Hello,
I'm trying to simulate a rain cover that is wrapping over a box, it has elastics in the corners that is pulling the cloth in and creating these wrinkles, any tips on how to achieve that effect?
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Houdini Indie and Apprentice » Simulate elastic with Vellum
- stinzen
- 37 posts
- Online
Technical Discussion » custom OCIO colour spaces affect karma textures.
- pawel-fin
- 15 posts
- Offline
Hi,
we needed to add some ocio v1 legacy colour spaces to our ocio config and we noticed that just by adding them we affected karma XPU renders. karma CPU seems unaffected.
we added this to the CG config that ships with houdini to test:
when we remove the aliases everything goes back to normal. it seems that under the hood Karma XPU is relaying on those v1 names.
houdini 20.5.332 on windows
ocio config:
JPG textures no longer render correctly:
we needed to add some ocio v1 legacy colour spaces to our ocio config and we noticed that just by adding them we affected karma XPU renders. karma CPU seems unaffected.
we added this to the CG config that ships with houdini to test:
- !<ColorSpace>
name: Output - ACES 1.0 - SDR Video (sRGB)
aliases: [ Output - sRGB ]
family: Output
description: ACES 1.0 SDR-video for sRGB monitor
isdata: false
categories: [ file-io ]
encoding: sdr-video
from_reference: !<GroupTransform>
children:
- !<DisplayViewTransform> { src: ACES2065-1, display: "sRGB - Display", view: "ACES 1.0 - SDR Video" }
- !<RangeTransform> { min_in_value: 0., min_out_value: 0., max_in_value: 1., max_out_value: 1. }
- !<ColorSpace>
name: Output - ACES 1.0 - SDR Video (rec.709)
aliases: [ Output - rec.709 ]
family: Output
description: ACES 1.0 SDR-video for rec.709 monitor
isdata: false
categories: [ file-io ]
encoding: sdr-video
from_reference: !<GroupTransform>
children:
- !<DisplayViewTransform> { src: ACES2065-1, display: "Rec.1886 Rec.709 - Display", view: "ACES 1.0 - SDR Video" }
- !<RangeTransform> { min_in_value: 0., min_out_value: 0., max_in_value: 1., max_out_value: 1. }
when we remove the aliases everything goes back to normal. it seems that under the hood Karma XPU is relaying on those v1 names.
houdini 20.5.332 on windows
ocio config:
Image Not Found
JPG textures no longer render correctly:
Edited by pawel-fin - 今日 04:44:31
Technical Discussion » Pop detect question
- mzigaib
- 966 posts
- Offline
Is it possible to use pop detect on ground plane for simple particles?
I am trying to use the DOP object option with "/obj/{node}/{popnet_node}:ground" but all objects are tested instead of this specific one, what I could be missing?
I am trying to use the DOP object option with "/obj/{node}/{popnet_node}:ground" but all objects are tested instead of this specific one, what I could be missing?
Edited by mzigaib - 昨日 17:34:40
Houdini Lounge » Jointcapturepaint Spreadsheet crashing Houdini
- toonafish
- 464 posts
- Offline
Jointcapturepaint in Houdini with Apex has been unusable since beginning for me.
There's been sooo many bugs and crashes, but one that really stands out is Houdini crashing to the desktop every time I'm trying to use it when trying to adjust some point weights in the Spreadsheet editor.
As soon as I open the Spreadsheet editor, select some point weights and enter a weight value, crash...
This has been around since 20.0 and I kind of was expecting an important feature like this to be fixed in 20.5 soon, but no luck so far.
Here's a link to a basic rigged tube, when trying to adjust the weights of some selected points in the Spreadsheet, it crashes right away : https://www.dropbox.com/scl/fi/5dl8x3nynwfc48oj8d665/JointCap_Paint_Crash_01.zip?rlkey=kpaazi5qjn74zxo7slbxsdnx7&dl=0 [www.dropbox.com]
Maybe someone can confirm and submit this bug as well ?
There's been sooo many bugs and crashes, but one that really stands out is Houdini crashing to the desktop every time I'm trying to use it when trying to adjust some point weights in the Spreadsheet editor.
As soon as I open the Spreadsheet editor, select some point weights and enter a weight value, crash...
This has been around since 20.0 and I kind of was expecting an important feature like this to be fixed in 20.5 soon, but no luck so far.
Here's a link to a basic rigged tube, when trying to adjust the weights of some selected points in the Spreadsheet, it crashes right away : https://www.dropbox.com/scl/fi/5dl8x3nynwfc48oj8d665/JointCap_Paint_Crash_01.zip?rlkey=kpaazi5qjn74zxo7slbxsdnx7&dl=0 [www.dropbox.com]
Maybe someone can confirm and submit this bug as well ?
Edited by toonafish - 昨日 14:17:49
Houdini Indie and Apprentice » Houdini not installed - empty launcher after login
- SCUMSPAWN
- 1 posts
- Offline
Well it's in the title,
first ever contact with Houdini,
signed up, downloaded installer, logged in
but the installer is empty and just keep promting "log in".
first ever contact with Houdini,
signed up, downloaded installer, logged in
but the installer is empty and just keep promting "log in".
Technical Discussion » Custom v in MPM Solver
- BabaJ
- 2111 posts
- Offline
It's been a while since I've done work inside a solver.
But from what I remember I could do things with a wrangler like set up a custom velocity.
I'm guessing mpm solvers are a bit different because when I try to set up a velocity with a geometry or pop wrangler,
the sim seems to ignore what is being set altogether.
At the moment I'm still going to get what I want post processing the sim, but I thought I would explore making velocity changes within the sim itself to see what can be done.
Anyone have a way?
But from what I remember I could do things with a wrangler like set up a custom velocity.
I'm guessing mpm solvers are a bit different because when I try to set up a velocity with a geometry or pop wrangler,
the sim seems to ignore what is being set altogether.
At the moment I'm still going to get what I want post processing the sim, but I thought I would explore making velocity changes within the sim itself to see what can be done.
Anyone have a way?
Edited by BabaJ - 2024年9月17日 13:32:43
日本語フォーラム » グループ構文でポイントの合計数を取得する一番簡単な方法
- Hikari_
- 37 posts
- Offline
`npoints(0)`
ジオメトリ内のポイントの数を取得するにはこれが一番簡単な方法でしょうか?
Lineの最初と最後のポイントをblastしようと思い以下のエクスプレッションを記述しました。
0 `npoints(0)-1`
これより簡単な方法ってありますか?
ジオメトリ内のポイントの数を取得するにはこれが一番簡単な方法でしょうか?
Lineの最初と最後のポイントをblastしようと思い以下のエクスプレッションを記述しました。
0 `npoints(0)-1`
これより簡単な方法ってありますか?
Houdini Indie and Apprentice » custom forces for RBD doesnt work in 20.5?
- ssoham99
- 1 posts
- Offline
Hey guys!
I wanted to make some custom forces for one of my RBD and I used the method as shown in the image attached
Where I have force attribute in the SOP as I want my RBD to react a certain way bring that inside the RBD DOP using rbd object and feed it into the field force and getting its position and geo location using fetch data.
I used the same technique when I was working on another FX for my Demoreel using Houdini 18.5, when I tried using the same thing in Houdini 20.5 it doesn't work anymore.
Does anyone know another way to do this? I tried to look it up on youtube but there's not any video with proper explanation.
I wanted to make some custom forces for one of my RBD and I used the method as shown in the image attached
Where I have force attribute in the SOP as I want my RBD to react a certain way bring that inside the RBD DOP using rbd object and feed it into the field force and getting its position and geo location using fetch data.
I used the same technique when I was working on another FX for my Demoreel using Houdini 18.5, when I tried using the same thing in Houdini 20.5 it doesn't work anymore.
Does anyone know another way to do this? I tried to look it up on youtube but there's not any video with proper explanation.
Houdini Indie and Apprentice » Large Ocean wih Ray Sop on Sphere?
- absudario
- 3 posts
- Offline
Most tutorials about hero waves are from 7 years ago, and I have tried different approaches to cast an ocean grid, or spectra to a slightly rounded surface but in Karma I only get a flat plane when using houdiniocenaprocedural.
The only way more or less I could render anything was importing the preview ocean_plane converted to a polygon.
From the same ocean_preview plane I couldn't get the baked displacement maps to afect the ocean material, so I made the polygon resolution very high to get some bump. I am pretty sure this is NOT the way to do it.
Also tried to use the SOP modifier inside LOP, to project the ocean (ray) on a sphere with no success.
I am out of ideas on how to do it...
The only way more or less I could render anything was importing the preview ocean_plane converted to a polygon.
From the same ocean_preview plane I couldn't get the baked displacement maps to afect the ocean material, so I made the polygon resolution very high to get some bump. I am pretty sure this is NOT the way to do it.
Also tried to use the SOP modifier inside LOP, to project the ocean (ray) on a sphere with no success.
I am out of ideas on how to do it...
Houdini Lounge » Beginner's Q and A
- Damon_lavenski
- 1 posts
- Offline
Hello all,
I’m posting here since I’m not sure which forum is most suitable for these kinds of discussions.
Hello all,
I’m posting here since I’m not sure which forum is most suitable for these kinds of discussions.
I’ve worked in the industry for many years, using different types of 3D software such as Maya, XSI, and Blender. I’m going through the beginner tutorials and I’m quite impressed with how well thought out they are. However, in the Fur Dude rigging and fur lesson, I’m encountering a lot of issues that I’m struggling to resolve.
I’m hoping this forum can help me and others get answers to questions regarding these tutorials. Here’s a good example of one issue I’m facing:
In the Fur Dude tutorial, I’ve created an asset. In the step I’m currently on, I need to delete some joints, add new ones, and then mirror them back. It’s pretty straightforward, and I can follow the instructions quite easily. However, the bind joints on the right foot, from which I deleted the joints, are now losing their data to bind to the new joints. See the image attached.
I’m using Houdini 20.5, which I imagine might be part of the problem. I would like to know if anyone has experienced this issue and what steps in the tutorial I might be doing wrong. I’ve followed the PDF and the video 1:1 as far as I can tell.
https://media.sidefx.com/files/tutorials/foundations-rig-fur-dude-with-kinefx/hfoundations_07_kinefx_furdude.pdf [media.sidefx.com]
Link to the video and the PDF https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/#comment-16467 [www.sidefx.com]
I’m posting here since I’m not sure which forum is most suitable for these kinds of discussions.
Hello all,
I’m posting here since I’m not sure which forum is most suitable for these kinds of discussions.
I’ve worked in the industry for many years, using different types of 3D software such as Maya, XSI, and Blender. I’m going through the beginner tutorials and I’m quite impressed with how well thought out they are. However, in the Fur Dude rigging and fur lesson, I’m encountering a lot of issues that I’m struggling to resolve.
I’m hoping this forum can help me and others get answers to questions regarding these tutorials. Here’s a good example of one issue I’m facing:
In the Fur Dude tutorial, I’ve created an asset. In the step I’m currently on, I need to delete some joints, add new ones, and then mirror them back. It’s pretty straightforward, and I can follow the instructions quite easily. However, the bind joints on the right foot, from which I deleted the joints, are now losing their data to bind to the new joints. See the image attached.
I’m using Houdini 20.5, which I imagine might be part of the problem. I would like to know if anyone has experienced this issue and what steps in the tutorial I might be doing wrong. I’ve followed the PDF and the video 1:1 as far as I can tell.
https://media.sidefx.com/files/tutorials/foundations-rig-fur-dude-with-kinefx/hfoundations_07_kinefx_furdude.pdf [media.sidefx.com]
Link to the video and the PDF https://www.sidefx.com/tutorials/foundations-rig-fur-dude-with-kinefx/#comment-16467 [www.sidefx.com]
Technical Discussion » Fixing "skipping unrecognized parameter" bugs.
- indigosm
- 49 posts
- Offline
i created HDA1 that's used in HDA2. (and thus HDA1's parameters were promoted to HDA2's UI)
i updated HDA1 and removed some parameters and now HDA2 complains that it's referencing nonexistant parameters.
That's correct. I'd just like some help in trying to FIND where the nonexistant links are.. I can't seem to find 'em. I was wondering if there's some way to do a search in houdini to locate the exact issue it's complaining about?
Thanks!
i updated HDA1 and removed some parameters and now HDA2 complains that it's referencing nonexistant parameters.
That's correct. I'd just like some help in trying to FIND where the nonexistant links are.. I can't seem to find 'em. I was wondering if there's some way to do a search in houdini to locate the exact issue it's complaining about?
Thanks!
Edited by indigosm - 2024年9月16日 18:53:02
Houdini Engine for Unreal » LOD Generation for Skeletal Mesh - HE
- JoseBringas93
- 15 posts
- Offline
Hi there,
I'd love to know if LOD generation is supported for skeletal inputs as it currently does for Static Meshes. I'm trying to create them following the HE documentation but I think that applies to SMs, idk.
Else, does anyone know if I can generate LODs for my baked HDA skeletal Meshes through uproperty attribute? I0m checking the cmd log Houdini.DumpGenericAttribute to see if I can set my "Number of LODs" and generate them but it seems unsupported currently. Please if anyone can confirm this.
J
I'd love to know if LOD generation is supported for skeletal inputs as it currently does for Static Meshes. I'm trying to create them following the HE documentation but I think that applies to SMs, idk.
Else, does anyone know if I can generate LODs for my baked HDA skeletal Meshes through uproperty attribute? I0m checking the cmd log Houdini.DumpGenericAttribute to see if I can set my "Number of LODs" and generate them but it seems unsupported currently. Please if anyone can confirm this.
J
Technical Discussion » ACES default view transform
- Gagui
- 52 posts
- Offline
Hello.
How could I change the default view transform for the viewport and Mplay only?
Every time I launch Houdini, the view transform is set to un-tonne-mapped, even if I change it to ACES 1.0 SDR-video in the OCIO Editor during a previous Houdini session.
I know I can edit the .ocio file in the Houdini config folder, but when I do that, I encounter some errors with Redshift during rendering.
I'm using Houdini 20.5.322 and Redshift 2025.0.2
How could I change the default view transform for the viewport and Mplay only?
Every time I launch Houdini, the view transform is set to un-tonne-mapped, even if I change it to ACES 1.0 SDR-video in the OCIO Editor during a previous Houdini session.
I know I can edit the .ocio file in the Houdini config folder, but when I do that, I encounter some errors with Redshift during rendering.
I'm using Houdini 20.5.322 and Redshift 2025.0.2
Technical Discussion » How can I set Maximum Outputs for an HDA with Python?
- FiZzlleStiXx
- 2 posts
- Offline
I have a situation where I need to build up various assets comprised of pieces. Ideally I would have a HDA to add the pieces but the issue is that there can be a variable amount of parts. for example, imagine you want to create a bunch of chairs but comprised from a set of various parts, like different leg styles, different back rests, different cushions. Also imagine you want to create a bunch of tables where you have a set of various leg styles and different table tops. The chair is comprised of three 'parts' and the table is comprised of two. For my loops to function correctly i need the Maximum Outputs for a HDA to be able to be set using Python but cant seem to track down how or even if this is possible. Currently my work-around is to create a bunch of embedded HDAs, each with there own Maximum Outputs set and then using switches to select the one needed. I want this tool be robust as possible to be able to combine a variable amount of parts with a variable amount of pieces. Hopefully this makes sense because im not able to share my hip file. Is this possible? Should this be approached differently?
Edited by FiZzlleStiXx - 2024年9月16日 16:11:47
Solaris and Karma » Help changing names of subnets dynamically
- barkerxavi
- 1 posts
- Offline
I am trying to create a tool to process assets, create and apply materials. To do this I want to create an arbitrary amount of subnets but names to match the mesh(s) they will be applied to. So far I have found no way to dynamically rename meshes. Is there any way or a different angle to approach this from.
Technical Discussion » Re-Cooking specific nodes when Update Mode is "Manual"
- gerjansendirk
- 1 posts
- Offline
Hello,
I'm pretty new to Houdini Python and currently I am trying to get a PythonScript LOP to execute even when my current Update Mode is set to "Manual".
I need to trigger an update for this specific LOP node without switching to "Auto Update" which would lead to re-cooking all other nodes in the scene as well. Is there a Python command for this?
Best regards and thanks in advance,
Dirk
I'm pretty new to Houdini Python and currently I am trying to get a PythonScript LOP to execute even when my current Update Mode is set to "Manual".
I need to trigger an update for this specific LOP node without switching to "Auto Update" which would lead to re-cooking all other nodes in the scene as well. Is there a Python command for this?
Best regards and thanks in advance,
Dirk
Technical Discussion » Viewport Camera (Top & Side) Clipping Through SOP Mesh
- Daniel_Zen
- 1 posts
- Offline
I've been loving Houdini for modeling so far but one thing that has been bothering me is that when manipulating points, polygon faces, edges etc., I get this clipping issue as seen in the video. Please help me resolve this, thank you!
Technical Discussion » How do storage servers impact Houdini’s rendering speeds?
- edisionthomas
- 1 posts
- Offline
Hi everyone,
I’m exploring how storage servers affect Houdini’s rendering speeds and would appreciate some insights on this topic. Specifically, I’m interested in understanding how different types of storage servers (https://www.lenovo.com/jp/ja/servers-storage) (e.g., NAS, SAN, SSDs) influence the speed and efficiency of Houdini’s rendering processes. I’m also looking for recommendations on particular storage configurations or setups that can optimize rendering times in Houdini.
Additionally, how does the speed of data transfer from the storage server impact Houdini’s rendering tasks, especially for large and complex scenes? What are the best practices for configuring storage servers to ensure they do not become a bottleneck in Houdini’s rendering pipeline?
I’m aiming to optimize my workflow and ensure that my storage setup supports efficient and fast rendering with Houdini. Any experiences, tips, or technical advice would be greatly appreciated!
Thank you in advance!
I’m exploring how storage servers affect Houdini’s rendering speeds and would appreciate some insights on this topic. Specifically, I’m interested in understanding how different types of storage servers (https://www.lenovo.com/jp/ja/servers-storage) (e.g., NAS, SAN, SSDs) influence the speed and efficiency of Houdini’s rendering processes. I’m also looking for recommendations on particular storage configurations or setups that can optimize rendering times in Houdini.
Additionally, how does the speed of data transfer from the storage server impact Houdini’s rendering tasks, especially for large and complex scenes? What are the best practices for configuring storage servers to ensure they do not become a bottleneck in Houdini’s rendering pipeline?
I’m aiming to optimize my workflow and ensure that my storage setup supports efficient and fast rendering with Houdini. Any experiences, tips, or technical advice would be greatly appreciated!
Thank you in advance!
Edited by edisionthomas - 昨日 04:48:07
Houdini Learning Materials » Houdini Foundations wine glass UV/rendering issues
- Rasterman
- 1 posts
- Offline
Hi all,
My first post here. I'm following the Wine glass smash tutorial and I'm encountering some issues with UV's.
Initially, the wine glass UV's just went bonkers (flickering, random normals, weird scaling and repetition of UV's on each piece) after the bullet hit the glass. I searched the web and read that it might be an issue with id attributes, so I went ahead and deleted them in the retime node.
This apparently fixed the issue with the broken glass geo in the viewport, but I'm now getting this weird initial state.
I'm not completely new to Houdini, but fixing things like these, and diagnosing them for that matter is beyond me. If someone could point me in the right direction, I would be very thankful. (Not) Knowing how to even search for causes of issues like these has been blocking me so many times.
P.S.
1. The file is a bit messy, as I experimented with some things and haven't reverted.
2. I used RBD Material fracture instead of Boolean shatter as the results are much more pleasing
3. I'm having issues with Karma XPU in that it's not rendering the Wine liquid and sometimes renders BnW.
4. I'm on a M1 Pro Max 16'' if that is useful in any way.
My first post here. I'm following the Wine glass smash tutorial and I'm encountering some issues with UV's.
Initially, the wine glass UV's just went bonkers (flickering, random normals, weird scaling and repetition of UV's on each piece) after the bullet hit the glass. I searched the web and read that it might be an issue with id attributes, so I went ahead and deleted them in the retime node.
This apparently fixed the issue with the broken glass geo in the viewport, but I'm now getting this weird initial state.
I'm not completely new to Houdini, but fixing things like these, and diagnosing them for that matter is beyond me. If someone could point me in the right direction, I would be very thankful. (Not) Knowing how to even search for causes of issues like these has been blocking me so many times.
P.S.
1. The file is a bit messy, as I experimented with some things and haven't reverted.
2. I used RBD Material fracture instead of Boolean shatter as the results are much more pleasing
3. I'm having issues with Karma XPU in that it's not rendering the Wine liquid and sometimes renders BnW.
4. I'm on a M1 Pro Max 16'' if that is useful in any way.
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Houdini Indie and Apprentice » How to export from houdini to Maya.
- Muto_821
- 1 posts
- Offline
Hello, I have created a Jet Thruster as shown in the attached video. I have tried exporting it using alembic and vdb, but alembic doesn't show anything and vdb seems to hold the frame.
How can I solve this problem?
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