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Technical Discussion » TOPs Crippling Machine
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- VGriffith
- 120 posts
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I turned Houdini's usage of CPU 23 off and all of a sudden my mouse and every other process on my computer is fine. So some bug is happening I think.
Technical Discussion » TOPs Crippling Machine
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- VGriffith
- 120 posts
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Hi Everyone,
TOPs is bringing my computer to a halt when running the top network. When I just file cache the same thing in the geometry context it caches nearly instantly and it doesn't cause my mouse to be inoperable. Why is TOPs using only one core and maxing it out to the point where I cannot move my mouse? Hope you can help! My CPU is a i9-12900k!
Vincent Griffith
TOPs is bringing my computer to a halt when running the top network. When I just file cache the same thing in the geometry context it caches nearly instantly and it doesn't cause my mouse to be inoperable. Why is TOPs using only one core and maxing it out to the point where I cannot move my mouse? Hope you can help! My CPU is a i9-12900k!
Vincent Griffith
Edited by VGriffith - 2023年5月24日 16:25:02
Technical Discussion » Preventing Rocks from Falling Through the Ground During Rumbling RBD Simulation
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- VGriffith
- 120 posts
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Yeah I ended up doing that, just was really wanting them rising out of the ground so half of each rock would be obscured. What I ended up doing was post sim animated it translating up once the rocks started shaking and that seemed to be fine.
Edited by VGriffith - 2023年5月9日 11:59:12
Technical Discussion » Preventing Rocks from Falling Through the Ground During Rumbling RBD Simulation
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- VGriffith
- 120 posts
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Hello everyone,
I'm currently working on a shot in Houdini where rocks are meant to shake and rumble their way out of the ground. In my RBD simulation setup, I've modeled the ground plane with some mountain noise to give it an uneven surface. Some of the rocks are initially clipping through the ground plane, as they need to emerge from their resting position inside the ground. However, due to the clipping at frame one, the Bullet solver is allowing these rocks to continue falling through the ground plane.
I've already managed to achieve the shaking effect, but the issue of the rocks falling through the ground is preventing me from completing the shot.
Can anyone provide some guidance on how to prevent the rocks from falling through the ground plane any further, despite the initial clipping, while maintaining the rumbling effect?
Thank you in advance for your help!
Best regards,
Vincent Griffith
I'm currently working on a shot in Houdini where rocks are meant to shake and rumble their way out of the ground. In my RBD simulation setup, I've modeled the ground plane with some mountain noise to give it an uneven surface. Some of the rocks are initially clipping through the ground plane, as they need to emerge from their resting position inside the ground. However, due to the clipping at frame one, the Bullet solver is allowing these rocks to continue falling through the ground plane.
I've already managed to achieve the shaking effect, but the issue of the rocks falling through the ground is preventing me from completing the shot.
Can anyone provide some guidance on how to prevent the rocks from falling through the ground plane any further, despite the initial clipping, while maintaining the rumbling effect?
Thank you in advance for your help!
Best regards,
Vincent Griffith
Edited by VGriffith - 2023年5月8日 16:00:57
Technical Discussion » Access exposed "basegroup" parameter on Digital Asset?
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- VGriffith
- 120 posts
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I get an error when I have a group node inside my OTL and I expose the "basegroup" parameter and try to select points on the OTL controls, I want to be able to select points for a group.
Traceback (most recent call last):
File "Parameter Scripted Action", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'eval'
Can anyone fill me in how to get this working?
Vincent Griffith
Traceback (most recent call last):
File "Parameter Scripted Action", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'eval'
Can anyone fill me in how to get this working?
Vincent Griffith
Edited by VGriffith - 2023年4月21日 21:59:26
Technical Discussion » COPs Tri planar?
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- VGriffith
- 120 posts
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Is there a way to do tri planar in COPs using a position map and world space map like Substance Designer?
Vincent Griffith
Vincent Griffith
Technical Discussion » LABS Substance Material Node SBSAR Resolution Issue
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- VGriffith
- 120 posts
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Hey everyone!
In designer my sbsar I created looks as intended, inside Houdini the sbsar looks ultra low res and there is a gamma shift as well. In designer I set the resolutions for the nodes inside the sbsar to absolute at 8k but still looks bad in Houdini with the resolution on 8k on the substance material node. It also looks equally bad in Substance Painter as well. Not sure if you might be able to help if you have some experience with using the LABS Substance Material node inside of Houdini.
Vincent Griffith
In designer my sbsar I created looks as intended, inside Houdini the sbsar looks ultra low res and there is a gamma shift as well. In designer I set the resolutions for the nodes inside the sbsar to absolute at 8k but still looks bad in Houdini with the resolution on 8k on the substance material node. It also looks equally bad in Substance Painter as well. Not sure if you might be able to help if you have some experience with using the LABS Substance Material node inside of Houdini.
Vincent Griffith
Edited by VGriffith - 2023年2月21日 16:31:49
3rd Party » Substance Designer SBSAR - Change Bitmaps Within Houdini
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- VGriffith
- 120 posts
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Hello everyone!!!
I want to make a SBSAR file out of Designer that allows me to be able to sub out Diffuse, Normal, AO, Roughness maps within Houdini off of my disk within the Substance Material node. What can I do in Designer to make an input that allows me to pull image maps off disk inside of Houdini and or Painter or whatever?
Vincent Griffith
I want to make a SBSAR file out of Designer that allows me to be able to sub out Diffuse, Normal, AO, Roughness maps within Houdini off of my disk within the Substance Material node. What can I do in Designer to make an input that allows me to pull image maps off disk inside of Houdini and or Painter or whatever?
Vincent Griffith
Edited by VGriffith - 2023年2月15日 23:16:14
Technical Discussion » Houdini Crashed, Start TOPs at Specific Wedge Index
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- VGriffith
- 120 posts
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UPDATE: Use "Filter By Range" node after your wedge and set filter to "Work Item Index". Set your Filter Range to desired Wedge Index Range.
Edited by VGriffith - 2023年2月14日 16:00:59
Technical Discussion » Houdini Crashed, Start TOPs at Specific Wedge Index
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- VGriffith
- 120 posts
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Hey everyone!
Houdini crashed and I had a TOP network exporting models. I do not want the process to start completely over and I want it to start from Wedge Index 31 instead of running through wedge index 0 - 50 again. How can I achieve this?
Vincent Griffith
Houdini crashed and I had a TOP network exporting models. I do not want the process to start completely over and I want it to start from Wedge Index 31 instead of running through wedge index 0 - 50 again. How can I achieve this?
Vincent Griffith
Edited by VGriffith - 2023年2月14日 14:57:39
Technical Discussion » Simple Baker & 16bit PNGs
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- VGriffith
- 120 posts
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Can the Simple Baker bake 16bit PNG textures? When I bring it into photoshop it is 8bit...
I am building a material in a material network using triplanar project nodes and plugging that into a principled shader. When using the "Labs Maps Baker" the maps are exported as black when using the triplaner project nodes - when using the "Simple_Baker" node the maps show up fine with the triplaner project node BUT they are 8bit, is there a way to do true 16bit?
As a test I exported a *.tiff and it was 32bit but I am not sure if it is true 32bit or not... I do not know if it is lying to me and it is still 8bit under the hood packaged in a 32bit shell.
Vincent Griffith
I am building a material in a material network using triplanar project nodes and plugging that into a principled shader. When using the "Labs Maps Baker" the maps are exported as black when using the triplaner project nodes - when using the "Simple_Baker" node the maps show up fine with the triplaner project node BUT they are 8bit, is there a way to do true 16bit?
As a test I exported a *.tiff and it was 32bit but I am not sure if it is true 32bit or not... I do not know if it is lying to me and it is still 8bit under the hood packaged in a 32bit shell.
Vincent Griffith
Edited by VGriffith - 2023年1月31日 16:59:48
Technical Discussion » Project still cooks when "Load From Disk" is Enabled
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- VGriffith
- 120 posts
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On my file cache node I have a file cached and stored on disk. From my understanding the nodes above the file cache shouldn't have to cook again if "Load from Disk" is checked. I feel like this has changed recently, can anyone explain this to me?
The only way I have been able to load from disk properly without cooking anything is disconnecting the filecache from the rest of the node tree.
Vincent Griffith
The only way I have been able to load from disk properly without cooking anything is disconnecting the filecache from the rest of the node tree.
Vincent Griffith
Edited by VGriffith - 2023年1月19日 14:16:43
Technical Discussion » Generate range of random numbers and seed to randomize.
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- VGriffith
- 120 posts
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Awesome thank you!!!! Works great!
What I ended up doing.
Vincent Griffith
int iter = chi("iteration"); i@num_rnd = int(rand(iter) * 4) + 2;
What I ended up doing.
Vincent Griffith
Edited by VGriffith - 2023年1月5日 16:36:39
Technical Discussion » Generate range of random numbers and seed to randomize.
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- VGriffith
- 120 posts
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I want to create a detail attribute in VEX that randomly selects numbers between 1 and 5 and I want to use the iteration number in a for-each loop as the seed to shuffle between the numbers 1 to 5. Been having some trouble all morning trying to figure it out. Hope you can help.
Technical Discussion » Making a Group for points move too far away from Orignal @P
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- VGriffith
- 120 posts
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Well it is for a rigids sim but sure! I have a wall getting destroyed. I pretty much want to have the pieces that have fallen to the ground to be in it's own group and my thought was if it strayed from it's original point position based on a threshold that would be a good enough mask for that.
I originally tried doing inactive v.s. active and that wasn't favorable results. There might be a better way than what I was asking for from you but that seamed logical enough to try.
Vincent Griffith
I originally tried doing inactive v.s. active and that wasn't favorable results. There might be a better way than what I was asking for from you but that seamed logical enough to try.
Vincent Griffith
Technical Discussion » Making a Group for points move too far away from Orignal @P
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- VGriffith
- 120 posts
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Is there a way to add points to a group that stray too far away from it's original point position?
Technical Discussion » Adding Points To A Group If It Exceeds Speed Limit
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- VGriffith
- 120 posts
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Hey Everyone!
I want to add points to a group if a point exceeds a speed limit at any point in it's life. Can anyone help?
Vincent Griffith
What I have so far and it doesn't work.
I want to add points to a group if a point exceeds a speed limit at any point in it's life. Can anyone help?
Vincent Griffith
float length = length(v@v); if(length <= ch("speed_limit")){ @group_moved_point == 1; }
What I have so far and it doesn't work.
Edited by VGriffith - 2022年11月10日 19:26:22
Technical Discussion » Delete Attributes With Vex
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- VGriffith
- 120 posts
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I was still on houdini 19. Didn't realize that was a new function in 19.5. Upgraded. Thank you!
Edited by VGriffith - 2022年11月4日 22:41:19
Technical Discussion » Delete Attributes With Vex
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- VGriffith
- 120 posts
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How can you delete attributes with VEX. I do not want to use an attribute delete node or Clean SOP unless I absolutely have to. I just want a simple way in vex to delete primitive or point attributes. Hope you can help?
Vincent Griffith
Vincent Griffith
Technical Discussion » Remove Input Operators From HDA
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- VGriffith
- 120 posts
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SWest
Not sure, but try setting all inputs in ”basic” HDA Properties to 0.
Yeah that gets rid of it but as soon as I want 5 or more inputs it adds it in there automatically.
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