Hi,
we cannot see the reference footage. All we see in the preview is an image with (Chinese?) writing in it and some symbols.
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Technical Discussion » flip smoke
- Phlok
- 85 posts
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Technical Discussion » Ocean surface extended mesh broken with holes
- Phlok
- 85 posts
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Looks like some broken data.
- Try exporting another FLIP sim, just a handful of frames and see if it is still broken.
- check the surface field (you can visualize it inside the particle fluid surface SOP Output > Surface VDB) does it look OK?
- Try exporting another FLIP sim, just a handful of frames and see if it is still broken.
- check the surface field (you can visualize it inside the particle fluid surface SOP Output > Surface VDB) does it look OK?
Technical Discussion » For loop with feedback - metadata node question
- Phlok
- 85 posts
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Most often I use it in order to read the number of the current iteration I'm in and do *something* with it. It's a detail attribute, there are other attributes you may find handy when doing something inside the loop.
Houdini Lounge » Force nodes to not cook when selected ?
- Phlok
- 85 posts
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twod
If you RMB click on the Select Geometry tool (2nd icon down on the left toolbar), you'll get a menu with a radio list at the bottom - “Show Display Operator” and “Show Current Operator”. Change this to show the display operator, and it won't display the current geometry in the viewport when you select a SOP.
How do I do this in Houdini 16.5?
Houdini Lounge » Houdini on the Amazon cloud unavailable indefinitely
- Phlok
- 85 posts
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Any updates on this one?
I can't even render as I get an error trying to set up the Cloud Properties
Traceback (most recent call last):
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 641, in <lambda>
lambda:_onCloseSetUpCloudDialog(dialogs))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 680, in _onCloseSetUpCloudDialog
_passphraseEncryptKey(secret_access_key, passphrase))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 392, in _passphraseEncryptKey
Crypto.Hash.SHA, salt, passphrase, len(data_to_encrypt))
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.347\python27\lib\site-packages\paramiko\util.py”, line 157, in generate_key_bytes
hash_obj = hash_alg()
TypeError: ‘module’ object is not callable
I can't even render as I get an error trying to set up the Cloud Properties
Traceback (most recent call last):
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 641, in <lambda>
lambda:_onCloseSetUpCloudDialog(dialogs))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 680, in _onCloseSetUpCloudDialog
_passphraseEncryptKey(secret_access_key, passphrase))
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.347/houdini/python2.7libs\cloud.py”, line 392, in _passphraseEncryptKey
Crypto.Hash.SHA, salt, passphrase, len(data_to_encrypt))
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.347\python27\lib\site-packages\paramiko\util.py”, line 157, in generate_key_bytes
hash_obj = hash_alg()
TypeError: ‘module’ object is not callable
Houdini Indie and Apprentice » PointVOP - transform objects to origin and back
- Phlok
- 85 posts
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Here's an example that illustrates my problem.
“Imported Geo” simulates geo that is coming from an external source. It is inside a GeoSOP.
I tried translating it to the origin using an xform SOP, but nothing happens, as I am apparently doing something wrong. That's where I got stuck…
“Imported Geo” simulates geo that is coming from an external source. It is inside a GeoSOP.
I tried translating it to the origin using an xform SOP, but nothing happens, as I am apparently doing something wrong. That's where I got stuck…
Houdini Indie and Apprentice » PointVOP - transform objects to origin and back
- Phlok
- 85 posts
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I want to fracture some objects which are positioned anywhere in my scene. Therefore I want to do the following:
Inside Geometry SOP:
- Transform object to origin (world space 0)
- Fracture
- Transform fractured object back to original position in space.
I know it should work by:
- calculating my object's world space transformation matrix, and multiplying each Point by that Matrix. That should move my geo to the origin.
- Do Fracturing
- multiply each point with the original (non inverted) transformation matrix to get it back to it's original position.
The problem is I do not know how to get that transformation matrix.
Any ideas?
Inside Geometry SOP:
- Transform object to origin (world space 0)
- Fracture
- Transform fractured object back to original position in space.
I know it should work by:
- calculating my object's world space transformation matrix, and multiplying each Point by that Matrix. That should move my geo to the origin.
- Do Fracturing
- multiply each point with the original (non inverted) transformation matrix to get it back to it's original position.
The problem is I do not know how to get that transformation matrix.
Any ideas?
Houdini Lounge » Houdini 14 Wishlist
- Phlok
- 85 posts
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A very simple idea: Make Particles the default visualization type for liquids (instead of sprites).
If working with liquids, changing the visualization type is always the first thing I do and I know I'm not alone with that.
If working with liquids, changing the visualization type is always the first thing I do and I know I'm not alone with that.
Technical Discussion » POPNet and Save in Background
- Phlok
- 85 posts
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Hi,
Does anybody have an explanation why ROPing a POPnet (old one) takes ages when Save in Background is activated?
If there is no such explanation, it was great if this could be patched.
Does anybody have an explanation why ROPing a POPnet (old one) takes ages when Save in Background is activated?
If there is no such explanation, it was great if this could be patched.
Houdini Indie and Apprentice » location of logfile
- Phlok
- 85 posts
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Ok, cool. I found the logfile, the only problem is the information given in that file is very sparse.
As my renderings are crashing in a sort of unpredictable manner, I need some detailed render log files.
Is there any option I can tell mantra to write a detailed log with a high verbosity level, so I can debug what's going wrong?
As my renderings are crashing in a sort of unpredictable manner, I need some detailed render log files.
Is there any option I can tell mantra to write a detailed log with a high verbosity level, so I can debug what's going wrong?
Houdini Indie and Apprentice » location of logfile
- Phlok
- 85 posts
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As I'm experiencing frequent crashes with mantra, I was wondering if there is a logfile somewhere (using Windows). I searched, but couldn't find any.
Houdini Indie and Apprentice » Mantra > Export Components...What does it do?
- Phlok
- 85 posts
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What exactly is the use of this setting? It can be found in a Mantra node > Properties > Output > Export Components
By default, there is says:
However, rendering this node to an EXR and opening this EXR in Nuke, I cannot fine any of those channels.
Adding Extra Image Planes works fine and I can see those in Nuke, so what is Export Components, what does it do, and how am I supposed to be setting it up?
Thanks in advance for any hints.
By default, there is says:
diffuse reflect coat refract volume
However, rendering this node to an EXR and opening this EXR in Nuke, I cannot fine any of those channels.
Adding Extra Image Planes works fine and I can see those in Nuke, so what is Export Components, what does it do, and how am I supposed to be setting it up?
Thanks in advance for any hints.
Technical Discussion » alembic with maya objects
- Phlok
- 85 posts
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Ok, let's start out in a basic manner:
- Which Alembic version are you using Ogawa or HDF5?
- Which version of Houdini are you using?
- Do you work with that GPU cache thingy inside maya?
I've been through a lot of similar issues myself, lately and some of them werde due to inhouse customizations we had done to the Alembic plugins that were loaded into Maya…
- Which Alembic version are you using Ogawa or HDF5?
- Which version of Houdini are you using?
- Do you work with that GPU cache thingy inside maya?
I've been through a lot of similar issues myself, lately and some of them werde due to inhouse customizations we had done to the Alembic plugins that were loaded into Maya…
Technical Discussion » OceanFX wave tank: Change frequency of high frequency waves
- Phlok
- 85 posts
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Does anybody know how I can make the high frequency waves move a little slower?
Currently, at a wind speed of 2, they are moving quite rapidly and completely destroying the notion of size for that scene.
I can't find any other control that might really be affecting those small waves.
Currently, at a wind speed of 2, they are moving quite rapidly and completely destroying the notion of size for that scene.
I can't find any other control that might really be affecting those small waves.
Houdini Indie and Apprentice » Ocean FX wave tank Help
- Phlok
- 85 posts
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Hmm…did you inspect your collision geometry well enough? Go inside your DOPNET and check the collision geometry (you can display it). Houdini usually turns any collision geo to a volume, however, depending on the geo and the setup of the conversion, there might be some weird volumes being created.
Technical Discussion » Animating UVs
- Phlok
- 85 posts
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Hi,
Thank you for your answers so far.
the Problem is emission for the particles doesn't take place inside Houdini (Realflow), particle counts are changing and as is the topology and poly counts.
Thank you for your answers so far.
the Problem is emission for the particles doesn't take place inside Houdini (Realflow), particle counts are changing and as is the topology and poly counts.
Technical Discussion » Animating UVs
- Phlok
- 85 posts
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Here's what I want to do:
I have an animated and deforming mesh and I want to apply (animated) Displacement onto it. The mesh was created inside Houdini out of a liquid simulation done in Realflow.
I just imported particles from Realflow and used the mesher inside Houdini. The problem is, the newly created mesh doesn't have any UVs on it.
If I project a static UV Map, this will not work with the Displacement and look strange, as the Displacement will be too different from underlying liquid motion. I need to find a way to animate the UVs so the Displacement will move with the geometry.
So I could measure the average point velocity of the mesh and probably animate the projected UVs accordingly. I was wondering if this was a good idea or if there was maybe a better and easier way (or more complex but more stable) to be doing so.
Any help is very much appreciated!!
I have an animated and deforming mesh and I want to apply (animated) Displacement onto it. The mesh was created inside Houdini out of a liquid simulation done in Realflow.
I just imported particles from Realflow and used the mesher inside Houdini. The problem is, the newly created mesh doesn't have any UVs on it.
If I project a static UV Map, this will not work with the Displacement and look strange, as the Displacement will be too different from underlying liquid motion. I need to find a way to animate the UVs so the Displacement will move with the geometry.
So I could measure the average point velocity of the mesh and probably animate the projected UVs accordingly. I was wondering if this was a good idea or if there was maybe a better and easier way (or more complex but more stable) to be doing so.
Any help is very much appreciated!!
Houdini Indie and Apprentice » H13 OceanFX and new shader...questions
- Phlok
- 85 posts
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Ok, now that I managed to render some nice patches, I was wondering if there are any best practices for creating really large ocean surfaces.
So if I have a 50*50 plane and I want to apply the displacement onto a 200 * 200 grid…how am I supposed to be doing this?
Lookig into the Ocean Surface material, I see there are Displacement calculations going on inside.
So If I now have my large plane shaded with the Ocean Surface material, where do I set it up to tile the Displacement?
So if I have a 50*50 plane and I want to apply the displacement onto a 200 * 200 grid…how am I supposed to be doing this?
Lookig into the Ocean Surface material, I see there are Displacement calculations going on inside.
So If I now have my large plane shaded with the Ocean Surface material, where do I set it up to tile the Displacement?
Technical Discussion » Issues with Alembic Export in H13.198
- Phlok
- 85 posts
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I imported a liquid simulation made in Realflow into Houdini. Worked fine. Then I meshed the particles using a VDBfluidparticler, which also worked like a delight.
I want to export all that using a ROP Alembic Output node. That works, but never for the full frame range, although the ABC Output node doesn't throw an error. It runs until the very last frame, but there is no mesh.
I then create another ABC file for the rest (until that fails and I need to create still another one…).
The ABC files this creates are getting huge >8GB. The problem is all the lighting and rendering is supposed to be done in Maya, so I have to get this stuff out of Houdini.
- What might be the reason for that and how can I debug that? I cannot find any log for the ABC export.
- Could it be useful to first bake all the meshes into a bgeo file before exporting them? I didn't do so as it felt like an unnecessary step as ABC should be well enough.
P.S.: The simulation done in Realflow is fine as it is, no need to redo it in Houdini, but the mesher in RF2013 doesn't seem to give the same convincing results as the one in Houdini.
I want to export all that using a ROP Alembic Output node. That works, but never for the full frame range, although the ABC Output node doesn't throw an error. It runs until the very last frame, but there is no mesh.
I then create another ABC file for the rest (until that fails and I need to create still another one…).
The ABC files this creates are getting huge >8GB. The problem is all the lighting and rendering is supposed to be done in Maya, so I have to get this stuff out of Houdini.
- What might be the reason for that and how can I debug that? I cannot find any log for the ABC export.
- Could it be useful to first bake all the meshes into a bgeo file before exporting them? I didn't do so as it felt like an unnecessary step as ABC should be well enough.
P.S.: The simulation done in Realflow is fine as it is, no need to redo it in Houdini, but the mesher in RF2013 doesn't seem to give the same convincing results as the one in Houdini.
Houdini Indie and Apprentice » Turning on Verbosity, Output log...
- Phlok
- 85 posts
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Does anybody know where to get more detailed error messages or progress messages in Houdini. Actually, a ROP output driver that is supposed to be creating a cash stops and I need to know what is happening. Is there anything like the script editor window in Maya that will output what Houdini is doing so it is easier for me to track why things are going wrong? Somehow, I haven't found that yet (apart from middlemousing on nodes).
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