No one knows what it is. It's just a bug. It's so weird.
The only way to do it is to go to your Crash File directory and open Backup file.
Go to File, Open Crash Directory.
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Technical Discussion » Can no longer open hip file (Invalid header) - help!
- Nikodim Fomich
- 67 posts
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Houdini Lounge » FlipTank to Ocean Spectrum bugs
- Nikodim Fomich
- 67 posts
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Does anyone know why these bugs happen when merging FLIP sim and Ocean Evaluate surface extending it with Particle Fluid Surface node?
Starts off fine but then Flip tank gets raised or moves and offsets itself? Strange, anyone experienced this?
Thank you
Starts off fine but then Flip tank gets raised or moves and offsets itself? Strange, anyone experienced this?
Thank you
Edited by Nikodim Fomich - 2022年2月10日 14:50:53
Houdini Lounge » Whitewater to CACHED OUT VellumFluid meash ?
- Nikodim Fomich
- 67 posts
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Is there a way to have whitewater sim on just a fluid surface mesh ? That is to say without an actual flip container that seems necessary to even get the WW off the shelf.
I have just some cached out bgeo.sc Vellum Fluid sim in a container with some nice wave movement but I was wondering if WW can be added to this or it has to be FLIP and the actual container ?
Thank you.
I have just some cached out bgeo.sc Vellum Fluid sim in a container with some nice wave movement but I was wondering if WW can be added to this or it has to be FLIP and the actual container ?
Thank you.
Houdini Lounge » HDA questions ?
- Nikodim Fomich
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@jsmack Oooh I see. Thank you for clarifying that. I did think how not everyone has Labs stuff installed but then I thought maybe this one Labs node would be packaged with my plugin anyway but that's wrong way of thinking as HDAs are only scripts and they make use of existing, pre installed nodes rather than pulling in new 3rd party nodes. I might have to make my own spiral tool I guess.
@antc I see. Thank you, I will look into that. I was wondering what "::" was for. So far I was copying and pasting or renaming the entire HDA. Labs Spiral is just one node inside the HDA. SO would renaming the node itself do anything?
Thank you
@antc I see. Thank you, I will look into that. I was wondering what "::" was for. So far I was copying and pasting or renaming the entire HDA. Labs Spiral is just one node inside the HDA. SO would renaming the node itself do anything?
Thank you
Houdini Lounge » HDA questions ?
- Nikodim Fomich
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Ok, @mestela that "Copy Defaults From Node" definitely did help with saving my changes. I just don't understand why nobody has yet covered this in so many videos and pages I read. I literally just learned this from you and I am very grateful. Houdini has some of this important functions very enigmatically labeled and sometimes in a very unlikely places
@antc I have managed to Duplicate the node in Asset Manager and change it's name and then I deleted the original. This time I named it Tentacle Master so that worked and it loads as Tentacle_Master1. I guess number 1 is Houdini's way of labeling nodes as every node has "1" after I load a very first instance of it.
I attached last version I added missing "Save to disk" function and changed a color of the initial tentacle to test saving option and it worked. Also "Grip" is finally OFF by default
Thank you so much guys. Let me know if this is how HDA is suppose to be or if it even works in your Houdini. At this point I don't know if it works anywhere outside of my Houdini hahah This is my first HDA so I am trying to figure my life out haha.
Also I tried to upload this on Orbolt and I was informed that there is some "dependency issue" because I used LABS SPIRAL node in my HDA. I don't know what dependencies are so do you guys know anything about that?
@antc I have managed to Duplicate the node in Asset Manager and change it's name and then I deleted the original. This time I named it Tentacle Master so that worked and it loads as Tentacle_Master1. I guess number 1 is Houdini's way of labeling nodes as every node has "1" after I load a very first instance of it.
I attached last version I added missing "Save to disk" function and changed a color of the initial tentacle to test saving option and it worked. Also "Grip" is finally OFF by default
Thank you so much guys. Let me know if this is how HDA is suppose to be or if it even works in your Houdini. At this point I don't know if it works anywhere outside of my Houdini hahah This is my first HDA so I am trying to figure my life out haha.
Also I tried to upload this on Orbolt and I was informed that there is some "dependency issue" because I used LABS SPIRAL node in my HDA. I don't know what dependencies are so do you guys know anything about that?
Edited by Nikodim Fomich - 2022年1月5日 01:04:16
Houdini Lounge » HDA questions ?
- Nikodim Fomich
- 67 posts
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@antc and @mestela thank you very much. I was working on it for a moment and I got really upset that I can't finish it due to whatever that was happening (which you clarified) but in my defense I watched a ton of tutorials and read CG Wiki and some other stuff and I wasn't able to find any clearer solution. So I will provide the hda hoping that would make it easier for you to see what's going on. Basically it's a little simple plugin that I intended to be "quick and dirty" solution for creating tentacles or tentacle-like animatable procedural geometry that wouldn't require rigging.
@antc So based on what I see in properties it's a value of "0" for the Grip which I assumed was like boolean/True/False kind of a statement that would imply that it's negative thus OFF. Is this correct ?
Now interestingly enough you see this HDA as "KRAKEN MASTER" but once you import it into Houdini it appears as "Owner_kraken_master1" I don't understand how to rename it but I will give it another attempt with what you both suggested.
@antc So based on what I see in properties it's a value of "0" for the Grip which I assumed was like boolean/True/False kind of a statement that would imply that it's negative thus OFF. Is this correct ?
Now interestingly enough you see this HDA as "KRAKEN MASTER" but once you import it into Houdini it appears as "Owner_kraken_master1" I don't understand how to rename it but I will give it another attempt with what you both suggested.
Edited by Nikodim Fomich - 2022年1月4日 23:30:38
3rd Party » Axiom Solver high res FLICKERING issue
- Nikodim Fomich
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Hi guys I have been trying out Axiom solver and I ran into a flickering issue that I am not sure how to solve.
I am using Axiom 2 in a Trial Mode.
Here in the video it's perfectly shown what is happening, basically any higher resolution setting is having apparent flickering in the sim and if I lower the resolution, same settings, same sim, it seems to work just fine. I updated drivers on my RTX 2080 GPU, I tried different shaders or tested if it's a viewport issue, tried every setting within the plugin and a lot of substeps settings but nothing solves it.
Any idea on what might be going on ?
Thank you
https://youtu.be/LyYwC2Se2Uw [youtu.be]
I am using Axiom 2 in a Trial Mode.
Here in the video it's perfectly shown what is happening, basically any higher resolution setting is having apparent flickering in the sim and if I lower the resolution, same settings, same sim, it seems to work just fine. I updated drivers on my RTX 2080 GPU, I tried different shaders or tested if it's a viewport issue, tried every setting within the plugin and a lot of substeps settings but nothing solves it.
Any idea on what might be going on ?
Thank you
https://youtu.be/LyYwC2Se2Uw [youtu.be]
Edited by Nikodim Fomich - 2022年1月4日 16:08:07
Houdini Lounge » HDA questions ?
- Nikodim Fomich
- 67 posts
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I am having horrible time making an HDA. I watched ton of videos and I am doing as shown. I use ALLOW EDITING OF CONTENTS to unlock it, I make changes in settings and then I use SAVE NODE TYPE and SAVE ASSET, then I press MATCH CURRENT DEFINITION and changes are NOT being saved plus Houdini is just making weird changes in naming convention and my asset is called Owner_name of asset instead just what I just named a god damn thing. It's like does everything in Houdini has to be a bloody nightmare. Ugh..
So I exported the plugin on my desktop but it still carries this weird Owner_... name. Is it even possible to rename it? Nothing works so far, it's like you gotta be really careful when you are coming up with a name because it can never be changed after that. SO do I have to redo the whole thing and rename it or is there a way to rename it by like...typing a name?
And how is that done ?
https://www.youtube.com/watch?v=KwXZT3eaW4E [www.youtube.com]
Thanks
So I exported the plugin on my desktop but it still carries this weird Owner_... name. Is it even possible to rename it? Nothing works so far, it's like you gotta be really careful when you are coming up with a name because it can never be changed after that. SO do I have to redo the whole thing and rename it or is there a way to rename it by like...typing a name?
And how is that done ?
https://www.youtube.com/watch?v=KwXZT3eaW4E [www.youtube.com]
Thanks
Edited by Nikodim Fomich - 2022年1月4日 04:52:36
Houdini Lounge » Houdini 19 can't render fire off the shelf?
- Nikodim Fomich
- 67 posts
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Omg thank you so much @ati. I was really losing my mind I am thinking "Its a cache node how hard can it be". And I couldn't read my older caches in like you said. Also I couldn't find any tutorial or article about how to load older caches. I am in between 2 projects so I was bummed when I couldn't load those older caches. Well that solves it thank you very much again.
Houdini Lounge » Houdini 19 can't render fire off the shelf?
- Nikodim Fomich
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@ati @buki, correct. My bad, I think I was so used to the interface that it made me upset when I loaded H19 this morning and found only interface to be changed around. I look it up and saw that it is actually upgraded (Mountain SOP) in different ways. Thank you for clarifying that. I am just a creature of habit.
Now I only need to learn how does one load cached file sequences into new File Cache 2.0
Now I only need to learn how does one load cached file sequences into new File Cache 2.0
Edited by Nikodim Fomich - 2021年11月12日 16:55:12
Houdini Lounge » Houdini 19 can't render fire off the shelf?
- Nikodim Fomich
- 67 posts
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osongNikodim Fomichyou joking, right?
Mountain, everyone's favorite node is ruined in looks and feelNikodim Fomichi fired up (amarite?) the bonfire preset, changed nothing, jumped inside the lopnet that is provided, everything works
beyond frustrated with this new release I just want to render fire and it doesn't workImage Not Found
docs have improved, if you do not know how how to use a workflow, read docs. Also, Attila has a presentation "Sexy Pyro", as well as explosions stuff from 18.5 on H youtube channel. Watch it maybe?Nikodim Fomichcool kids are on tiktok, next time ask them directly on that platform
Any ideas on how "cool kids" render fire in H19 ?
Nah, I am using Mantra and if it's not a bug I don't know why is it not showing up in the render. I rendered fire million times in H18 so I know it works there. Hmmm...It could be a bug with my Render View or something. Mountain node, no seriously that node was way more authentic looking and feeling in H18. Now it's just another generic feeling Noise node Idk why would they do that.
Well thanks I will watch "Sexy Pyro", if rendering is the same for H18 and H19 but as I said in H18 I see the emission in the render and fire renders and in H19 it doesnt so I thought that pyroShader have been changed or something.
Edited by Nikodim Fomich - 2021年11月12日 13:39:53
Houdini Lounge » Houdini 19 can't render fire off the shelf?
- Nikodim Fomich
- 67 posts
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New Houdini is out and I hate it. Well I greatly dislike it. File Cache node can't load files anymore, it doesn't even see bgeo.sc files which strangely was the sole purpose of that node so that's weird. Also Mountain, everyone's favorite node is ruined in looks and feel. There's ton more issues like what's up with that weird Pyro Solver where everything is out of place.
But one thing that really bothers me the most is the fact that you can't just render stuff off the shelf anymore. Case and point would be fire rendering. It used to be where you can drag and drop stuff off the shelf and adjust shader later but in 19 not just that it doesn't work off the shelf but it doesn't render even after I apply shader. I used Bonefire from the shelf to see it in render and it doesn't render whatsoever. I applied different shaders (flames, fireball and such) I thought would result in fire and it deosn't even appear in the render. I am talking about Mantra of course. I don't know why Houdini is getting worse because I believe in if it's not broken don't fix it and a lot of nodes are now just messed up for no reason, like Pyro Solver. Way to mess up easy to understand node. Or file cache, Mountain and many more as I said. But I can learn new layouts but what I can't learn or even understand is why did fire rendering change? How do we render fire now? It's like I am relearning thus thing no, it's a waste of time why would you do this Side FX?
Anyway I am beyond frustrated with this new release I just want to render fire and it doesn't work.
Any ideas on how "cool kids" render fire in H19 ? Because I am only familiar with ways that it ALWAYS worked prior to new release. Any insight would be helpful thank you.
And I will for sure not use H19 for anything but I do need to know how to render stuff out of it for the client work in case I need to do it still. I work in 18 that is superior in my opinion but if anyone knows how to render fire with H19 let me know please.
Thank you.
But one thing that really bothers me the most is the fact that you can't just render stuff off the shelf anymore. Case and point would be fire rendering. It used to be where you can drag and drop stuff off the shelf and adjust shader later but in 19 not just that it doesn't work off the shelf but it doesn't render even after I apply shader. I used Bonefire from the shelf to see it in render and it doesn't render whatsoever. I applied different shaders (flames, fireball and such) I thought would result in fire and it deosn't even appear in the render. I am talking about Mantra of course. I don't know why Houdini is getting worse because I believe in if it's not broken don't fix it and a lot of nodes are now just messed up for no reason, like Pyro Solver. Way to mess up easy to understand node. Or file cache, Mountain and many more as I said. But I can learn new layouts but what I can't learn or even understand is why did fire rendering change? How do we render fire now? It's like I am relearning thus thing no, it's a waste of time why would you do this Side FX?
Anyway I am beyond frustrated with this new release I just want to render fire and it doesn't work.
Any ideas on how "cool kids" render fire in H19 ? Because I am only familiar with ways that it ALWAYS worked prior to new release. Any insight would be helpful thank you.
And I will for sure not use H19 for anything but I do need to know how to render stuff out of it for the client work in case I need to do it still. I work in 18 that is superior in my opinion but if anyone knows how to render fire with H19 let me know please.
Thank you.
Edited by Nikodim Fomich - 2021年11月11日 18:02:54
Houdini Lounge » How to find center of mass
- Nikodim Fomich
- 67 posts
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Benjamin Lemoine
Hello
I think in this case you want more the axis of rotation that could be defined by the face the gun is touching than the Center of mass.....
then you could just create a ident() matrix and rotate it around this axe ...you will have to get also the centroid of the base of the gun .... selecting both the machine face and the base gun you could have something semi procedural ....
I have made a demo scene , check
Benjamin
WOW, Thank you so much for explaining it and providing a hip file because there is just no way I would understand what ident matrix is without an example. I don't even get it now. I don't know why simple things have to be this complicated in Houdini. I just want to spin thing around. Usually there is an option in other programs I used before to snap the object to be able to spin around itself. I wasn't gonna go elaborate like in your example in terms of movement I was just gonna have it in same place spinning around like a fan. I didn't realize it takes a page of coding for that simple task. Thank you for your effort and making this file. Gotta save this as an HDA for future because I have no clue what's going on in that Att Wrangle. Also I will for sure ask Side FX to implement fix for this in some update of Houdini. They are redoing already existing nodes (while making them much worse) like FILE CACHE and they don't have a node to do this which is a no brainer.
Again thank you. Will save this as a shelf tool so I can spin things around in the future.
Houdini Lounge » How to find center of mass
- Nikodim Fomich
- 67 posts
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Hey guys thank you so much for both useful responses. @tamte I probably didn't use Rxtract Centroid correctly as once I have centroid attribute I wasn't sure what to do next. @animatrix_ I just tried using Measure SOP and that gives me a @Centroid attribute but as I said, I am not sure how to proceed after that.
My setup is simple I have a .gtlf model imported from Sketchfab, I blasted a GUN that I need, imported it with OBJ MERGE in different GEO node and then expected to use $F*5 on Z rotational axis to make it spin around itself. This is where I start having issues with centroid. I tried adding it to a group and than trying to affect just that group in TRANSFORM SOP but I am not sure how to use this @centroid to make it spin around itself.
Thank you for all your help I am truly grateful.
My setup is simple I have a .gtlf model imported from Sketchfab, I blasted a GUN that I need, imported it with OBJ MERGE in different GEO node and then expected to use $F*5 on Z rotational axis to make it spin around itself. This is where I start having issues with centroid. I tried adding it to a group and than trying to affect just that group in TRANSFORM SOP but I am not sure how to use this @centroid to make it spin around itself.
Thank you for all your help I am truly grateful.
Edited by Nikodim Fomich - 2021年10月30日 14:47:06
Houdini Lounge » Never working pyro collisions still an issue ???
- Nikodim Fomich
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@tamte Thanks man. That sounds like what I was looking for but I did try to take an object that contained velocity and turned it into VDB and it didn't work for some reason. Does velocity stay on VDB after it's turned from object with velocity into SDF version of the same object? Thank you for explaining it.
@Soothsayer Oh I know. Many things in Houdini would not work straight out of the box but I never used collisionvel usually "v" or 'vel". What is collision vel for? Thank you
@tinyhawkus Thank you for sharing that. Can you please further explain what did you mean by creating new field called collisionvel?
I would like you mentioned take an object, make sure it's "water-tight" geo, add Point Velocity SOP, turned it into VDB from Polygons (SDF) and try to use that as a Volume Collision Source in the solver. I know it's v on SOP level and vel in DOPS. Not sure where collisionvel comes in.
Thank you everybody.
@Soothsayer Oh I know. Many things in Houdini would not work straight out of the box but I never used collisionvel usually "v" or 'vel". What is collision vel for? Thank you
@tinyhawkus Thank you for sharing that. Can you please further explain what did you mean by creating new field called collisionvel?
I would like you mentioned take an object, make sure it's "water-tight" geo, add Point Velocity SOP, turned it into VDB from Polygons (SDF) and try to use that as a Volume Collision Source in the solver. I know it's v on SOP level and vel in DOPS. Not sure where collisionvel comes in.
Thank you everybody.
Houdini Lounge » How to find center of mass
- Nikodim Fomich
- 67 posts
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I often have an issue when I want to animate an object rotating around it's Y axis such as a propeller or a fan.
Sometimes object is not perfectly on world axis and it doesn't rotate properly. I am trying to have a gun rotate around itself while shooting.
I tried everything. $CEX thing, $XMIN thing. $BBX thing. I tried to extract centroid with a bounding box. I can't get this object to spin on axis. Before I did it by hand painstakingly for helicopters but I want to find out if there is any procedural way to do this. Is there any method to get a perfect centroid of an object that is not in perfect alignment with the world ?
Thank you
Sometimes object is not perfectly on world axis and it doesn't rotate properly. I am trying to have a gun rotate around itself while shooting.
I tried everything. $CEX thing, $XMIN thing. $BBX thing. I tried to extract centroid with a bounding box. I can't get this object to spin on axis. Before I did it by hand painstakingly for helicopters but I want to find out if there is any procedural way to do this. Is there any method to get a perfect centroid of an object that is not in perfect alignment with the world ?
Thank you
Houdini Lounge » Stepping in simulations
- Nikodim Fomich
- 67 posts
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sekow
glad you found it out yourself. It will stick now .
Think of Times Shift as the Clock and Time Blend the Portal it goes through, but beware to not put Integer Frames on active on the shift node.
Thank you. That's a good analogy, Clock and Time Portal.
Yes Integer Frames have to be unchecked to get to subframes. Copy that. Thanks for heads up.
Houdini Lounge » Stepping in simulations
- Nikodim Fomich
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For whatever it's worth I just found this video (recently released) where dude explained it pretty well. I was using the wrong node, it's not TIMESHIFT it's TIMEBLEND. This whole time I was using the wrong node because I confuse those TIME nodes and they all look the same. But for anyone with stepping issues (and based on internet search there is tons of people combating this issue in Houdini) here's the solution :
https://www.youtube.com/watch?v=WoR18FPGqk8 [www.youtube.com]
https://www.youtube.com/watch?v=WoR18FPGqk8 [www.youtube.com]
Edited by Nikodim Fomich - 2021年10月7日 18:33:10
Houdini Lounge » Stepping in simulations
- Nikodim Fomich
- 67 posts
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So I have a fast moving source but nothing too crazy, and I end up having stepping in my simulations. Currently in a pyro but happens with particles too. No matter how many sub steps I put on the DOP or in the solvers it doesn't help. Substeps were suppose to be a feature to solve this but again, they don't do anything in my case so I stopped using substeps. They just affect how sim looks but never solve any real stepping issue. I read a lot about it and some people use TIMESHIFT sop but it doesn't work for me or I don't understand what is Timeshift suppose to do anyway. Speed remains the same and my source keep "clicking" in visible steps from one frame to another. I work in 24 FPS. Maybe I should work in 120 or something Idk...I even cached out the source with more than 1 substep but that did nothing. And this is a big Houdini problem beacuse a lot of other software I used will solve this with Substeps as they are invented for this reason but in Houdini they don't fix anything, just looks.
I would post HIP file but it's not in one specific file it's an ongoing problem that I can't find solution for.
Any ideas on how to make Houdini read my incoming source as slower than it is? All I can think of is to make it slow motion and than speed it up in Nuke during post. I don't know what else to do. I can hide it and cheat it but there's gotta be a way to combat this. ANy ideas on how to fix these issues? Thanks.
I would post HIP file but it's not in one specific file it's an ongoing problem that I can't find solution for.
Any ideas on how to make Houdini read my incoming source as slower than it is? All I can think of is to make it slow motion and than speed it up in Nuke during post. I don't know what else to do. I can hide it and cheat it but there's gotta be a way to combat this. ANy ideas on how to fix these issues? Thanks.
Edited by Nikodim Fomich - 2021年10月7日 17:49:04
Houdini Lounge » Is there a way to attach 2 pieces of geo together?
- Nikodim Fomich
- 67 posts
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mestelaOmg mestela thank you so much man. I can't believe I didn't try that SOP idea as it makes so much sense.
ple way is to isolate a point on the parent, then copytopoints the child onto that point.
There's lots of other ways, but those should cover the use cases you're talking about.
http://www.tokeru.com/cgwiki [www.tokeru.com]
I know about OBJ context with wiring GEO together but my question was about the SOP context and "copy to points" did the trick magnificently. I was fearing some Attribute Wrangle business haha Thank you once again man.
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