Hi, What setting cause this rotation when I dive in SOP?
Thx
Mika
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Technical Discussion » Weird rotation in view when dive in SOP
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- mihatsu
- 72 posts
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Technical Discussion » Reverse wrong UVs
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- mihatsu
- 72 posts
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Hi,
I got a model from architect and some uv seem to be flipped 180. Is there a way to flip they right way? Manually it is crazy effort!
Thx
Mika
I got a model from architect and some uv seem to be flipped 180. Is there a way to flip they right way? Manually it is crazy effort!
Thx
Mika
Technical Discussion » Condensation Shelf Tool Scale
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- mihatsu
- 72 posts
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Hi,
How i can scale the condensation self tool droplets? transfer emission's distance threshold seems to do something but if I decrease it too low it doesnt emit anything, not even when particle separation is pushed very low.
Thanks
Mika
How i can scale the condensation self tool droplets? transfer emission's distance threshold seems to do something but if I decrease it too low it doesnt emit anything, not even when particle separation is pushed very low.
Thanks
Mika
Technical Discussion » Vellum Grains - Attach to Geo constraints
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- mihatsu
- 72 posts
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Technical Discussion » vellum grain leaking whith a second collider!!
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- mihatsu
- 72 posts
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NAHASSIA
Hi everybody
Here is a problem I'v been struggling all day without finding a solution.
Y have a vellum grain colliding with a ground geo.... every thing is fine. But when a second deforming collider comes in play and gently pushes the grains, my grains are leaking through the ground....
Here is a sample in a simple scene where I replicated the issue, the one I'm working on is much more complex and much more leaking.
I'v try many settings, none is working
Pleas help me dear fellows
MalikImage Not Found
vellum needs substeps when you have moving geo. change the vellum solver substeps to 10 and it should work
Edited by mihatsu - 2021年12月28日 16:37:22
Technical Discussion » Node name based on attribute
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- mihatsu
- 72 posts
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AndrExactly what I was looking for! Thank you so much!
hou.Node.setName() is the python method that could help you
have a look at the reference file
Technical Discussion » Node name based on attribute
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- mihatsu
- 72 posts
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Hi, can i use a attribute to rename geo/subnet node? Like if i have a attribute ‘tree_number’ and its value is 8, i would like to use it to name subnet node ‘tree_08’ if i change the attribute to 17, the name would change ‘tree_17’.
Technical Discussion » Vellum and previous state
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- mihatsu
- 72 posts
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Hi,
I'm trying to use vellum hair to create dynamic cable. It works pretty well but now I have a problem when I increase my movement range. I would like to use previous state to calculate a new state. Now all states are calculated from 1. frame and this doesn't give very realistic result. How can I feed previous result in the new calculation? frame24_starting_state.png should look very close the same shape what result is.
Thanks
Mika
I'm trying to use vellum hair to create dynamic cable. It works pretty well but now I have a problem when I increase my movement range. I would like to use previous state to calculate a new state. Now all states are calculated from 1. frame and this doesn't give very realistic result. How can I feed previous result in the new calculation? frame24_starting_state.png should look very close the same shape what result is.
Thanks
Mika
Technical Discussion » White water source not follow a liquid
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- mihatsu
- 72 posts
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Hi,
I try to use whitewater source with ww solver but ww source behaves totally different way than in wavetank. Why it is emitting outside my liquid? Can this ww even be used in so small scale than glass or is the purpose of this ww bigger liquids simulation like boats/beach etc?
Mika
I try to use whitewater source with ww solver but ww source behaves totally different way than in wavetank. Why it is emitting outside my liquid? Can this ww even be used in so small scale than glass or is the purpose of this ww bigger liquids simulation like boats/beach etc?
Mika
Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
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- mihatsu
- 72 posts
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So I tried this with wave tank and ocean (shelf tools) I used 2+2+1 spectrum (large,mid,small) and same texture for both ocean and wave tank polygon. Then I used this tool https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidmask.html [www.sidefx.com] to mask areas where I wanted a displacement.
https://vimeo.com/manage/videos/611116275 [vimeo.com]
https://vimeo.com/manage/videos/611116275 [vimeo.com]
Edited by mihatsu - 2021年9月21日 18:05:17
Technical Discussion » Extended whitewater
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- mihatsu
- 72 posts
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Hi
Is it possible to extend whitewater solver outside the wavetank? If I have 50x50 tank and my whitewater reach the edge of tank, I would like to keep it alive so it would follow a ocean spectrum. I have a boat in this 50x50 tank which moves and I would like to leave my white water in top of ocean spectrum much longer, like 200 after boat.
thanks
Mika
Is it possible to extend whitewater solver outside the wavetank? If I have 50x50 tank and my whitewater reach the edge of tank, I would like to keep it alive so it would follow a ocean spectrum. I have a boat in this 50x50 tank which moves and I would like to leave my white water in top of ocean spectrum much longer, like 200 after boat.
thanks
Mika
Technical Discussion » White Water RAM usage
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- mihatsu
- 72 posts
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AdamJ
Poked around whitewater solver with performance monitor; looks like neighbour creation and killing dead sopsolvers are eating up memory on win10.
Fix that worked for me:
- Edit->Preferences->Object and Geometry->Sop Cache->Cull Level to 4 (this will unload nodes that have flag on)
- Go to /obj/whitewater_sim/whitewatersolver1/position_based_fluid/create_neighborhoods
select all nodes and RMB->Flags->Unload (this sets the actual unload flag you should see little trashcan icon on all nodes)
- bypass /obj/whitewater_sim/whitewatersolver1/kill sopsolver node
this is one is a headscratcher??? setting all nodes to unload had no effect; tried moving deletion into wrangle and bypassing blast sop no effect as well.. only way to stop it from chugging memory was to bypass it.
With above changes I was able to get similar memory numbers on win10 as I was getting on ubuntu 20.04.
Thx! this worked! i have done my white water sims in linux because this problem.
Technical Discussion » Houdini on Linux via VirtualBox
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- mihatsu
- 72 posts
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Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
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- mihatsu
- 72 posts
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AhmedHindyyeah i got it work but unfortunately i dont have any scenefiles where i used it. I can try to check it again some day if i have a time.
a year later, did you find a way?
Technical Discussion » How to transfer smoke color to points in popnet
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- mihatsu
- 72 posts
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DonRomanomihatsu
Hi,
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
You can also use the attribFromVolume node as a post process operation.
This worked eventually. My problem was that I storage Cd wrong way and it didnt recognize it.
Technical Discussion » How to transfer smoke color to points in popnet
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- mihatsu
- 72 posts
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Hi,
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
Technical Discussion » Pyro trail Path and custom object
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- mihatsu
- 72 posts
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Hi,
Can I somehow use custom object with pyro trail path or least get the points so i can copy my object there?
Thx
Mika
Can I somehow use custom object with pyro trail path or least get the points so i can copy my object there?
Thx
Mika
Technical Discussion » HELP with SSS in REDSHIFT!
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- mihatsu
- 72 posts
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I think if you want same result you have to do you convert for both balls individually and then merge
Technical Discussion » Linux and openCL problem
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- mihatsu
- 72 posts
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Hi,
I installed linux (Ubuntu 20.10) a while ago (AMD 5950x + 1080ti). Same time I installed Axiom plugin as well and I used it without problem (Axiom is GPU fluid solver but can use openCL CPU as well). Couple of weeks ago I replaced 1080 with 3090 and I used it with Axiom and it worked. Then I installed second 3090 but I never tried Axiom with 2x3090 anymore. Yesterday I updated the latest Axiom solver and Houdini crashed immediately in start, I tried to go back in old version which worked same day, but it crashed now as well. Axiom developer said set env AXIOM_NOCPU = 1 and after it worked again. So, this is openCL problem and it crashes if I force HOUDINI_OCL_DEVICETYPE=CPU. I think Axiom solver compile itself when new version is installed and that’s the reason why it failed yesterday, it was probably broken earlier. I tried 18.5.408-455 and In Windows same setup work and I can force openCL as CPU. Obviously, this is not Houdini problem but Linux driver/kernel/whatever problem. Any trick how to get this work again?
Crash log:
Traceback from 4091 ThreadId=0x7f6cce56acc0
AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler:
perator()(int, siginfo_t*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
__funlockfile <libpthread.so.0>
I installed linux (Ubuntu 20.10) a while ago (AMD 5950x + 1080ti). Same time I installed Axiom plugin as well and I used it without problem (Axiom is GPU fluid solver but can use openCL CPU as well). Couple of weeks ago I replaced 1080 with 3090 and I used it with Axiom and it worked. Then I installed second 3090 but I never tried Axiom with 2x3090 anymore. Yesterday I updated the latest Axiom solver and Houdini crashed immediately in start, I tried to go back in old version which worked same day, but it crashed now as well. Axiom developer said set env AXIOM_NOCPU = 1 and after it worked again. So, this is openCL problem and it crashes if I force HOUDINI_OCL_DEVICETYPE=CPU. I think Axiom solver compile itself when new version is installed and that’s the reason why it failed yesterday, it was probably broken earlier. I tried 18.5.408-455 and In Windows same setup work and I can force openCL as CPU. Obviously, this is not Houdini problem but Linux driver/kernel/whatever problem. Any trick how to get this work again?
Crash log:
Traceback from 4091 ThreadId=0x7f6cce56acc0
AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler:

UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
__funlockfile <libpthread.so.0>
Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
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- mihatsu
- 72 posts
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