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Houdini Lounge » Is Vellum the most appropriate tool for creating a simulation of a few thousand mid-poly objs (1K-2K tris)?
- danBode
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You should be able to do a lot of them in vellum. I'm not sure how many you mean by “A lot” but as long as you don't ram out your gpu you should be good.
Technical Discussion » Is there a reason not to put everything - mats / outs / cops / chops etc in /obj, to make cut'n'pasting easier?
- danBode
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Each context has it's own copy paste queue so it's easy enough to click through each and copy copy copy, then go to the new file and paste paste paste. I very much appreciate outputs always being in /out when sharing hipfiles between people because rop nets can be hard to find, especially when people bury them.
Technical Discussion » Packed Disk Sequence Questions
- danBode
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Technical Discussion » Packed Disk Sequence Questions
- danBode
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I'm finally able to jump in Houdini 16, and I've got a few questions about Packed Disk Sequences. They seem like they'd be a huge help, but the documentation is a little sparse.
1) Packed Disk Sequence primitives have an intrinsic attribute called “wrap” that defaults to “cycle”. Are there other options available? Or would I have to mess with the “index” intrinsic to clamp, ping-pong or ignore the file read?
2) Do Packed Disk Sequences work with sub-frames? Or are they linearly blending whole numbered frames?
3) What's the relationship between the “Geo Time Samples” and “Packed Sequence Segments” render properties? I've seen that I can only get motion blur when “Geo Time Samples” is 2 or higher, and “Packed Sequence Segments” defaults to 4. Is “Packed Sequence Segments” a limit on “Geo Time Samples” or is there something else going on?
1) Packed Disk Sequence primitives have an intrinsic attribute called “wrap” that defaults to “cycle”. Are there other options available? Or would I have to mess with the “index” intrinsic to clamp, ping-pong or ignore the file read?
2) Do Packed Disk Sequences work with sub-frames? Or are they linearly blending whole numbered frames?
3) What's the relationship between the “Geo Time Samples” and “Packed Sequence Segments” render properties? I've seen that I can only get motion blur when “Geo Time Samples” is 2 or higher, and “Packed Sequence Segments” defaults to 4. Is “Packed Sequence Segments” a limit on “Geo Time Samples” or is there something else going on?
Edited by danBode - 2017年4月3日 13:53:49
Houdini Learning Materials » Geometry Node gone in Houdini 15
- danBode
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There's a checkbox in the preferences under General User Interface, to color the pane headers based on context, which is helpful for avoiding this kind of confusion in the future.
Houdini Learning Materials » How to use point attribute
- danBode
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To clarify, “points” is an expression that returns a string attribute, where “point” is an expression that returns a float and can be used to grab float or int attributes or part of a vector.
Houdini Indie and Apprentice » VOPs: attributes from point clouds
- danBode
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to expand on this, one of the best permanent defaults i've seen people use is to set the file parm on the pointcloud open vop to be
op:`opinputpath(“..”,1)`
so by default it uses the second input as your pointcloud. then you just need to change the 1 as needed, and you don't need to mess with unnecessary parameters or jumping between two levels.
also. sup James?
op:`opinputpath(“..”,1)`
so by default it uses the second input as your pointcloud. then you just need to change the 1 as needed, and you don't need to mess with unnecessary parameters or jumping between two levels.
also. sup James?
Technical Discussion » Houdini scene file optimization: interactive vs batch
- danBode
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This will get very interesting in H13 moving forward, but for now there is the time honoured Display vs Render flag set-ups.
this comment is very interesting.
Houdini Indie and Apprentice » Multiple DOP networks from PyroFX tab
- danBode
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On the bottom right of houdini, there's a little brain icon. Click and hold that bad boy and drag up to “create new simulation”. It'll create an empty dopnet for you. The shelf tools will now throw all the dops they create into this new dopnet.
Houdini Indie and Apprentice » Rendering with Mantra
- danBode
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phtj
Can I just confirm that with an apprentice version of houdini, we should still be able to render using any of the rendering methods in mantra - micropolygon, ray trace, etc. The only limitation is the size and the houdini logo. Is that correct?
Heck yes!
go crazy.
Houdini Indie and Apprentice » move or copy nodes into different nodes?
- danBode
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Houdini Indie and Apprentice » particle explosion?
- danBode
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The pyro solver is pretty much just a more advanced smoke solver. If you jump inside the pyro solver you'll even see a smoke solver in there.
If you're not familiar with either it may helpful to play with the smoke solver a bit to get an understanding of the most important settings before jumping to the pyro solver. You'll get much more control with pyro though, just don't turn on combustion if you don't want fire.
If you're not familiar with either it may helpful to play with the smoke solver a bit to get an understanding of the most important settings before jumping to the pyro solver. You'll get much more control with pyro though, just don't turn on combustion if you don't want fire.
Houdini Indie and Apprentice » How can I export selected GEO SOPs from /obj?
- danBode
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I think the easiest way is to have both hip files and just copy the nodes out of one file and paste them in the other.
Technical Discussion » query mantra settings during a procedural
- danBode
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In the Houdini 11 docs on the Mantra Rendering Properties page it would tell you the name of a property in Houdini and what that translates to in the IFD along with the default value. like this:
vm_shadingquality / object:shadingquality = (1)
If the property your looking for was in Houdini 11 you should be able to search this page to find out how to call it.
www.sidefx.com/docs/houdini11.0/props/mantra
Unfortunately in the Houdini 12 and 12.1 docs, this page only shows you the label as it appears on the Mantra ROP, which makes it easier to search for, but is significantly less helpful.
vm_shadingquality / object:shadingquality = (1)
If the property your looking for was in Houdini 11 you should be able to search this page to find out how to call it.
www.sidefx.com/docs/houdini11.0/props/mantra
Unfortunately in the Houdini 12 and 12.1 docs, this page only shows you the label as it appears on the Mantra ROP, which makes it easier to search for, but is significantly less helpful.
Technical Discussion » staggered grid fluid sim?
- danBode
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I believe so. In dops you when you create a field you can specify where on the voxels to store the data using the Voxel Sampling parameter. It defaults to “center”, but in the smoke configure object the velocity field is set to “faces”, which I believe is the same as using a staggered grid.
Technical Discussion » copy relative references 'nice to have' ?
- danBode
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Houdini Lounge » Pyro as Lighting.
- danBode
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I've had success lighting pyro scenes in the past by surfacing the volumes from the pyro sim, projecting a render onto the surface and using that surface as a geometry light. It's a bit easier to set up since you dont have to worry about balancing the brightness and number of point lights, and you can ensure that any adjustments you make to your fire in comp are reflected in the lighting.
Houdini Indie and Apprentice » Can Houdini Read Footage?
- danBode
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To hear audio when you scrub you have to have a separate audio file and read it into CHOPS. The file CHOP can read several common audio formats
Houdini Indie and Apprentice » Uv Space Change Node
- danBode
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It looks like that node's been hidden by default. In a texport type
opunhide Vop uvspacechg
and then you should be able to create it with the tab menu.
You can run ophide in a textport to see a list of hidden nodes. Most of these have been deprecated in favor of other nodes. I'd guess the transform vop is recommended in place of uv space change.
opunhide Vop uvspacechg
and then you should be able to create it with the tab menu.
You can run ophide in a textport to see a list of hidden nodes. Most of these have been deprecated in favor of other nodes. I'd guess the transform vop is recommended in place of uv space change.
Technical Discussion » Getting light to emit from particles and Pyro Shader
- danBode
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One technique I've had success with is to render the just fire first, then create an isosurface of the fire, project the rendered fire on to the isosurface and use that as a geometry light to render the background. Having the fire and the background as separate elements in comp is also helpful.
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