Hey Aslak,
Still not working.
I am displaying an image of how the DOP I/O is looking.
It should work… I don't know what I am doing wrong..
Found 31 posts.
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Houdini Indie and Apprentice » Caching Pyro nightmare
- Richard Klein
- 31 posts
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Houdini Indie and Apprentice » Caching Pyro nightmare
- Richard Klein
- 31 posts
- Offline
Houdini Indie and Apprentice » Caching Pyro nightmare
- Richard Klein
- 31 posts
- Offline
Hi Everyone,
I did the (perhaps) classical error of trying to cache a pyro sim with a File Cache node. It obviously didn't work, well… it cached out the sim but it just wont read it.
Then I tried using what seems to be the right node, DOP I/O but when I send the sim to cache it just takes a second and nothing is cached.
Could anyone please hint a possible mistake I am doing?
FYI, in the Import from DOP tab I put what I think is the correct node in the DOP Network slot (obj/sim)
and in the DOP Node I put obj/sim/pyrosolver.
I am on Houdini 18. Indie license.
Many thanks,
R.
I did the (perhaps) classical error of trying to cache a pyro sim with a File Cache node. It obviously didn't work, well… it cached out the sim but it just wont read it.
Then I tried using what seems to be the right node, DOP I/O but when I send the sim to cache it just takes a second and nothing is cached.
Could anyone please hint a possible mistake I am doing?
FYI, in the Import from DOP tab I put what I think is the correct node in the DOP Network slot (obj/sim)
and in the DOP Node I put obj/sim/pyrosolver.
I am on Houdini 18. Indie license.
Many thanks,
R.
Technical Discussion » anyone with experience in exporting .ass files?
- Richard Klein
- 31 posts
- Offline
I am getting the following error when I try exporting the simplest things. (A sphere and a light in this case)
Failed to save output to file “Traceback (most recent call last):
File ”/mnt/apps/rez_resource/htoa/htoa-5.0.2_raba8949_houdini-18.0.348/htoa-5.0.2_raba8949_houdini-18.0.348/soho/arnold.py“, line 14, in
HaSession.getSession().run()
File ”/mnt/apps/rez_resource/htoa/htoa-5.0.2_raba8949_houdini-18.0.348/htoa-5.0.2_raba8949_houdini-18.0.348/scripts/python/htoa/session.py", line 501, in run
verbosity = log_levels
KeyError: (None,)
".
Any ideas?
Thanks,
Failed to save output to file “Traceback (most recent call last):
File ”/mnt/apps/rez_resource/htoa/htoa-5.0.2_raba8949_houdini-18.0.348/htoa-5.0.2_raba8949_houdini-18.0.348/soho/arnold.py“, line 14, in
HaSession.getSession().run()
File ”/mnt/apps/rez_resource/htoa/htoa-5.0.2_raba8949_houdini-18.0.348/htoa-5.0.2_raba8949_houdini-18.0.348/scripts/python/htoa/session.py", line 501, in run
verbosity = log_levels
KeyError: (None,)
".
Any ideas?
Thanks,
Houdini Indie and Apprentice » Copying/pasting nodes from apprentice to commercial license
- Richard Klein
- 31 posts
- Offline
Hi,
I have developed something in apprentice that I want to use in a commercial license.
I understand that .hipnics don't work in the commercial license but can I at least copy and paste nodes?
Thanks,
Richard
I have developed something in apprentice that I want to use in a commercial license.
I understand that .hipnics don't work in the commercial license but can I at least copy and paste nodes?
Thanks,
Richard
Houdini Learning Materials » Water sim tutorial
- Richard Klein
- 31 posts
- Offline
Hi Guys,
Could anyone be so kind as to point me to the best water sim tutorial they know?
Many thanks,
Richard
Could anyone be so kind as to point me to the best water sim tutorial they know?
Many thanks,
Richard
Houdini Indie and Apprentice » Using Cd attribute on different particle systems after bake
- Richard Klein
- 31 posts
- Offline
Hi Tomas,
Thanks for the help.
Would I do this with an attribute wrangler after the cache file? or diving into the shader? To be honest I did not understand your explanation as to how I would set up these controllers and how I would separate the stream groups.
BTW: When I plug any shader on the sim, it certainly recognizes the two groups. But it one is black and the other one is white problem being that I cant put them change the colours.
I have tried plugging a ramp into the base color, but then it overrides the “use point color” attribute on the shader's surface tab and “flattens” the sim (meaning it becomes only one color). I tried plugging several things into the ramp's entry but nothing seems to work.
In other words I guess what I would need is to make the ramp understanding the colour coming in from the different stream groups,and then overwrite them. Or how to use these groups to assign different colors, I think you explained it above but I didn't understand how to do it, or code it.
Hopefully this makes sense :-D. Thanks anyway.
R
Thanks for the help.
- you don't need 2 Cd attributes, just have your controls either change Cd per stream group or assign different integer/float value per source/stream and then remap either by switching colors using the integer attribute or of it's float and you mix between the colors you can also plug it into ramp
Would I do this with an attribute wrangler after the cache file? or diving into the shader? To be honest I did not understand your explanation as to how I would set up these controllers and how I would separate the stream groups.
BTW: When I plug any shader on the sim, it certainly recognizes the two groups. But it one is black and the other one is white problem being that I cant put them change the colours.
I have tried plugging a ramp into the base color, but then it overrides the “use point color” attribute on the shader's surface tab and “flattens” the sim (meaning it becomes only one color). I tried plugging several things into the ramp's entry but nothing seems to work.
In other words I guess what I would need is to make the ramp understanding the colour coming in from the different stream groups,and then overwrite them. Or how to use these groups to assign different colors, I think you explained it above but I didn't understand how to do it, or code it.
Hopefully this makes sense :-D. Thanks anyway.
R
Edited by Richard Klein - 2020年5月11日 18:25:27
Houdini Indie and Apprentice » Using Cd attribute on different particle systems after bake
- Richard Klein
- 31 posts
- Offline
Hey Guys,
Sorry about the convoluted title. Please allow me to explain.
I am doing a tutorial where one set of particle pours into another one with higher density causing an “oily” effect.
The procedure is that I merge these two particle systems, run the simulation, put a null at the end, import the result into another module, cache it and then use the cache to play around with materials, lighting etc.
At this point the tutorial goes to using redshift, which I dont have and then I kind of lose the plot.
My question is:
When I merge the two particle systems it retains only one Cd attribute for both systems. I tried several methods with my limited knowledge to rename, or a means to separate the two Cd attributes but they did not work. Can anyone be so kind as to shine a light on this? What I would ideally have is two color controls, one for each particle system, after the cache where I could change colours or, even better, apply different shaders to the different particle systems.
Also, and this I am asking asking before having taken a proper look, is there a shader that deals exclusively with particles? I dived into the principal shader an found little to deal with particles.
Many thanks,
Richard
Sorry about the convoluted title. Please allow me to explain.
I am doing a tutorial where one set of particle pours into another one with higher density causing an “oily” effect.
The procedure is that I merge these two particle systems, run the simulation, put a null at the end, import the result into another module, cache it and then use the cache to play around with materials, lighting etc.
At this point the tutorial goes to using redshift, which I dont have and then I kind of lose the plot.
My question is:
When I merge the two particle systems it retains only one Cd attribute for both systems. I tried several methods with my limited knowledge to rename, or a means to separate the two Cd attributes but they did not work. Can anyone be so kind as to shine a light on this? What I would ideally have is two color controls, one for each particle system, after the cache where I could change colours or, even better, apply different shaders to the different particle systems.
Also, and this I am asking asking before having taken a proper look, is there a shader that deals exclusively with particles? I dived into the principal shader an found little to deal with particles.
Many thanks,
Richard
Houdini Learning Materials » Which is the best way to learn Houdini?
- Richard Klein
- 31 posts
- Offline
Guys,
Thanks a lot.
Not very heart warming :-)
zengchen: I actually spent the past few days Rohan Dalvi's tutorials and they are very good and clear indeed. Thanks for this.
malbrecht: very sound advice, I guess I'd say the same about Maya if someone asked me.
Will check on everything you guys pointed to,
Keep safe!!
Thanks a lot.
Not very heart warming :-)
zengchen: I actually spent the past few days Rohan Dalvi's tutorials and they are very good and clear indeed. Thanks for this.
malbrecht: very sound advice, I guess I'd say the same about Maya if someone asked me.
Will check on everything you guys pointed to,
Keep safe!!
Houdini Learning Materials » Which is the best way to learn Houdini?
- Richard Klein
- 31 posts
- Offline
I know… big question.
Thing is that I am in love with Houdini. I go back to it in all my down times and this is a big one by the looks of it
I have acquired some knowledge, guess I am a beginner/intermediate but still haven't come across a course/video/tutorial that kind of covers everything (if that is possible) and by the end of it you have the sensation of “wow.. now I know the software!”
The sensation is that I know bits and bobs but that I still haven't grasped it.
I have been on Maya since version 1.0, of course it will be impossible to have the same confidence in Houdini but I wish I could learn more and learn it better.
Anyone to shine a light? point to a direction?
Thanks,
Richard
Thing is that I am in love with Houdini. I go back to it in all my down times and this is a big one by the looks of it
I have acquired some knowledge, guess I am a beginner/intermediate but still haven't come across a course/video/tutorial that kind of covers everything (if that is possible) and by the end of it you have the sensation of “wow.. now I know the software!”
The sensation is that I know bits and bobs but that I still haven't grasped it.
I have been on Maya since version 1.0, of course it will be impossible to have the same confidence in Houdini but I wish I could learn more and learn it better.
Anyone to shine a light? point to a direction?
Thanks,
Richard
Edited by Richard Klein - 2020年4月24日 08:18:37
Technical Discussion » Particle advection in Houdini 17.5
- Richard Klein
- 31 posts
- Offline
Found a pretty basic solution for this: copy and paste the stuff that is in the pyro_sim network into the particles dop and the merge them.
R
R
Technical Discussion » Particle advection in Houdini 17.5
- Richard Klein
- 31 posts
- Offline
Hi guys,
I am doing a tutorial on particle advection. The tutorial is on Houdini 15 and I am on Houdini 17.5
The way it goes is that you create particles from a sphere, then you emit a fluid from the same sphere.
In my tutorial the Pyro sim and the particle sim go into the same auto dop network and then it is fairly easy to use a pop Advect by Volumes and use the pyro node in the auto dop network to move the particles (choosing DOP data and plugging it into the DOP Object slot).
in Houdini 17.5 the pyro node goes - together with all the pyro simulation) into an independent DOP network called pyro_sim and I am struggling to bring that info into my particles DOP network and make the popAdvect read the pyro node.
I hope this is clear. If it is could any of you big boys give me a help?
Many thanks,
R
I am doing a tutorial on particle advection. The tutorial is on Houdini 15 and I am on Houdini 17.5
The way it goes is that you create particles from a sphere, then you emit a fluid from the same sphere.
In my tutorial the Pyro sim and the particle sim go into the same auto dop network and then it is fairly easy to use a pop Advect by Volumes and use the pyro node in the auto dop network to move the particles (choosing DOP data and plugging it into the DOP Object slot).
in Houdini 17.5 the pyro node goes - together with all the pyro simulation) into an independent DOP network called pyro_sim and I am struggling to bring that info into my particles DOP network and make the popAdvect read the pyro node.
I hope this is clear. If it is could any of you big boys give me a help?
Many thanks,
R
Houdini Learning Materials » Learning path for an advanced Maya User
- Richard Klein
- 31 posts
- Offline
Just started looking at it. Brilliant and most generous piece of work. I am completely humbled!!!
Houdini Learning Materials » Learning path for an advanced Maya User
- Richard Klein
- 31 posts
- Offline
Houdini Learning Materials » Learning path for an advanced Maya User
- Richard Klein
- 31 posts
- Offline
Hi all,
I am a fairly experienced professional, been working with Maya since version 1.0.
I have already done several tutorials of Houdini and believe I have passed the begginers stage. I have actually done a high profile job rendering in Houdini/mantra.
Problem is that I don't have a complete grasp of the software and feel that to learn it I would have to go thoroughly through a course, or anything like one, before I felt safe to market myself as a Houdini artist.
Any suggestions?
Many thanks,
Rich
I am a fairly experienced professional, been working with Maya since version 1.0.
I have already done several tutorials of Houdini and believe I have passed the begginers stage. I have actually done a high profile job rendering in Houdini/mantra.
Problem is that I don't have a complete grasp of the software and feel that to learn it I would have to go thoroughly through a course, or anything like one, before I felt safe to market myself as a Houdini artist.
Any suggestions?
Many thanks,
Rich
Houdini Learning Materials » Learning Houdini on version 13
- Richard Klein
- 31 posts
- Offline
Now that I have advanced a bit, I see that it is true that once things start making sense one can start working one's way around this extra layer of complexity, but for a total begginner it is very confusing.
There are some things that simply don't work in 13 and the scripting is all different.
There are some things that simply don't work in 13 and the scripting is all different.
Houdini Indie and Apprentice » Using normals in Houdini 13
- Richard Klein
- 31 posts
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Houdini Learning Materials » Learning Houdini on version 13
- Richard Klein
- 31 posts
- Offline
Houdini Indie and Apprentice » Using normals in Houdini 13
- Richard Klein
- 31 posts
- Offline
Many thanks,
hmmm… took a look and did not figure out how to do that.
What I did was to put the points operator in the SOP, tweak the normals there and then get the POP to read it, is it this what you meant?
Once again thanks,
R
hmmm… took a look and did not figure out how to do that.
What I did was to put the points operator in the SOP, tweak the normals there and then get the POP to read it, is it this what you meant?
Once again thanks,
R
Houdini Learning Materials » Learning Houdini on version 13
- Richard Klein
- 31 posts
- Offline
I know that, but honestly I see no point in studying something that eventually will be discontinued.
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