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Houdini Indie and Apprentice » deform with matrix but keep normals intact ?
- spagano
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Would an attribute copy SOP do the trick? If your point count is the same, copying over the normals from your pre-deformed geometry might work.
Houdini Indie and Apprentice » Collider not working correctly, what did I do wrong?
- spagano
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Ah, sorry. I wasn't able to run the sim on my home laptop. Seeing the other issues now.
in the autodop network, navigate to your grid1 static object, click the collisions tab, and under the volume tab decrease your division size. (0.02 seems good)
On the flip fluid object check on Collision separation and decrease the size to something like 0.05
That should get you what you need. If you want a better understanding of how to set up colliders with FLIP, check out the first 30min of this webinar: https://vimeo.com/182074285 [vimeo.com]
in the autodop network, navigate to your grid1 static object, click the collisions tab, and under the volume tab decrease your division size. (0.02 seems good)
On the flip fluid object check on Collision separation and decrease the size to something like 0.05
That should get you what you need. If you want a better understanding of how to set up colliders with FLIP, check out the first 30min of this webinar: https://vimeo.com/182074285 [vimeo.com]
Houdini Indie and Apprentice » Collider not working correctly, what did I do wrong?
- spagano
- 10 posts
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Try ticking on “output back” on your polyextrude SOP. If you check the VDB output (second output) on the collision source SOP, you'll see that without output back turned on, the VDB isn't properly representing those hexagonal collision objects.
Hope that does the trick!
Hope that does the trick!
Houdini Indie and Apprentice » Attach RBD Voronoi Fractured RBD Geometry to Static Object???
- spagano
- 10 posts
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Hello! Not sure what solver engine you're using for this (RBD vs Bullet). From what you've described, it would be easy to set up a simulation like this using the bullet solver.
As far as creating a base for the wall, here's a simple setup that accomplishes this without gluing the wall itself to a ground plane. It just tells the bullet solver not to simulate pieces below a certain distance threshold. This is more of a work around, because I'm essentially de-activating the simulation for certain pieces that are close to the ground plane. They still act as collision objects, and the glue constraints work as they normally would, the bullet solver is just not applying any forces to any non-active pieces.
In this setup i've just initialized an integer point attribute called “active” in SOPs before feeding that into the DOP simulation. Once in DOPs the Bullet solver will read that integer attribute and won't simulate any pieces when @active==0.
hope this is helpful! I think if you go through this setup node-by-node it will make more sense.
As far as creating a base for the wall, here's a simple setup that accomplishes this without gluing the wall itself to a ground plane. It just tells the bullet solver not to simulate pieces below a certain distance threshold. This is more of a work around, because I'm essentially de-activating the simulation for certain pieces that are close to the ground plane. They still act as collision objects, and the glue constraints work as they normally would, the bullet solver is just not applying any forces to any non-active pieces.
In this setup i've just initialized an integer point attribute called “active” in SOPs before feeding that into the DOP simulation. Once in DOPs the Bullet solver will read that integer attribute and won't simulate any pieces when @active==0.
hope this is helpful! I think if you go through this setup node-by-node it will make more sense.
Houdini Indie and Apprentice » Texture sequence issue
- spagano
- 10 posts
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The texture operator might be reading just a single frame instead of the whole sequence. Are you using the global variable $F in your file name on the texture map?
for example: $JOB/tex/myTexture.$F4.rat instead of $JOB/tex/myTexture.0001.rat
for example: $JOB/tex/myTexture.$F4.rat instead of $JOB/tex/myTexture.0001.rat
Houdini Indie and Apprentice » Mantra - Combined Lighting Per-Component Image Plane Increasing Render Times
- spagano
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Hello!
I'll caveat this by saying that I'm a Mantra novice – I realize that it's possible that this is totally normal, and I just don't fully understand how mantra generates the combined lighting per-component image plane under the hood.
That said, I've noticed that when I enable Combined Lighting Per-Component while dealing with a large number of packed disk primitives, my render times increase dramatically. In the test scene attached I've got a bunch of pig heads loaded as packed disk primitives copied to points. When I render a frame with combined lighting disabled, I get a render time of 7 seconds; when I enable combined lighting per component I get a render time of 41 seconds. Seems like a BIG jump!
As a separate test I've also got a single pig head loaded normally. When I render that test I get a render time of 7 seconds with combined lighting disabled vs. 10 seconds with it enabled. That variance seems more reasonable.
Anyone have a deeper understanding of why this is happening? Is this normal? Is there something I can do on my end to make that particular image plane creation more efficient?
I'm running houdini Indie 16.5.536 on macOS.
Thanks!
I'll caveat this by saying that I'm a Mantra novice – I realize that it's possible that this is totally normal, and I just don't fully understand how mantra generates the combined lighting per-component image plane under the hood.
That said, I've noticed that when I enable Combined Lighting Per-Component while dealing with a large number of packed disk primitives, my render times increase dramatically. In the test scene attached I've got a bunch of pig heads loaded as packed disk primitives copied to points. When I render a frame with combined lighting disabled, I get a render time of 7 seconds; when I enable combined lighting per component I get a render time of 41 seconds. Seems like a BIG jump!
As a separate test I've also got a single pig head loaded normally. When I render that test I get a render time of 7 seconds with combined lighting disabled vs. 10 seconds with it enabled. That variance seems more reasonable.
Anyone have a deeper understanding of why this is happening? Is this normal? Is there something I can do on my end to make that particular image plane creation more efficient?
I'm running houdini Indie 16.5.536 on macOS.
Thanks!
Houdini Indie and Apprentice » Strange Icons Appearing in User Interface
- spagano
- 10 posts
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Houdini Indie and Apprentice » FLIP - Slime crawling up objects
- spagano
- 10 posts
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Houdini Indie and Apprentice » FLIP - Slime crawling up objects
- spagano
- 10 posts
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Hey Everyone!
I've been working on a scene where some “slime” is intended to crawl up a set of objects. I've gotten pretty close to the look I want, but I'm having a hard time getting more dynamic looking results. Right now, it looks like vines or snakes crawling up an object, which is close to what I'm after in terms of the general animation, but I was hoping to break up the shapes a bit more and add some variation. I want to make it look more ‘blobby’ with tendrils branching off.
I've attached my hip file – inside I've got some objects which are intended to be legs, and on those objects I've drawn curves and set velocities. The curves are piped into a fluid source sop, which is initialized as a pump. Then inside my dop network I have the flip solver sourcing the fluid source and copying the velocities.
I've tried many different approaches to arrive at this setup (suction object shelf tools, popcurve force), and this is the only setup that has given me close to what I'm trying to achieve.
Any tips or tricks would be greatly appreciated!
I've been working on a scene where some “slime” is intended to crawl up a set of objects. I've gotten pretty close to the look I want, but I'm having a hard time getting more dynamic looking results. Right now, it looks like vines or snakes crawling up an object, which is close to what I'm after in terms of the general animation, but I was hoping to break up the shapes a bit more and add some variation. I want to make it look more ‘blobby’ with tendrils branching off.
I've attached my hip file – inside I've got some objects which are intended to be legs, and on those objects I've drawn curves and set velocities. The curves are piped into a fluid source sop, which is initialized as a pump. Then inside my dop network I have the flip solver sourcing the fluid source and copying the velocities.
I've tried many different approaches to arrive at this setup (suction object shelf tools, popcurve force), and this is the only setup that has given me close to what I'm trying to achieve.
Any tips or tricks would be greatly appreciated!
Houdini Indie and Apprentice » Strange Icons Appearing in User Interface
- spagano
- 10 posts
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Hello!
Wondering if anyone else has encountered this problem… about a week ago I started seeing these random ‘refresh’ icons that appear on my playbar, and in my menus. I also noticed that sometimes my menus will react slowly. For example, I'll go to click on the file menu, and it'll show a blank container on screen where the menu items would be, then after a second, the menu items will populate the container.
Has anyone else had this issue? I'm on the latest version of windows 10 and the latest production build of Houdini indie. I have the latest drivers from nvidia. I've also tried uninstalling and reinstalling houdini. Maybe I need to reset my OS, but perhaps I'm just overlooking something?
Wondering if anyone else has encountered this problem… about a week ago I started seeing these random ‘refresh’ icons that appear on my playbar, and in my menus. I also noticed that sometimes my menus will react slowly. For example, I'll go to click on the file menu, and it'll show a blank container on screen where the menu items would be, then after a second, the menu items will populate the container.
Has anyone else had this issue? I'm on the latest version of windows 10 and the latest production build of Houdini indie. I have the latest drivers from nvidia. I've also tried uninstalling and reinstalling houdini. Maybe I need to reset my OS, but perhaps I'm just overlooking something?
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