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Technical Discussion » Animating input temperature for pyro source spread node?
- bentway23
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Here's a quick and dirty example. The point wrangle is inside the pyrosourcespread. This example is slightly different than anbt's--it compares the solved temperature with the input geo and if the input geo's temp is higher (meaning new fuel was "injected", temperature attributes raised) then it just uses the higher temp for that point.
Technical Discussion » Can't install Labs on Houdini 20.0.590
- bentway23
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Resolution: Just had to re-install it two more times (!), that fixed it. The secret: give up hope, curse a bit, and then try one last time.
Technical Discussion » Can't install Labs on Houdini 20.0.590
- bentway23
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I'm running Windows 11 on a stout computer. I installed 20.0.590 (because I use V-Ray, and that's the latest version it runs on as of now) and it works fine except Labs won't install. I clicked "automatically install" and it didn't, and when I click the "update" button the Labs shelf nothing happens. (I updated to 20.0.625, but, again, V-Ray doesn't run on it yet, and it crashes on startup, which is another thread.)
Technical Discussion » Houdini 20.0.625 crashes on startup on Windows 11
- bentway23
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Subject says it all. I'm running Windows 11. I get the splash screen and then a crash warning.
20.0.590 works fine (except Labs won't install--another topic about to post--that's why I updated).
I'm on a Lenovo laptop--one of SideFX's page says to kill any Nahimic drivers, which I did, and it didn't make a difference. And, again, 590 works fine.
Thanks for any help!
20.0.590 works fine (except Labs won't install--another topic about to post--that's why I updated).
I'm on a Lenovo laptop--one of SideFX's page says to kill any Nahimic drivers, which I did, and it didn't make a difference. And, again, 590 works fine.
Thanks for any help!
Technical Discussion » Cycle carve (or path deform) so it continues around path?
- bentway23
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Is there a way to cycle a carve so that once it hits the end of the curve it continues on around? The only examples I can find have the carve looping, but it completely ends and then starts again, it doesn't continue the curve around (so it goes from 1 back to 0, with the second U still finishing up, and the--in this case--swept curve keeps its thickness as it cycles? I also tried just using a path deform since these are simple shapes, but outside of 0 to 1 it just floats outside the curve, doesn't wrap back around. I'm sure there's somewhere I just need to throw a modulo, I just can't find it.
Technical Discussion » When scaling very small, mesh "wrinkles"
- bentway23
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Thanks for the replies--should have put my above addendum as a separate comment to make it easier to see. The problem was that the viewport needed to be reset, that's all. I wouldn't expect that to cause this issue but, well, it's working now.
Technical Discussion » When scaling very small, mesh "wrinkles"
- bentway23
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Hey, guys--
that far the vertices get "wrinkly" (see pic), which doesn't make sense to me. It has a fuse early up just to make sure things are, well, fused, but otherwise it's just a scale to fit by match size to get it 2 units high. (I've also tried scaling with transform, which shouldn't--and didn't--make a difference, and also packing it in case treating it as one point helped, which it didn't.) Any idea why this is and how I can get the scaling to behave? Here are pics with it scaled and the same area at full size.
ARGH--addendum: Viewport was apparently screwy. I restarted Houdini and now it's behaving.
that far the vertices get "wrinkly" (see pic), which doesn't make sense to me. It has a fuse early up just to make sure things are, well, fused, but otherwise it's just a scale to fit by match size to get it 2 units high. (I've also tried scaling with transform, which shouldn't--and didn't--make a difference, and also packing it in case treating it as one point helped, which it didn't.) Any idea why this is and how I can get the scaling to behave? Here are pics with it scaled and the same area at full size.
ARGH--addendum: Viewport was apparently screwy. I restarted Houdini and now it's behaving.
Edited by bentway23 - 2023年11月2日 13:16:23
Technical Discussion » Pscale/attributes along branching curves
- bentway23
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Thanks for this! Unfortunately, since it's not procedural it doesn't really work for me. By some judicious attribute promotion and remapping of my find shortest path's cost attributes I was able to get what I needed.
Technical Discussion » Pscale/attributes along branching curves
- bentway23
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Hullo--I'm having an issue with something that I suspect can be easy--I'm making branching splines (vein-like) using find shortest path. I want the pscales to be biggest in the middle of the branches and smaller at the ends (like remapping a curveu on a single line). The closest I've come is shortest path-->fuse-->polypath-->edge transport from point 0 (which seems to default to a central point with branching), promoting @dist to min/max details, and fitting the dist between those to use as my 0-1 which I remap. This works great for the farthest points in the branches, but for the shorter branches the end pscales don't go to 0. I tried setting end points to @pscale = 0 and attrib blurring it, but that didn't do the trick. I assume this is the same trick to make branching/tree sweeps on L-systems, but it's eluding me. What am I missing? Here is the line alone and with spheres copied on points to visualize pscales.
Technical Discussion » RBD constraints vs. SOP solvers--recent workflow change?
- bentway23
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Actually, I found the difference, partially from a mild misunderstanding of tamte's response, and the confusion lies in how freaking flexible Houdini is. Constraint networks apparently work anywhere within the dopnet, anywhere from the RBD packed object to right before the output (not on the side with the ground plane/static objects, of course). If it's connected up going into or out of the rigid body solver, creating the sop solver works fine without extra imports (the "relationship geometry" node shows what you'd expect. If it's connected AFTER the static objects, &c., are merged in, then it works the clunkier way I described, but the relationship geo won't read in directly. Amazing that it can/will work anywhere, you just save a step plugging it in a little higher up the node tree!
Technical Discussion » RBD constraints vs. SOP solvers--recent workflow change?
- bentway23
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I haven't done even vaguely complicated RBD constraint modifications in 19.5 (been a while), and I'm toying with them now. I've found that I am unable to see relationship data in a sop solver connected to the constraint network, and doing so at all breaks everything. However, I can create them dynamically in a sop solver connected to the rigid body solver, object merge those into the sops olver connected to the constraint network, and they work. Looking at an old project it appears that the sop solver "relationship_geo" object merge has changed, either in 19 or 19.5 (don't remember when I did my reference project). Is this just the new workflow? Or do I have to do an extra step in the constraint network sop solver to get it to work on its own/get the relationship merge to work?
Pictures: The one with the inset box is the older object merge in the constraint network-attached sop solver.
The other one is the new.
Pictures: The one with the inset box is the older object merge in the constraint network-attached sop solver.
The other one is the new.
Technical Discussion » Guide Groom disappears forever
- bentway23
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Glad to hear I'm not just doing something moronic. (Probably.) I'll hold off on the hair until we see what 19.5 brings!
Technical Discussion » Guide Groom disappears forever
- bentway23
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I have a problem with the guide groom node while working with hair. (I'm using H19.) I'm working through Rohan Dalvi's Hairy Houdini course, and he adds ramped color to the hair with an attribute wrangle in a for-loop--which is straightforward enough. The problem is that copying that for-loop from one section of hair/one guide groom to the other breaks the guide groom--the hair all disappears. Making a new for-each loop takes no time, but the bigger problem is that once I go back upstream to the guide groom, all hair has disappeared--something not working downstream appears to retroactively break it. What is happening? I've reset the viewport, I've reopened the file, none of that works. If I reset the guide groom it reappears, and I can brush it, and it even appears to work at the end of the for-loop that applies the color, but the minute I go back upstream and highlight it again, all the hair has disappeared. Is the H19 guide groom just super-buggy? I'm on 19.0.455 (I think that's the latest one with V-Ray, hence not the latest version, but far from the earliest.) I'm running Windows 10, although I don't think that matters.
Technical Discussion » How do you apply xform attribute info from oriented bounding
- bentway23
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That did it, thanks! (Turning off the Match P and copy local variable required a bit of clicking to figure out, but with your help I triumphed.)
Technical Discussion » How do you apply xform attribute info from oriented bounding
- bentway23
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When you use an oriented bounding box and create the xform detail attribute, how do you apply that info to another object to match its rotation? I assume this is basic matrix transforms, but I'm still getting up to speed on those guys.
Technical Discussion » Place a point on center of surface
- bentway23
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Unfortunately that doesn't work in this case--I want the "center" as if the area were actually flattened and 2D. Since the areas are curved that throws the centroid/center of mass off.
BUT . . .
If anyone deals with this in the future, I figured out a solution. This might not be completely geodesically sound, but it's close enough for what I'm doing. I figure the best way to approximate a 2D "center of mass"-ish thing is to find the point that is farthest away (distance along surface) from all surrounding edges.
First, in case there are various islands of geo, the areas of each are measured and all prims not part of the largest "island" are blasted.
Points on the outside (unshared) edges are grouped.
Using surfacedist, each point's distance to the nearest edge point is measured into @dist. This attribute is promoted to a detail (maximum), and all points except the one with the largest minimum distance to the edges are blasted.
BUT . . .
If anyone deals with this in the future, I figured out a solution. This might not be completely geodesically sound, but it's close enough for what I'm doing. I figure the best way to approximate a 2D "center of mass"-ish thing is to find the point that is farthest away (distance along surface) from all surrounding edges.
First, in case there are various islands of geo, the areas of each are measured and all prims not part of the largest "island" are blasted.
Points on the outside (unshared) edges are grouped.
Using surfacedist, each point's distance to the nearest edge point is measured into @dist. This attribute is promoted to a detail (maximum), and all points except the one with the largest minimum distance to the edges are blasted.
Technical Discussion » Place a point on center of surface
- bentway23
- 100 posts
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Hey, guys--how can I place a single point at the topological surface center (not centroid) of a curved surface? This comes after a lot of fracturing and blasting various prims, so the resulting geo is 3D but in the curved-2D sense (vs. extruded/solid). I've tried raying points but based on the shape it will frequently find the closest distance to be right on the edge of the geo instead of nicely in the center using min distance, and using vectors is no better. (This includes raying points that start at the centroid of the pieces.) It's okay if it's not 100% perfect, so if it's easier to do this by removing points of the existing geo instead of scattering a new point that's fine. I think maybe creating per-resultant-piece UVs would be the ticket(?), but I'm not sure how I would make lumpy and not-all-connected geo into pretty square 1x1 UV islands. Perhaps I can abuse the measure sop somehow? Group outside/unshared edges, measure each point to the distance of each edge, average those distances, and grab the point with the closest to a bbox max * 0.5? These things are on the tip of my brain but not spilling out to my fingers on the keyboard.
ADDENDUM/EDIT:
Thinking on this further, I realized that what I want is not so much an exact center of the surface (which would still be nice to know), but more a weighted, center-of-mass-type center (but for a 2D object). On this one I am even slightly more clueless--could a vellum setup calculate a per-point mass which I could then use to extract a weighted center?
ADDENDUM/EDIT:
Thinking on this further, I realized that what I want is not so much an exact center of the surface (which would still be nice to know), but more a weighted, center-of-mass-type center (but for a 2D object). On this one I am even slightly more clueless--could a vellum setup calculate a per-point mass which I could then use to extract a weighted center?
Edited by bentway23 - 2022年2月20日 19:59:52
Technical Discussion » Procedurally cull misbehaving vellum grains post-sim?
- bentway23
- 100 posts
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I'm using a vellum grains setup to serve as a softbody sim for a fractured object (glued islands with separate, breakable glue for the seams, will point-deform source geo in a for-loop). Because the source geo is fractured, tet softbodies won't work, so I'm going the grains route. By and large it's working nicely, except that there are a few rogue grains that will fly off during the sim and I'm afraid that will screw up my point deform. It's not huge spacewise, so manually picking and blasting them after the sim but before the point deform wouldn't be difficult (and at this point probably more efficient, actually) but I'd rather do this procedurally since this setup is made to be reusable. Is there a way I can identify and blast out the misbehaving grains procedurally (presumably with the sim time-shifted to the last frame)? I presume doing a nearpoints-type-thing would eat into the edges or smaller islands, but I could be wrong. (And since they're more often in little clusters of two or three, just finding completely isolated points won't work.)
Thanks for any help!
Thanks for any help!
Technical Discussion » Clear recent projects list?
- bentway23
- 100 posts
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Technical Discussion » Clear recent projects list?
- bentway23
- 100 posts
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Is this possible, or even removing specific ones? My list is showing paths that haven't existed for months. (Also, sometimes I set it with the "/" at the end, sometimes not, and that makes each path appear on there twice.)
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