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Houdini Lounge » Karma roadmap
- stronglikebool
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When will Karma be v1.0? Wondering if I can plan jobs later in the year around this software?
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
- 28 posts
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Also I don't believe the color is working either, because I had smoke color set to green in that file and it still renders as greyscale.
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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Hey BabaJ,
I really appreciate your help, I do see the volume rendering now, but it looks like only density is taken into account. Here is the mantra equivalent using the file you send, but swapping the sop import node to be the pyro fields node. Notice how the temperature and heat fields are not rendering correctly in the karma example.
I really appreciate your help, I do see the volume rendering now, but it looks like only density is taken into account. Here is the mantra equivalent using the file you send, but swapping the sop import node to be the pyro fields node. Notice how the temperature and heat fields are not rendering correctly in the karma example.
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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Interesting, are you rendering with Karma? Maybe that's my issue? I can see the volume in Houdini GL but doesn't look shaded correctly according to the pyro settings. Attaching hip file. The output node is in sops under /obj/pyro_import/import_pyrofields save to file.
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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The data is all correct, it appears in the viewport up until I assign the material. Once the material gets assigned it is black. This doesnt happen if I use the VDB that jsmack provided.
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
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Your setup does work for me, however when I use my own file(a bgeo containing multiple fields), it does not work. In this setup I just replaced your file with mine, and set the fields parameter to density. When the material gets assigned the volume no longer appears in the viewport.
Thanks for your help
Thanks for your help
Solaris and Karma » How to import volume and assign material in LOPs?
- stronglikebool
- 28 posts
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I exported a volume in USD format. I creating the pyro material in the material library and assigning the material. Nothing shows up in the viewport. Even without assigning the material I don't see any volume or even a bounding box. What can be done here to see volume primitives in LOPs?
Technical Discussion » Bake procedural texture Cd to uvs
- stronglikebool
- 28 posts
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With the Bake Texture ROP you have to ensure that your shader is outputting the vex variables that the Bake texture rop needs to read. For instance, if you wanted to output color, you could import your Cd to your material, and then use a Bind Export to set the vex variable Cd for export.
Technical Discussion » RBD Initial State /w Packed Primitives
- stronglikebool
- 28 posts
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I used a solution like this. In my sop solver connected to the rigid body solver. I use a point wrangle with:
So we can add random velocity only when the object switches to active.
if(distance(@P,{0,0,0})<@Frame/5) if(i@active != 1) { i@active=1; v@v = fit01(rand(v@P), -10, 10); }
Edited by stronglikebool - 2017年11月27日 22:41:33
Technical Discussion » Houdini 16 Unreal Fluid Vertex Anim help
- stronglikebool
- 28 posts
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By the way, there is a box under the mesh in unreal after you import. The box is “Use Full Precision UVs”. You definitely want that on!
Edited by stronglikebool - 2017年2月28日 00:18:34
Technical Discussion » Houdini 16 Unreal Fluid Vertex Anim help
- stronglikebool
- 28 posts
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I made my own version similar to the tool using COPs. I believe this is faster and a more elegant solution, especially with the ability to use inline cpp. Maybe a future version of the shelf tool can utilize cops for this.
Edited by stronglikebool - 2017年2月28日 03:04:39
Technical Discussion » Houdini 16 Unreal Fluid Vertex Anim help
- stronglikebool
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Hi there, I Have exported my fluid sim with 1000 poly count target and 4k texture. The result I get looks like the attached. If I lower the poly count enough, I will start to get a coherent sim. Anyone run into a similar issue?
Technical Discussion » Rendering artifacts with Volume procedural octree divisions
- stronglikebool
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I am getting some empty voxels when I specify octree divisions. I can get up to 256 divisions with minimal artifacts, but at that point it seems better to just use 1 division and do the whole volume. This volume I have is a very thin shell that will be the atmosphere of a planet.
Cheers,
Jason
Edit: I have specified explicit bounds as well.
Cheers,
Jason
Edit: I have specified explicit bounds as well.
Houdini Lounge » windshield shatter tips?
- stronglikebool
- 28 posts
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Here is an idea, although I'm not exactly sure how I would go about setting it up…
You can constrain all of the pieces to a plane, and have that plane be deformed.
If you wanted certain pieces to fall off, you can delete the constraints randomly or when the velocity of the object reaches a threshold value.
Just a thought.
You can constrain all of the pieces to a plane, and have that plane be deformed.
If you wanted certain pieces to fall off, you can delete the constraints randomly or when the velocity of the object reaches a threshold value.
Just a thought.
Houdini Indie and Apprentice » how to make Houdini fully utilize multi-core CPU?
- stronglikebool
- 28 posts
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I believe that is has to do with some of the nodes in Houdini not being multi-threaded.
Houdini Indie and Apprentice » pyro FX animation skipping
- stronglikebool
- 28 posts
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Peter Quint has recently made some videos on smoke that talk about the rest field. I highly recommend watching those as he gives a very good explanation of what the rest field is doing.
Here are his videos:
http://vimeo.com/user2030228/videos [vimeo.com]
Here are his videos:
http://vimeo.com/user2030228/videos [vimeo.com]
Houdini Indie and Apprentice » pyro FX animation skipping
- stronglikebool
- 28 posts
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I believe that what you are experiencing is the changing of your rest position when it reaches a certain threshold.
Here is someone's post that was experiencing similar problems, and their solution:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16117&start=0&postdays=0&postorder=asc&highlight=dual+rest [sidefx.com]
Look through some of the PyroFX documentation as well.
Here is someone's post that was experiencing similar problems, and their solution:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16117&start=0&postdays=0&postorder=asc&highlight=dual+rest [sidefx.com]
Look through some of the PyroFX documentation as well.
Technical Discussion » Point normal blending
- stronglikebool
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Make sure your object has pont normals.
Point SOP > Add Normals.
If you are using a copy SOP, then your objects should automatically align to the normals of the other object if you have “Transform using template point attributes” checked.
Point SOP > Add Normals.
If you are using a copy SOP, then your objects should automatically align to the normals of the other object if you have “Transform using template point attributes” checked.
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