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Animation » Alembic animation export with mesh and Cd attribute
- Enivob
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Check the hip file for the technique I use. You do have to route the Cd attribute to a material and chose one of the Blender render modes which displays color information. You have to promote Cd to vertex inside Houdini for it to show up in Blender.
Edited by Enivob - 昨日 18:00:09
Houdini Indie and Apprentice » Split Objects after a Dopnet ?
- Enivob
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Try dropping down a split node. Click the Group dropdown to select what will appear on the left output. Everything else will appear on the right output.
Animation » Re-simulating a timeline without having to scrub it by hand?
- Enivob
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What I do is rewind, then type the exact frame number I want to land on. This will simulate up to the frame, leaving you a blue bar. By typing the frame number, Houdini simulates a little faster. It doesn't update the viewport until it reaches the landing frame. This is faster than just playing the timeline to reach your landing frame.
Edited by Enivob - 2024年4月16日 11:42:42
Solaris and Karma » Subdivision or some other issue?
- Enivob
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Technical Discussion » Why the background image is not visible in the refraction!
- Enivob
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You can try the old trick of parenting a grid with the image to your camera. Then the background plate will be a "real" object in the scene which can reflect rays.
Animation » Particle collision avoidance during transformation (Edited)
- Enivob
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Here's my interpretation of your requirements. By adding an @id attribute to your particles and your goal points, popsteerseek can track scattered moving goal points, making particles seek them. Even if they overshoot, they'll try again to find their resting location while avoiding colliders.
Technical Discussion » How to assign a shortcut key for enabling/disabling simulati
- Enivob
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Place this code inside a shelf tool, and assign F6 as the hot key. It will turn on and off Auto Update. (lower right corner)
if hou.ui.updateMode() == hou.updateMode.AutoUpdate: hou.ui.setUpdateMode(hou.updateMode.Manual) else: hou.ui.setUpdateMode(hou.updateMode.AutoUpdate)
Houdini Indie and Apprentice » How to attach a particle sim to animated geo?
- Enivob
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You might want to simplify. Instead of generating particles from smoke, just emit the particles directly from animated surface, as shown in your reference.
Technical Discussion » Getting a pyro simulation to flow across geometry
- Enivob
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Check out this link, with pyro conforming to a surface.
https://tokeru.com/cgwiki/HoudiniDops.html#pyro_stick_to_surface_with_project_non_divergent_sop [tokeru.com]
https://tokeru.com/cgwiki/HoudiniDops.html#pyro_stick_to_surface_with_project_non_divergent_sop [tokeru.com]
Edited by Enivob - 2024年4月3日 17:31:12
Technical Discussion » Realistic Knitting Pattern in Houdini
- Enivob
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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]
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]
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
- 2528 posts
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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 - 2024年3月11日 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 - 2024年3月7日 08:48:50
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