I broke the object using RBD material fracture.
I want to create a chipped effect on the remaining parts and then delete them.
Additionally, I want to remove the inside faces of the remaining parts.
So, I tried deleting the inside using RBD connected faces and RBD disconnected faces, but it deletes even the faces touching the chip, creating holes.
Is there a way to remove the inside while preserving the faces touching the chip?
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Technical Discussion » Deleting chips in RBD material fracture.
- gallerykim
- 29 posts
- Offline
Houdini Jobs » Houdini Generalist - Lockheed Martin in DFW Area
- lukeiamyourfather
- 16 posts
- Offline
The team I work with has an opening. Feel free to ask questions and I'll do my best to answer.
https://www.lockheedmartinjobs.com/job/grand-prairie/vfx-generalist/694/63473512848 [www.lockheedmartinjobs.com]
Some of the projects we've done in the last few years are linked below. Most of the work isn't public but it's challenging and rewarding work.
https://www.youtube.com/watch?v=28zfSkhbSFA [www.youtube.com]
https://www.youtube.com/watch?v=sOF60VtVPQo [www.youtube.com]
https://www.lockheedmartinjobs.com/job/grand-prairie/vfx-generalist/694/63473512848 [www.lockheedmartinjobs.com]
Some of the projects we've done in the last few years are linked below. Most of the work isn't public but it's challenging and rewarding work.
https://www.youtube.com/watch?v=28zfSkhbSFA [www.youtube.com]
https://www.youtube.com/watch?v=sOF60VtVPQo [www.youtube.com]
Work in Progress » Export and import node sets (help wanted)
- SWest
- 311 posts
- Offline
Hi,
Here's a prototype of something that works on Linux (with dependencies met). It need some updates to work on all platforms and versions, but I'll leave that to the Houdini community. Installation instructions are in the top of the code.
Shelf tool 1:
Shelf tool 2:
Here's a prototype of something that works on Linux (with dependencies met). It need some updates to work on all platforms and versions, but I'll leave that to the Houdini community. Installation instructions are in the top of the code.
Shelf tool 1:
from pathlib import Path # set some variables path_user_home = str(Path.home()) network_snippets_path = path_user_home+'' # set the suffix '' as desired def loadPyNode(): '''Import node from py. See saveNodesAsPy. To install: For example, add this code to a shelf and add a hotkey (for example: Ctrl+Shift+V). Then run it from the Network Pane. Remember to follow the EULA of the software (SWest).''' kwargs = {'node': '', 'parm': '', 'script_multiparm_index': '-1', 'script_value0': '0', 'script_value': '0', 'parm_name': '', 'script_multiparm_nesting': '0', 'script_parm': ''} path_and_filename = hou.ui.selectFile(start_directory=network_snippets_path,pattern="*.py *.png *.jpg",title="Load node as Python") if path_and_filename.endswith(".png"): path_and_filename = path_and_filename.replace(".png",".py") if path_and_filename.endswith(".jpg"): path_and_filename = path_and_filename.replace(".jpg",".py") if not (path_and_filename == ""): exec(open(path_and_filename).read()) loadPyNode()
Shelf tool 2:
import os from pathlib import Path # set some variables path_user_home = str(Path.home()) network_snippets_path = path_user_home+'' # set the suffix '' as desired def saveNodesAsPy(): '''Save a single or a set of nodes as Python code including parameter settings to storage medium. The code is generalized so it can be imported to any compatible node parents. Use regular folders to organize nodes. This function support the creation of an optional thumbnail file that is also supported by the equivalent load function. This tool extends the existing functionality of the shelf. To install: For example, add this code to a shelf and add a hotkey (for example: Ctrl+Shift+C). Then run it from the Network Editor. Remember to follow the EULA of the software (SWest).''' import toolutils def getNodeType(node_path): node = hou.node(node_path) type = str(node.type().name()) return type # a selection should look similar to this: # /obj/char_workflow/char_rig /obj/char_workflow/OUT /obj/char_workflow/null1 selection = hou.selectedNodes() nodepath_or_list = [] for node in selection: nodepath_or_list.append(node.path()) # print(f'selection: {selection}') # print(f'nodepath_or_list: {nodepath_or_list}') tool_script_for_node = toolutils.generateToolScriptForNode(nodepath_or_list) node_path = str(selection[0].path()) node_name = str(selection[0].name()) node_type = getNodeType(node_path) title = 'Save node as Python - '+node_path default_value = node_type+"_"+node_name pattern="*.py *.png *.jpg" path_and_filename = hou.ui.selectFile(start_directory=network_snippets_path,pattern=pattern,title=title,default_value=default_value) if (path_and_filename == ""): hou.ui.displayMessage("Filename is empty. Please try again.") else: if not path_and_filename.endswith(".py"): path_and_filename += ".py" node_file = open(path_and_filename, "w") node_file.write(tool_script_for_node) node_file.close() # show message: press ok to capture a screenshot user_choice = hou.ui.displayMessage("Press Ok to take a screen shot.", buttons=('Ok', 'Cancel')) # user_choice 0 (Ok); user_choice 1 (Cancel) if user_choice == 0: # set filename path_and_filename = path_and_filename.replace(".py",".png") os.system("xfce4-screenshooter -r -s '"+path_and_filename+"'") # use same path # resize the image from PIL import Image basewidth = 64 img = Image.open(path_and_filename) wpercent = (basewidth/float(img.size[0])) hsize = int((float(img.size[1])*float(wpercent))) img = img.resize((basewidth,hsize), Image.Resampling.LANCZOS) # save thumbnail image img.save(path_and_filename) saveNodesAsPy()
Edited by SWest - 昨日 14:51:58
Technical Discussion » Guidedeform needs Create Orientation Attribute? Why?
- Klonkel
- 69 posts
- Online
We're busy getting a groom into usd and pre-capturing it with the guides, so we can sim the guides and with houdini Procedural hair deform the groom on render time.
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Technical Discussion » Vellum stitch constraint weirdness
- RT_SD
- 36 posts
- Offline
Trying to understand why the stitch constrainy geo is changing during the sim. The stitches are evenly spaced along the guide geo line to the cloth surface, but in the sim they collapse to the points of the line. Why don't they stay as configured at the start? See grab.
EDIT: checking the constraints directly from the stitch node they actually are collapsed to the line points before they hit the solver. The stitch node doesn't display the actual geo that it outputs. is the Use closest location on Primitive option broken?
EDIT: checking the constraints directly from the stitch node they actually are collapsed to the line points before they hit the solver. The stitch node doesn't display the actual geo that it outputs. is the Use closest location on Primitive option broken?
Edited by RT_SD - 昨日 04:52:50
Technical Discussion » Getting odd shaped guides with guidegroom Plant tool
- mrose5
- 1 posts
- Offline
I'm running into some weird behavior using the guidegroom node in Houdini 20.0.653 (and 547 before that) with the Plant tool. It seems to always create new guides with a bend between the first and second points, as if the guide were stuck to the surface until the second point or something. I've tried it with as many different options combinations as I could think of, with and without Collide with Skin, Use Mask, Single vs. Scatter, various combinations of the Interpolate Guides, Relative to Skin, and Orientation options, different Template options, etc., and nothing seems to change this behavior. I'm NOT seeing it on a simple sphere example, only on my more complex model that I actually want to groom on. Does anyone know what might be causing this? The green arrows are pointing to the planted guides that are all J shaped, as opposed to the originally scattered ones generated by the obj guidegroom node. Please and thank you for your help! I'm on Windows 11 if that matters.
Technical Discussion » how to write "pure" transforms from using rop alembic?
- catchyid
- 37 posts
- Offline
hi,
the alembic rop out node has a checkbox to "Create Shape Nodes" (so it's either on or off). I have a situation where for some packed primitives I want to write both "transform" and "shape", and other packed primitives I want to write only "transform"? Is this possible?
the alembic rop out node has a checkbox to "Create Shape Nodes" (so it's either on or off). I have a situation where for some packed primitives I want to write both "transform" and "shape", and other packed primitives I want to write only "transform"? Is this possible?
Technical Discussion » Pyro Bake Volume - Break Material References?
- litote
- 225 posts
- Offline
In the Pyro Bake Volume node there is an option under Quick Setups button menu at top to select Break Material References. This disconnects the parameters between the Pyro Shader node and the Pyro Bske Volume. Is there a way to reconnect the parameters in one step? I don't see an obvious option in this menu.
日本語フォーラム » 透明な物体がめり込んでる場合のレンダリングについて
- m_a_
- 1 posts
- Online
こんにちわ。
初歩的な質問ですが透明な物体を正しくレンダリングするにはどうやればいいでしょうか?
グリッドとスフィアをデフォルトのまま原点に配置し両方にそれぞれ別のprincipal shaderをアサインし
グリッドを紫色に、スフィアの透明度を0にした場合は
紫色の板にスフィアのスペキュラが乗ったものがレンダリングされてほしいのですが
実際はスフィア部分が黒くなりそこにスペキュラが乗ったものがレンダリングされます。
スフィアの内側が黒くならないようにする方法が知りたいです。影オフ以外で。
スフィアを少し浮かせてグリッドに刺さらないように置くと黒くなりません。
mantraでレンダリングしてます。
初歩的な質問ですが透明な物体を正しくレンダリングするにはどうやればいいでしょうか?
グリッドとスフィアをデフォルトのまま原点に配置し両方にそれぞれ別のprincipal shaderをアサインし
グリッドを紫色に、スフィアの透明度を0にした場合は
紫色の板にスフィアのスペキュラが乗ったものがレンダリングされてほしいのですが
実際はスフィア部分が黒くなりそこにスペキュラが乗ったものがレンダリングされます。
スフィアの内側が黒くならないようにする方法が知りたいです。影オフ以外で。
スフィアを少し浮かせてグリッドに刺さらないように置くと黒くなりません。
mantraでレンダリングしてます。
Technical Discussion » Getting error in the hairgen node
- drajan015
- 1 posts
- Offline
Hello. Houdini newbie here.
I'm getting the following error in the haigen node:
Invalid skinprim attribute values found on guide curves.
You can create correct values using a Guide Skin Attrib Lookup SOP.
I've put the Guide Skin Attrib Lookup node but still get the same error. I'd have attached my work file but no matter how much I compress it still exceeds the upload limit. So here is the link if anyone wants to open and check it:
https://mega.nz/file/gWUn3ayb#ldbesQzxncUn-KrcpsvlSvKc2Eo_YHpDmmJtHX6fr1E [mega.nz]
Any help is appreciated. Thanks!!
I'm getting the following error in the haigen node:
Invalid skinprim attribute values found on guide curves.
You can create correct values using a Guide Skin Attrib Lookup SOP.
I've put the Guide Skin Attrib Lookup node but still get the same error. I'd have attached my work file but no matter how much I compress it still exceeds the upload limit. So here is the link if anyone wants to open and check it:
https://mega.nz/file/gWUn3ayb#ldbesQzxncUn-KrcpsvlSvKc2Eo_YHpDmmJtHX6fr1E [mega.nz]
Any help is appreciated. Thanks!!
Technical Discussion » Mask based displacement issues
- proceduralist
- 188 posts
- Offline
I am following a tutorial in which there is a mask based displacement.
After trying a lot with various numerical parameters, I'm unable to get a wider mask border as shown in the video (9 min 16 sec.).
My border is coming out to be very narrow.
Please suggest a solution.
After trying a lot with various numerical parameters, I'm unable to get a wider mask border as shown in the video (9 min 16 sec.).
My border is coming out to be very narrow.
Please suggest a solution.
Edited by proceduralist - 2024年4月17日 08:59:52
Technical Discussion » Flicker problem caused by adding position animation to lines
- HenDaSheng
- 60 posts
- Online
When I animate the line, all the points are flashing.
After sweep, the uv is also flashing, and the copied object is also flashing after copytopoint.
Please tell me how to solve this flickering problem, thank you very much for your help!
After sweep, the uv is also flashing, and the copied object is also flashing after copytopoint.
Please tell me how to solve this flickering problem, thank you very much for your help!
Technical Discussion » KarmaXPU and TOPs problem
- NadavZohar
- 4 posts
- Offline
Hey! I'm starting to render a big project in KarmaXPU and during the render, I don't know why but some frames just don't want to be rendered... there is any way to render the missing frame not one by one? maybe like redshift skipping rendered frame or something?
Edited by NadavZohar - 2024年4月17日 03:06:18
Rigging » Tutorial | Creating a Ball Rig with APEX
- Max Rose
- 29 posts
- Offline
I've just uploaded a new APEX tutorial: The Ball Rig.
Any comments, questions, let me know!
Enjoy
https://www.youtube.com/watch?v=svV-Ovj3E60&ab_channel=maxrose [www.youtube.com]
Any comments, questions, let me know!
Enjoy
https://www.youtube.com/watch?v=svV-Ovj3E60&ab_channel=maxrose [www.youtube.com]
Technical Discussion » [Py] Clearing cache of node with python
- Cicuta
- 55 posts
- Offline
Technical Discussion » Layout Asset Gallery Thumbnail Too Dark
- jlapre
- 132 posts
- Offline
I'm creating my own Solaris Layout (USD) Assets for our current production.
However, when I try to add my USD asset to the Layout Asset Gallery, the thumbnail is too dark.
I tried to create my own manual thumbnail that's correctly lit, but when I add the asset to the library, Houdini auto-regenerates the thumbnail! Making it too dark again.
What am I missing?
Is there a way to prevent the Gallery from auto-generating the thumbnail?
I'm using the Component Output LOP with Source set to Input Primitives.
Running Houdini 20.0.625 - Py3.10 on Ubuntu.
Thanks
However, when I try to add my USD asset to the Layout Asset Gallery, the thumbnail is too dark.
I tried to create my own manual thumbnail that's correctly lit, but when I add the asset to the library, Houdini auto-regenerates the thumbnail! Making it too dark again.
What am I missing?
Is there a way to prevent the Gallery from auto-generating the thumbnail?
I'm using the Component Output LOP with Source set to Input Primitives.
Running Houdini 20.0.625 - Py3.10 on Ubuntu.
Thanks
Edited by jlapre - 2024年4月15日 21:50:30
Solaris and Karma » Secondary fire is missing from Karma Pyro Shader (H20)
- InnaLK
- 1 posts
- Offline
Hi everyone! Quick question: I'm trying to render glowing fire trails in an explosion. In Houdini 19.5, XPU Karma Pyro Preview had allowed me to activate Secondary Fire, which then shaded Trail_Temperature volumes as fire. However, in Houdini 20, that option appears to be absent from Karma Pyro Shader (or any other Karma Pyro-related materials).
Halp?
Halp?
Mardini 2024 » Congratulations and how to claim Prizes
- rmagee
- 1182 posts
- Offline
Congratulations to everyone for a great month of art and animation, to everyone who completed the Iron Heart and to Jan for winning best collection. Best Image/Animation judging is also now complete and available on the Winners Page [www.sidefx.com].
For everyone who won daily prizes or Iron Heart SWAG Packs (and you submitted your contact sheet on time) please fill out the following form:
PRIZE CLAIM QUESTIONNAIRE [docs.google.com]
Note that you can only win one daily prize even if you won on multiple days.
For anyone missing prizes from Mardini 2023 make sure you have filled out this form [docs.google.com] and we will address those missing prizes when we fulfill Mardini 2024.
For everyone who won daily prizes or Iron Heart SWAG Packs (and you submitted your contact sheet on time) please fill out the following form:
PRIZE CLAIM QUESTIONNAIRE [docs.google.com]
Note that you can only win one daily prize even if you won on multiple days.
For anyone missing prizes from Mardini 2023 make sure you have filled out this form [docs.google.com] and we will address those missing prizes when we fulfill Mardini 2024.
日本語フォーラム » Houdini Arnoldで正しくレンダリングされないのですがご存じの方いらっしゃるでしょうか。
- yu_fsns
- 17 posts
- Offline
Windows 11 Houdini 20.0.653 py3.10 Indie(Steam)Houdini Arnoldで正しくレンダリングされないのですが、どなたか見識ある方いらっしゃいますでしょうか?
具体的には、ライセンスも掴めておりレンダリングは走るのですが、レンダリングビューを見てもライトや、colorノードの色などが反映されずデフォルトライトのような見た目にしかなりません。ライトの色や、強度を上げても見た目が変わりません...
ライトとしても反映されているような結果にもなっておらずデフォルトライト一灯のような見た目にしかなりませんでした。
関係があるかわかりませんがhoudini.envなどいろいろいじってみたのですが一向に手だてが分からず質問させていただきたいです。
インストール時につくられたhtoa.jsonを消して、houdini.env~htoa cofig startから読み込んでみたりしましたが
一向に動作が変わらずでしてこのあたりも詳しくないのですが手あたり次第やってみても見た目が変わりませんでした。
どなたかご回答いただけますと幸いです。
下記が現在の.envになっております。
KITBASH_ASSETS = $HOME\KitBash3D\Cargo\Houdini
HOUDINI_MENU_PATH = C:\ProgramData\kitbash3d\plugins\houdini\20.0\cargo_menu;&
HOUDINI_DSO_PATH = C:\Users\Usename\Documents\houdini20.0\dso\cargo;&
#
# NOTE: The use of packages is highly recommended instead of houdini.env
# See details about packages here: https://www.sidefx.com/docs/houdini20.0/ref/plugins.html [www.sidefx.com]
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = "VALUE"
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
OCIO = C:\OCIO\aces_1.0.3\config.ocio
# htoa config start
PATH = "$PATH;C:\Users\Usename\htoa\htoa-6.3.1.0_r944c197_houdini-20.0.653\htoa-6.3.1.0_r944c197_houdini-20.0.653\scripts\bin"
HOUDINI_PATH = "C:\Users\Usename\htoa\htoa-6.3.1.0_r944c197_houdini-20.0.653\htoa-6.3.1.0_r944c197_houdini-20.0.653;&"
具体的には、ライセンスも掴めておりレンダリングは走るのですが、レンダリングビューを見てもライトや、colorノードの色などが反映されずデフォルトライトのような見た目にしかなりません。ライトの色や、強度を上げても見た目が変わりません...
ライトとしても反映されているような結果にもなっておらずデフォルトライト一灯のような見た目にしかなりませんでした。
関係があるかわかりませんがhoudini.envなどいろいろいじってみたのですが一向に手だてが分からず質問させていただきたいです。
インストール時につくられたhtoa.jsonを消して、houdini.env~htoa cofig startから読み込んでみたりしましたが
一向に動作が変わらずでしてこのあたりも詳しくないのですが手あたり次第やってみても見た目が変わりませんでした。
どなたかご回答いただけますと幸いです。
下記が現在の.envになっております。
KITBASH_ASSETS = $HOME\KitBash3D\Cargo\Houdini
HOUDINI_MENU_PATH = C:\ProgramData\kitbash3d\plugins\houdini\20.0\cargo_menu;&
HOUDINI_DSO_PATH = C:\Users\Usename\Documents\houdini20.0\dso\cargo;&
#
# NOTE: The use of packages is highly recommended instead of houdini.env
# See details about packages here: https://www.sidefx.com/docs/houdini20.0/ref/plugins.html [www.sidefx.com]
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = "VALUE"
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
OCIO = C:\OCIO\aces_1.0.3\config.ocio
# htoa config start
PATH = "$PATH;C:\Users\Usename\htoa\htoa-6.3.1.0_r944c197_houdini-20.0.653\htoa-6.3.1.0_r944c197_houdini-20.0.653\scripts\bin"
HOUDINI_PATH = "C:\Users\Usename\htoa\htoa-6.3.1.0_r944c197_houdini-20.0.653\htoa-6.3.1.0_r944c197_houdini-20.0.653;&"
Edited by yu_fsns - 2024年4月15日 11:14:44
Technical Discussion » Phantom attribute value - why?
- mrpdean
- 66 posts
- Offline
Hi,
What would cause this blast node to list primitive attribute values which no longer exist?
Here I have renamed all of the @fbx_material_name primitive attributes, however if I put a blast node after this, it still shows 2 of the old attribute values.
But, when I select those values on the blast node, there are no points, verts, primitives etc associated with them.
I can't figure out why Houdini still thinks they exist.
Does anyone know why this might happen?
Thanks
What would cause this blast node to list primitive attribute values which no longer exist?
Here I have renamed all of the @fbx_material_name primitive attributes, however if I put a blast node after this, it still shows 2 of the old attribute values.
But, when I select those values on the blast node, there are no points, verts, primitives etc associated with them.
I can't figure out why Houdini still thinks they exist.
Does anyone know why this might happen?
Thanks
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