edit - I found a solution - I had to generate a fake N from orient inside Houdini and export both orient and N, then I used this normal as Look at the direction in "orient mesh to vector" module + orient as quaternion override + N as reference axis vector + 1 override incoming orientation. This feels like an overly complex answer to a simple rotation question.
I found a simple solution:
In "Orient Mesh to Vector"
1. Apply @up to 'Look at Direction'
2. Apply @N to 'Side Axis Direction'
hi
I am struggling with this.
Could you explain this a bit further?
thanks!
Found 128 posts.
Search results Show results as topic list.
Houdini for Realtime » Houdini Niagara Updates
-
- chf
- 137 posts
- Online
Technical Discussion » RBD Sim via Niagara Plugin to Unreal orient issue
-
- chf
- 137 posts
- Online
Hello!
I am struggling to get my rbd sim to have the correct orientation in Unreal 5.1.1
The orientation seems wrong. I am using the niagara ROP and plugin to get the point data to Unreal.
It seems one axis is wrong or something because they almost behave like they should but have a weird wobble.
I recreated the issue inside Houdini with a copy to points sop where it has the same issue.
Attached the hiplc file.
Any tip would be awesome!
Thanks in advance!
I am struggling to get my rbd sim to have the correct orientation in Unreal 5.1.1
The orientation seems wrong. I am using the niagara ROP and plugin to get the point data to Unreal.
It seems one axis is wrong or something because they almost behave like they should but have a weird wobble.
I recreated the issue inside Houdini with a copy to points sop where it has the same issue.
Attached the hiplc file.
Any tip would be awesome!
Thanks in advance!
Technical Discussion » Karma XPU Color for Volume
-
- chf
- 137 posts
- Online
I am trying to achieve something like this in Karma XPU.
volume displacement in arnold [leegriggs.com]

Is there a way to do colored volumes with materialx and karma xpu yet?
volume displacement in arnold [leegriggs.com]

Is there a way to do colored volumes with materialx and karma xpu yet?
Edited by chf - 2023年3月2日 12:27:56
Technical Discussion » Delete a fractured piece from dynamic sim?
-
- chf
- 137 posts
- Online
You could use a switch node at frame xy and a blast node with the name of the piece you need deleted.
I attached a quick scene file.
I attached a quick scene file.
Houdini Learning Materials » PROJECT TITAN Pipes tool?
-
- chf
- 137 posts
- Online
goldfarb
This page has all the tutorials:
https://www.sidefx.com/titan/ [www.sidefx.com]
There is a short video on how to use the finished asset inside of Unreal.
I can't find the pipes tutorial there.
Technical Discussion » SideFX Labs Bugs and issues
-
- chf
- 137 posts
- Online
Here are a couple of Labs Bugs/Errors I stumbled on in the last weeks.
Wasn't sure where to post this.
the Labs File Cache node generates this syntax warning:
the Labs UV visualize "view in worldspace" does not work, it scales to zero and nothing is visible
the Labs Quick Material generates this error, when switched to Labs PBR Shader:
Wasn't sure where to post this.
the Labs File Cache node generates this syntax warning:
labs::Sop/filecache::2.0, PythonModule:240: SyntaxWarning: "is not" with a literal. Did you mean "!="?
labs::Sop/filecache::2.0, PythonModule:460: SyntaxWarning: "is not" with a literal. Did you mean "!="?
labs::Top/topfilecache::2.0, PythonModule:107: SyntaxWarning: "is not" with a literal. Did you mean "!="?
the Labs UV visualize "view in worldspace" does not work, it scales to zero and nothing is visible
the Labs Quick Material generates this error, when switched to Labs PBR Shader:
LINK[/obj/geo1/quickmaterial1/matnet/labspbrshader]:
Fragment info
-------------
0(696) : error C3002: call to undefined function "void HOUassignOutputs(vec3, vec3, vec3, vec3, vec3, vec3, float, float, float, float, float, float, float, float, vec4, vec3, float, float, int, int);"
/obj/geo1/quickmaterial1/matnet/labspbrshader: Linking failed.
Edited by chf - 2023年2月20日 04:03:52
Houdini Learning Materials » PROJECT TITAN Pipes tool?
-
- chf
- 137 posts
- Online
Houdini for Realtime » Houdini Niagara plug-in for Unreal 5.1
-
- chf
- 137 posts
- Online
Hello!
Does anyone know anything about the state of the niagara plugin.
I've posted on the support site of the PlugIn on github as well.
https://github.com/sideeffects/HoudiniNiagara/issues/38#issuecomment-1387128116 [github.com]
Would like to use it for an upcoming project.
Thanks!
Chris
Does anyone know anything about the state of the niagara plugin.
I've posted on the support site of the PlugIn on github as well.
https://github.com/sideeffects/HoudiniNiagara/issues/38#issuecomment-1387128116 [github.com]
Would like to use it for an upcoming project.
Thanks!
Chris
Technical Discussion » Groom from imported alembic scene file gets huge
-
- chf
- 137 posts
- Online
mrCatfish
This is interesting, because we are seeing huge file sizes too.... have you got a lot of attribute paint SOPs? It seems there are stash nodes in these, causing bloating. One other interesting thing is, if we save the file in "update never," the size is about 500 megs... if we save in "always update," it reaches over 2GB. I plan to package this up somehow and send to SESI as it seems very buggy.
no, not much is needed.. I import the alembic groom, do one stroke with the guide groom and it jumps to insane file sizes.
Technical Discussion » Groom from imported alembic scene file gets huge
-
- chf
- 137 posts
- Online
goose7
Just curious, how many guides are you using?
From my test, .bgeo.sc sim saves might consume gigabytes of storage for hundreds of frames vellum sim for thousands of guides.
But if there is no sim archives, there's little chance that a moderate weight groom can use such much space of storage.
around 40.000
I was testing the workflow from houdini to unreal
The guides / groom came from blender, imported them via alembic.
It was definitely the guide groom node. As soon as I changed a single hair the filesize would skyrocket.
Technical Discussion » Groom from imported alembic scene file gets huge
-
- chf
- 137 posts
- Online
jsmack
Did you do any grooming with guide groom? that node saves a copy of the modified groom.
thanks for the suggestion I'll look into it more carefully
I did use guide groom but the now 7.2GB file size does not seem right..
Technical Discussion » Groom from imported alembic scene file gets huge
-
- chf
- 137 posts
- Online
Hello!
My Houdini scene file got over 5GB from just importing a couple of alembic groom assets, resampling them and feeding them into/working with the groom and hair objects.
Saving takes forever, like 10 minutes as of now, and file size is 5.8GB
I tried to put all the input files in a filecache and deleting alembic nodes, but this changed nothing.
Is there some setting I need to change?
Thanks!
My Houdini scene file got over 5GB from just importing a couple of alembic groom assets, resampling them and feeding them into/working with the groom and hair objects.
Saving takes forever, like 10 minutes as of now, and file size is 5.8GB
I tried to put all the input files in a filecache and deleting alembic nodes, but this changed nothing.
Is there some setting I need to change?
Thanks!
Houdini Lounge » Nvidia rtx 4090 driver issues?
-
- chf
- 137 posts
- Online
Technical Discussion » Just in Time Debugger Issue
-
- chf
- 137 posts
- Online
Since installing MS Visual Studio Community Houdini frequently crashes with the Just in Time Debugger popping up informing about an unhandled exception.
And I get the feeling those crashes wouldn't happen if the JIT didn't interfere..
I tried disabling it everywhere I could find without any luck so far.
Anybody know a way to completely get rid of this?
And I get the feeling those crashes wouldn't happen if the JIT didn't interfere..
I tried disabling it everywhere I could find without any luck so far.
Anybody know a way to completely get rid of this?
Technical Discussion » SOP Flip Solver Checkpoints not working
-
- chf
- 137 posts
- Online
Technical Discussion » SOP Flip Solver Checkpoints not working
-
- chf
- 137 posts
- Online
I want to activate checkpoints while simulating a waterfall but for some reason as soon as the Checkpoint Interval is reached it deletes everything in the sim and goes on blank until the last frame is reached.
I am using more or less default values everywhere.
Is this some sort of bug or am I doint it wrong?
I am using more or less default values everywhere.
Is this some sort of bug or am I doint it wrong?
Edited by chf - 2022年8月11日 16:26:24
Houdini Lounge » download a specific (older) daily build
-
- chf
- 137 posts
- Online
Hello everyone,
I was wondering, is there a source for slightly older daily builds of houdini.
The version I am looking for is 19.5.334 for houdini engine.
Thanks!
I was wondering, is there a source for slightly older daily builds of houdini.
The version I am looking for is 19.5.334 for houdini engine.
Thanks!
Houdini Engine for Unreal » UE5.1 Houdini Engine build
-
- chf
- 137 posts
- Online
Matvey_KhamidulinchfThanks. I compiled it in c+ project. Got a lot of errors but it works now
not quite..
could you share the plugin?
Houdini Engine for Unreal » UE5.1 Houdini Engine build
-
- chf
- 137 posts
- Online
Matvey_KhamidulinchfDid you figure out how make it works?
here is the whole error / warnings list...
not quite..
someone was kind enough to update the source code but I still can't get it to compile
Git Hub 5.1 branch [github.com]
Edited by chf - 2022年8月8日 05:41:35
Houdini Engine for Unreal » UE5.1 Houdini Engine build
-
- chf
- 137 posts
- Online
-
- Quick Links