Hi! I'm trying to use octane to render a RBD sim.Since Octane doesn't support packed prims, I'm trying to use the instance node to use the points from the sim and the transform attributes to “transfer/instance” the geo to the points. It only seams to work correctly with instancefile attribute (which I know isn't currently supported in octane) but not the instance attribute (which is supported in octane). I've uploaded the project folder to dropbox, if you can take a look at it, I'd greatly appreciate it! Thanks!
https://www.dropbox.com/sh/rgpqoc6o32bpjla/AAAtS0Aa33CR6_GCWbH6QCKQa?dl=0 [www.dropbox.com]
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Technical Discussion » Instancing RBD sim
- uuLLFA
- 90 posts
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Technical Discussion » compiled blocks error
- uuLLFA
- 90 posts
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N-GThanks! I'll try that.
Base on what i'm seeing in the picture you can put your compile begin right before the for each loop.
Another way is using a point wrangle instead of using delete SOP.
Technical Discussion » compiled blocks error
- uuLLFA
- 90 posts
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Hello, I'm trying to use a compile block to multi thread a for each loop. I'm getting an error at the output node, referencing a delete node inside the block. I've attached screenshot of the error and the referenced node. Any ideas why is that not allowed and how I can fix it/alternative? Thanks!
Edited by uuLLFA - 2018年8月19日 04:42:55
Technical Discussion » Houdini on Ubuntu
- uuLLFA
- 90 posts
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JJ FX
Hi,
Just build a new machine, installed new Ubuntu and Houdini.
But Im getting some issues with display and in general. When I run help window Im getting weird display failures. Like GPU is failing or completely freeze the whole system.
Which version of Ubuntu are you using? The recommended one from SideFX is LTS 14. I find that Mint 18 had great support for Houdini
Technical Discussion » H16.5 reference plane grid ruler
- uuLLFA
- 90 posts
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Hello,
For some reason, the grid ruler on the reference plane only goes from 0 to 5, and keeps looping like this. Not sure how to fix this so it goes from 0 and keeps incrementing.
For some reason, the grid ruler on the reference plane only goes from 0 to 5, and keeps looping like this. Not sure how to fix this so it goes from 0 and keeps incrementing.
Technical Discussion » recreate wireframe SOP using CopyToPoints
- uuLLFA
- 90 posts
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Hello,
I'm trying to replicate the functionality of the wireframe SOP using copy staming/copy to point. The reason I'm trying to do this is because I want to pre fracture a tube then copy it into position to act as a wireframe, instead of having to fracture the entire wireframe (tried it and it crashed my computer since I'll have 1000s of tubes to boolean). I figured out how to measure the distance of the edges and transfer it to the tube's height, and I figured out how to get midpoint to copy the tube to. My last problem is how to orient the tube correctly to match the wireframe ? I've included the scene file.
I'm trying to replicate the functionality of the wireframe SOP using copy staming/copy to point. The reason I'm trying to do this is because I want to pre fracture a tube then copy it into position to act as a wireframe, instead of having to fracture the entire wireframe (tried it and it crashed my computer since I'll have 1000s of tubes to boolean). I figured out how to measure the distance of the edges and transfer it to the tube's height, and I figured out how to get midpoint to copy the tube to. My last problem is how to orient the tube correctly to match the wireframe ? I've included the scene file.
Technical Discussion » Boolean not working with PolyExtrude
- uuLLFA
- 90 posts
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Midasssilver
Would need to see the geometry, but there are a few rules for making sure you have clean geometry that is good for boolean fractures.
Here is a simple grid extruded. Turns out what Henriksson mentioned was the problem. When doing a negative extrusion, it doesn't work.
Technical Discussion » Boolean not working with PolyExtrude
- uuLLFA
- 90 posts
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Technical Discussion » Boolean not working with PolyExtrude
- uuLLFA
- 90 posts
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Hello, I noticed that when i try to shatter a geo that I created by extruding a surface with polyextrude, it simply doesn't work (won't shatter). If I use Extrude volume on the other hand, it works just fine. Am I missing something or is this a bug?
Thanks!
Thanks!
Technical Discussion » voronoi fracture issue
- uuLLFA
- 90 posts
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Technical Discussion » RBD/Pyro workflow
- uuLLFA
- 90 posts
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Hello,
I have a question regarding the interaction between pyro/rbd. I haven't seen many people driving their rbd sims from their pyro sims, it is usually the opposite (pyro driven from RBD). Is there a reason for this? shouldn't the force of pyro explosion drive the rbd sim? Is there a tutorial/article on how I can achieve this?
Thank you!
I have a question regarding the interaction between pyro/rbd. I haven't seen many people driving their rbd sims from their pyro sims, it is usually the opposite (pyro driven from RBD). Is there a reason for this? shouldn't the force of pyro explosion drive the rbd sim? Is there a tutorial/article on how I can achieve this?
Thank you!
Technical Discussion » Exporting transformation matrix
- uuLLFA
- 90 posts
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Hello,
I trying to figure out a way to export the transformation matrix of instanced geo into a csv file. The reason I want to do that is I want to import the transformation data for the instanced geo to use with octane standalone scatter node. Here is more info on the format required: https://docs.otoy.com/StandaloneH_STA/StandaloneManual.htm#StandaloneSTA/Scatter.htm%3FTocPath%3DWorking%2520With%2520Files%2520and%2520Geometry%7CManaging%2520Geometry%7C_____7 [docs.otoy.com]
Any tips or info on how to start this would be great.
Thanks!
I trying to figure out a way to export the transformation matrix of instanced geo into a csv file. The reason I want to do that is I want to import the transformation data for the instanced geo to use with octane standalone scatter node. Here is more info on the format required: https://docs.otoy.com/StandaloneH_STA/StandaloneManual.htm#StandaloneSTA/Scatter.htm%3FTocPath%3DWorking%2520With%2520Files%2520and%2520Geometry%7CManaging%2520Geometry%7C_____7 [docs.otoy.com]
Any tips or info on how to start this would be great.
Thanks!
Technical Discussion » constraint network for sub fractured pieces
- uuLLFA
- 90 posts
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Hello,
I created a shatter that creates concave pieces, so I thought I'd do a voronoi fracture on sub-pieces. I've been trying to figure out a way to create a constrain network to hold the convex pieces of the original concave pieces together, but I can't figure it out. I tried to copy class attribute from connectivity sop of the original fracture use it as controlling attribute in cluster point node but that didn't work. Only way it kind of works is if I turn of name attribute from voronoi fracture/assemble node but then the inside edges are not connected properly.
I created a shatter that creates concave pieces, so I thought I'd do a voronoi fracture on sub-pieces. I've been trying to figure out a way to create a constrain network to hold the convex pieces of the original concave pieces together, but I can't figure it out. I tried to copy class attribute from connectivity sop of the original fracture use it as controlling attribute in cluster point node but that didn't work. Only way it kind of works is if I turn of name attribute from voronoi fracture/assemble node but then the inside edges are not connected properly.
Edited by uuLLFA - 2017年10月9日 00:16:12
Technical Discussion » Splitting up pyro cluster simulation into multiple files
- uuLLFA
- 90 posts
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I figured out a solution in case someone else needs help. Just use blast node and select the prim_x group and then delete non selected.
Technical Discussion » Is Houdini like Max (based on single-threading)?
- uuLLFA
- 90 posts
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Depends on what you're using in Houdini. Houdini is a big program with vast capabilities. Almost all the simulation/vfx stuff is multi-threaded. You also have VEX (programming language for houdini) which is multi threaded. Like others said, Houdini is customizable, so if something isn't multi-threaded, you can probably work around it and get multi-threaded solution.
Technical Discussion » Splitting up pyro cluster simulation into multiple files
- uuLLFA
- 90 posts
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Hello,
I did a pyro simulation with clustering and I have trouble rendering it in Octane Render. I posted on the octane forum and the plugin developer said that octane currently can't recognize more than one volume primitive per geo node. While he works on fixing this, is there a way to split up sim where each cluster is it's own file?
here is the thread on octane forum: https://render.otoy.com/forum/viewtopic.php?f=101&p=322999 [render.otoy.com]
I did a pyro simulation with clustering and I have trouble rendering it in Octane Render. I posted on the octane forum and the plugin developer said that octane currently can't recognize more than one volume primitive per geo node. While he works on fixing this, is there a way to split up sim where each cluster is it's own file?
here is the thread on octane forum: https://render.otoy.com/forum/viewtopic.php?f=101&p=322999 [render.otoy.com]
Technical Discussion » meshing points created with VEX
- uuLLFA
- 90 posts
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Aizatulin
Hi,
you can use a grid for example, where the geometry is already connected the way you want.
In the next step you can use relbbox for example to calculate the right u-v-coordinates for each point.
After this you can use your formula (or any other surface parameterization) to map each point to the right position.
This works great! Thank you for the help!
Technical Discussion » meshing points created with VEX
- uuLLFA
- 90 posts
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Hello,
I have been working on creating super shapes (shapes based on super formula). I have been successful at creating the points representing the vertices of the shape, but I'm having trouble meshing it. Below are the steps I used to create the points:
1) Used following tutorial to create a sphere (adapted from processing to VEX)
NOTE: I skipped the part where he meshes the sphere as he used a 2D array, and from what I found out, VEX doesn't have a 2D array.
2) Used following tutorial to manipulate the radius according the super formula.
Right now, I'm just using VDBFromParticles and then ConvertVDB to convert it to a mesh, but the result is not ideal and not realtime.
Any thoughts on connecting the points properly to have a mesh?
I've attached a hip file with my current setup.
I have been working on creating super shapes (shapes based on super formula). I have been successful at creating the points representing the vertices of the shape, but I'm having trouble meshing it. Below are the steps I used to create the points:
1) Used following tutorial to create a sphere (adapted from processing to VEX)
NOTE: I skipped the part where he meshes the sphere as he used a 2D array, and from what I found out, VEX doesn't have a 2D array.
2) Used following tutorial to manipulate the radius according the super formula.
Right now, I'm just using VDBFromParticles and then ConvertVDB to convert it to a mesh, but the result is not ideal and not realtime.
Any thoughts on connecting the points properly to have a mesh?
I've attached a hip file with my current setup.
Technical Discussion » Houdini breaking up polygons into UV islands
- uuLLFA
- 90 posts
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Technical Discussion » Houdini breaking up polygons into UV islands
- uuLLFA
- 90 posts
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Hello,
It seems like when ever I import an obj, or use one of Houdini's UV tools, it breaks up each polygon into a UV island. When opening the obj in zbrush or 3ds max, it is indeed the case that each polygon became it's own uv shel. Even after adding a UV Fuse node, each polygon is it's own uv shell.
It seems like when ever I import an obj, or use one of Houdini's UV tools, it breaks up each polygon into a UV island. When opening the obj in zbrush or 3ds max, it is indeed the case that each polygon became it's own uv shel. Even after adding a UV Fuse node, each polygon is it's own uv shell.
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