18 release date?
- Andrea Sbabo
- 33 posts
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Would be cool! It was a lot of fun to watch the Solaris reveal live with some other Houdini people
Work in Progress » Principled Material Studies: Snow
- Andrea Sbabo
- 33 posts
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Very nice! Looks really good, you did a great job with this.
For improving it even more you could add some sort of microdisplacement like in this example [hasenjager.cgsociety.org]. Update us if you make some more progress
Here is a quick example on how to create some flakes/shiny points. Is basically just adding an extra layer of reflection on top of the main material and multiplying an high frequency noise.
Another way would be to adding a noise to the normals of the surface at rendering time
For improving it even more you could add some sort of microdisplacement like in this example [hasenjager.cgsociety.org]. Update us if you make some more progress
VivianNie
Hi, I'm new to Houdini shading, may I ask how to make those shiny white points ? I used your tips on frequency on roughness, but it left me no specular but only surface displacement. It would be great if you could share some ideas of how to make white points. Thank you!
Here is a quick example on how to create some flakes/shiny points. Is basically just adding an extra layer of reflection on top of the main material and multiplying an high frequency noise.
Another way would be to adding a noise to the normals of the surface at rendering time
Houdini Lounge » What License Creates . HIP file?
- Andrea Sbabo
- 33 posts
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There are also rental possibilities from 30 to 90 days, 355 USD minimum https://www.sidefx.com/buy/#houdini-studios [www.sidefx.com]
Edited by Andrea Sbabo - 2019年10月21日 10:32:53
Houdini Indie and Apprentice » Use of op: with pcopen in a shop context?
- Andrea Sbabo
- 33 posts
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Hi, I would like to bring back to life this topic. I need SOS and that's the closest one I have been able to find to my problem in the houdini forums.
I am trying to do a shader which uses points saved on disk for creating a mask inside of it. The reason why I am implementing point clouds is that I need to blur this mask so I can avoid visible hard edges.
Everything is fine until I have points that are close to each other and some artifacts appears (please see picture or hipfile below)
I think I understand the reason for this but I don't know how to solve it. Of course different “points”/surface positions in the grid have different near points from the point cloud. I was thinking that using pcfilter on the points from the point cloud would have been good enough but the artifacts are still there. I have tried several other different combinations for days but nothing to do.
There are some solutions for that? Thank you
I am trying to do a shader which uses points saved on disk for creating a mask inside of it. The reason why I am implementing point clouds is that I need to blur this mask so I can avoid visible hard edges.
Everything is fine until I have points that are close to each other and some artifacts appears (please see picture or hipfile below)
I think I understand the reason for this but I don't know how to solve it. Of course different “points”/surface positions in the grid have different near points from the point cloud. I was thinking that using pcfilter on the points from the point cloud would have been good enough but the artifacts are still there. I have tried several other different combinations for days but nothing to do.
There are some solutions for that? Thank you
Image Not Found
Edited by Andrea Sbabo - 2019年7月3日 10:00:05
Work in Progress » Creatures
- Andrea Sbabo
- 33 posts
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Cooool! Nice stuff.
I would add just a little bit of randomness in the fur direction. In some places the fur looks a little bit too straight and perfect.. or maybe it could be that they take care or their appearance
Seriously, just personal taste
I would add just a little bit of randomness in the fur direction. In some places the fur looks a little bit too straight and perfect.. or maybe it could be that they take care or their appearance
Seriously, just personal taste
Houdini Lounge » How to use the paint node
- Andrea Sbabo
- 33 posts
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Once you have the paint node selected and displayed, go in the toolbar on the left of the screen where there are several icons.
Between the other icons there are also the move, rotate and scale icons. You need to select the icon called “Show Handle”.
An alternative is to use the shortcut for this “show handle” which is pressing Enter with the cursor in the viewport.
Between the other icons there are also the move, rotate and scale icons. You need to select the icon called “Show Handle”.
An alternative is to use the shortcut for this “show handle” which is pressing Enter with the cursor in the viewport.
Houdini Indie and Apprentice » How to get rid of mesh skipping in Flip Fluid simulation?
- Andrea Sbabo
- 33 posts
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I took a quick look at your scene. I don't have the chance to try to sim it right now but..
As you probably already know, this happens during the mesh processing. That's because of the pscale of the particles and the influence scale.
For what I know, more or less is like this. If the distance between a group of particles is less than particle separation * influence scale, they are going to be considered as part of the same “mesh”. If they are more far than that (plus some other factors), they are going to be separated drops after the meshing.
This popping is probably caused because of your particle radius scale in your flipobject. Being less than 1 it's meshing this particles just when they are close enough to each other, causing this issue. If the particles are too much isolated they are not meshed.
If this is not working, an alternative could be:
- run a post-process on the flip simulation, cleaning the not desired particles using the droplet attribute
- check, inside a SOP solver running through the full timeline, which particles are going to cause this issue (for example testing the count of near points inside a certain radius), deleting them and then meshing.
As you probably already know, this happens during the mesh processing. That's because of the pscale of the particles and the influence scale.
For what I know, more or less is like this. If the distance between a group of particles is less than particle separation * influence scale, they are going to be considered as part of the same “mesh”. If they are more far than that (plus some other factors), they are going to be separated drops after the meshing.
This popping is probably caused because of your particle radius scale in your flipobject. Being less than 1 it's meshing this particles just when they are close enough to each other, causing this issue. If the particles are too much isolated they are not meshed.
If this is not working, an alternative could be:
- run a post-process on the flip simulation, cleaning the not desired particles using the droplet attribute
- check, inside a SOP solver running through the full timeline, which particles are going to cause this issue (for example testing the count of near points inside a certain radius), deleting them and then meshing.
Technical Discussion » Houdini 17 new Pyro sourcing in Sop level << - very very difficult to use!! Please provide option for older pyro source as houdini 16.5
- Andrea Sbabo
- 33 posts
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nran
the Fluid Source node has a lots of advantage that the new Pyro sourcing in Houdini 17 DO NOT HAVE!!! please don't always thinking about the speed of calculation, the speed of production to pass through the client approved, is also very important. <- the new pyro sourcing in houdini 17, will slow this down.
Can I ask an example? I haven't used the new pyro sourcing a lot if not for the common stuff, but I haven't noticed any downsides if not that the workflow is a little bit different from before
Houdini Lounge » 17.5 Announcement
- Andrea Sbabo
- 33 posts
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Houdini Lounge » 17.5 Announcement
- Andrea Sbabo
- 33 posts
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jarenas
I think 17.5 will be a really minor update…
Same. Since there are no many hints by SideFX I guess it will be “just” about tops/pdg and maybe some other USD related stuff.
Or maybe they have been silent just because there is big surprise I'm hyped in any case
Edited by Andrea Sbabo - 2019年3月7日 04:51:38
Work in Progress » My first grooming personal work - short hair
- Andrea Sbabo
- 33 posts
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