Hello all,
I am facing a dual rest issue, where with the default values(Frame delay = 50, Frame offset = 1) I get popping in my renders.
What are the ideal values the dual rest attributes could be set to, for a 100 frame simulation with 50 frames pre-roll, so that the render does not pop?
Cheers!
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Technical Discussion » Dual rest in flip
- MrReedSmith
- 49 posts
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Technical Discussion » How to distribute/combine flip sims on a single machine using H18.5?
- MrReedSmith
- 49 posts
- Offline
Hello all,
I am trying to do a very long twisted / bent river simulation by dividing the terrain into a few sim sections. Using HQueue (as per Houdini Help), at the moment, unfortunately is not a solution that I can use.
So my questions are:
A. Is there a way in which I can simulate different sections of the river terrain, and combine them coherently, diminishing the boundary layer artifacts generated due to Upper and Lower padding inside the Flip Sims?
B. Is there another method for distributing simulations, not necessarily on the farm?
Cheers!
I am trying to do a very long twisted / bent river simulation by dividing the terrain into a few sim sections. Using HQueue (as per Houdini Help), at the moment, unfortunately is not a solution that I can use.
So my questions are:
A. Is there a way in which I can simulate different sections of the river terrain, and combine them coherently, diminishing the boundary layer artifacts generated due to Upper and Lower padding inside the Flip Sims?
B. Is there another method for distributing simulations, not necessarily on the farm?
Cheers!
Edited by MrReedSmith - 2020年11月18日 20:36:09
Technical Discussion » How to normalize distance within a point cloud?
- MrReedSmith
- 49 posts
- Offline
Hello all,
I hope someone knows the answer to this.
1: I have a horizontal line aligned to Z-axis.
2: I create a tube out of it using the polywire node.
3: Using mountain sop using the defaults I create some noise on it(almost looks like periodic noise) and I just reduce the frequencey
of noise by increasing the Element size parm, nothing fancy.
4: Using points from volume node, I scatter some points inside this noisy tube.
5: I calculate the near distance, from the line to the point cloud like so:
int nearpt = nearpoint(1, @P);
vector nearpos = point(1, ‘P’, nearpt);
f@near_dist = distance(@P, nearpos);
6: Now that I have the distance, what I want to do is normalize this distance. Which means creating value of 0(from the horizonatal line) to 1(outer edge/periphery of the noisy tube).
7: To “normalize” this value of f@near_dist I use the fit function, fitting f@near_dist from its min_value to it's max_value to 0-1.
This here is the problem. I don't seem to get proper distribution of values from 0-1 within this point cloud. The value on the outer edge of the noisy tube is anywhere from approx 0.1-0.98. I need those values to be 1 so that the point cloud has values from 1(from outer edge) progressively decreasing to 0(which is the core of the point cloud/line). Imagine if you take a cross-section of this tube in any section, the value should always go from 0(in the center) to 1(outermost radius), no matter where the cross-section is.
I also tried using sdf's. But I can't have an sdf so high-res as to give me an accurate gradient within the point cloud.
So my question is what is the way in which I can achieve this normalization of the f@near_dist?
Looking forward to your answers, I have attached a file for your reference.
Cheers!
I hope someone knows the answer to this.
1: I have a horizontal line aligned to Z-axis.
2: I create a tube out of it using the polywire node.
3: Using mountain sop using the defaults I create some noise on it(almost looks like periodic noise) and I just reduce the frequencey
of noise by increasing the Element size parm, nothing fancy.
4: Using points from volume node, I scatter some points inside this noisy tube.
5: I calculate the near distance, from the line to the point cloud like so:
int nearpt = nearpoint(1, @P);
vector nearpos = point(1, ‘P’, nearpt);
f@near_dist = distance(@P, nearpos);
6: Now that I have the distance, what I want to do is normalize this distance. Which means creating value of 0(from the horizonatal line) to 1(outer edge/periphery of the noisy tube).
7: To “normalize” this value of f@near_dist I use the fit function, fitting f@near_dist from its min_value to it's max_value to 0-1.
This here is the problem. I don't seem to get proper distribution of values from 0-1 within this point cloud. The value on the outer edge of the noisy tube is anywhere from approx 0.1-0.98. I need those values to be 1 so that the point cloud has values from 1(from outer edge) progressively decreasing to 0(which is the core of the point cloud/line). Imagine if you take a cross-section of this tube in any section, the value should always go from 0(in the center) to 1(outermost radius), no matter where the cross-section is.
I also tried using sdf's. But I can't have an sdf so high-res as to give me an accurate gradient within the point cloud.
So my question is what is the way in which I can achieve this normalization of the f@near_dist?
Looking forward to your answers, I have attached a file for your reference.
Cheers!
Technical Discussion » How to transform pieces for deforming geo rbds using Create Points To Represent Objects option on the dopimport node?
- MrReedSmith
- 49 posts
- Offline
I have a running man, its one of the mocap biped that ships with houdini. So as he is running, he deforms a bit(near shoulders, his pants, etc).
I fracture it and sim it as a packed deforming active geo inside dops.
Before the fractured geo goes into the sim, @deforming = 1;
Every piece is activated based on an activeframe, as soon as a piece turns active it shoots out based on an inherited velocity, and @deforming = 0;
When I extract points using the dopimport node, unfortunately the transform pieces node, does not work.
So far, I have tried to use the orient attribute on the extracted points from dops, to create a 4x4 matrix and use that to mult with the @P and I get transformation but not deformation on my simmed pieces.
Is there a way, where I can extract points and still transform pieces with their deformation, without, having to extract packed geometry from the sim?
I fracture it and sim it as a packed deforming active geo inside dops.
Before the fractured geo goes into the sim, @deforming = 1;
Every piece is activated based on an activeframe, as soon as a piece turns active it shoots out based on an inherited velocity, and @deforming = 0;
When I extract points using the dopimport node, unfortunately the transform pieces node, does not work.
So far, I have tried to use the orient attribute on the extracted points from dops, to create a 4x4 matrix and use that to mult with the @P and I get transformation but not deformation on my simmed pieces.
Is there a way, where I can extract points and still transform pieces with their deformation, without, having to extract packed geometry from the sim?
Edited by MrReedSmith - 2018年10月24日 15:35:33
Technical Discussion » How to load a particular Edit Node Gallery Entry using Python?
- MrReedSmith
- 49 posts
- Offline
Hey guys,
I have a python question for all of you.
How can I load an, Edit Node Gallery Entry using python?
For eg: I have a dopnet with a bunch of nodes inside it which I saved to Custom.gal, with the name: my_entry. I create a dopnet with python and after doing that I want to load that gallery entry: “my_entry” on that node. I've looked up hou.Gallery, it allows you to load a gallery file (i.e Custom.gal file) but unfortunately it does not let you load a particular gallery entry onto a node like ‘my_entry’
Any help would be greatly appreciated,
Cheers!
I have a python question for all of you.
How can I load an, Edit Node Gallery Entry using python?
For eg: I have a dopnet with a bunch of nodes inside it which I saved to Custom.gal, with the name: my_entry. I create a dopnet with python and after doing that I want to load that gallery entry: “my_entry” on that node. I've looked up hou.Gallery, it allows you to load a gallery file (i.e Custom.gal file) but unfortunately it does not let you load a particular gallery entry onto a node like ‘my_entry’
Any help would be greatly appreciated,
Cheers!
Technical Discussion » Parallelism with VEX Wrangles
- MrReedSmith
- 49 posts
- Offline
Technical Discussion » Execute a paint sop inside OTL
- MrReedSmith
- 49 posts
- Offline
So this is one way I find it easy to do.
https://www.sidefx.com/forum/topic/47036/ [www.sidefx.com]
Cheers!
https://www.sidefx.com/forum/topic/47036/ [www.sidefx.com]
Cheers!
Technical Discussion » MPlay question
- MrReedSmith
- 49 posts
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You can use the ‘Flipbook Session’ parameter when you are about to start a flipbook every single time. This will give you a different flipbook every single time you do this.
Technical Discussion » How to control stiffness of Hard Constraints?
- MrReedSmith
- 49 posts
- Offline
I have a system for metal that bends and breaks quite nicely. But when it bends it wobbles a lot and I am just wondering how I can control the wobble so as to dampen the effect with time? The constraints I am using Hard Constraints for my sim
Technical Discussion » How to turn of self collisions for RBD's?
- MrReedSmith
- 49 posts
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Technical Discussion » How to turn of self collisions for RBD's?
- MrReedSmith
- 49 posts
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How can one turn of self collisions for Packed fragments while using a Rigid Body Solver?
Edited by MrReedSmith - 2017年7月24日 20:14:42
Technical Discussion » VEX Syntax for sublime
- MrReedSmith
- 49 posts
- Offline
Figured it out, I was using Sublime Text 2 which did not have Package Control. Got Sublime Text 3 it works!
Technical Discussion » VEX Syntax for sublime
- MrReedSmith
- 49 posts
- Offline
Technical Discussion » Better way to create collision Geo?
- MrReedSmith
- 49 posts
- Offline
Currently I am using the Shrinkwrap node to create a lo-res collision Geo I have also tried just bounding a sphere or a box but none of them are giving me a good result. Does anyone have any ideas as to how I can make a good collision Geo?
Technical Discussion » How to bend a thruster
- MrReedSmith
- 49 posts
- Offline
Hello guys,
I have accomplished a thruster effect, using particles which I simulate at the origin. The problem I am having is to bend the thruster as the object from which the thruster are emitted, rotates swiftly. Is there a way I can accomplish this bending effect with respect to the the rotation of the emitter object and have control over how much it bends?
So far I have tried,wind in pops(too unpredictable), point deform, wire deform, point advection using vdbs but haven't had any luck so far.
Any suggestions?
Cheers!
I have accomplished a thruster effect, using particles which I simulate at the origin. The problem I am having is to bend the thruster as the object from which the thruster are emitted, rotates swiftly. Is there a way I can accomplish this bending effect with respect to the the rotation of the emitter object and have control over how much it bends?
So far I have tried,wind in pops(too unpredictable), point deform, wire deform, point advection using vdbs but haven't had any luck so far.
Any suggestions?
Cheers!
Technical Discussion » Matrix orientation using wrangles / vops
- MrReedSmith
- 49 posts
- Offline
Technical Discussion » Matrix orientation using wrangles / vops
- MrReedSmith
- 49 posts
- Offline
Hello guys,
Is there a way to make a matrix for an animated object eg: BOX, and extract orientation from that matrix, and use it to orient another object eg: a LINE. The point of this is to animate the LINE ( which is a static object ) in the same way the BOX is animating
Any help will be appreciated
Cheers!
Is there a way to make a matrix for an animated object eg: BOX, and extract orientation from that matrix, and use it to orient another object eg: a LINE. The point of this is to animate the LINE ( which is a static object ) in the same way the BOX is animating
Any help will be appreciated
Cheers!
Technical Discussion » Flip > POP advect by volume Vs Pump by volume
- MrReedSmith
- 49 posts
- Offline
Hello Circus Monkey,
It was really interesting to figure out this problem.
So after a little help from my co-worker, we found that, in scenario (a) the pumpvel is defined such that the priminstrinsic value for the volumebordertype is “constant” which does not spread thoughout the bbox of the sim, whereas in scenario (b) the volumebordertype is “streak” so this according to my co-worker is the type of value that spreads all around, hence was disturbing the source as well, contrary to scenario (a) which seemed to be “self-contained”
This can be corrected by setting the primintrinsic volumebordertype attribute to “contant” by using the expr :
setattrib(geoself(), “primintrinsic”, “volumebordertype”, @primnum, -1, “constant”, “set”);
and adjusting the mask of the field as well
But I found that on the popadvectbyvolume node, in the group parm, if you just say !name_of_the_stream_group, everything else except for the source volume shall be affected by the vel field
I hope that help! :-D
It was really interesting to figure out this problem.
So after a little help from my co-worker, we found that, in scenario (a) the pumpvel is defined such that the priminstrinsic value for the volumebordertype is “constant” which does not spread thoughout the bbox of the sim, whereas in scenario (b) the volumebordertype is “streak” so this according to my co-worker is the type of value that spreads all around, hence was disturbing the source as well, contrary to scenario (a) which seemed to be “self-contained”
This can be corrected by setting the primintrinsic volumebordertype attribute to “contant” by using the expr :
setattrib(geoself(), “primintrinsic”, “volumebordertype”, @primnum, -1, “constant”, “set”);
and adjusting the mask of the field as well
But I found that on the popadvectbyvolume node, in the group parm, if you just say !name_of_the_stream_group, everything else except for the source volume shall be affected by the vel field
I hope that help! :-D
Technical Discussion » Detection of Particles colliding with each other
- MrReedSmith
- 49 posts
- Offline
For the collision of the particles cant you use a POP Collision Detect node, switch behaviour to Stop and point your collision target to the static particles
Technical Discussion » accessing current flipbook with python
- MrReedSmith
- 49 posts
- Offline
There seems to be no information / way to link HOM to mplay. The only way Mplay can be controlled is through the Mplay textport which is unique to it, and can be launched using( Alt+Shift+T ) by selecting Mplay window, which can be used with the following commands:
== Commands unique to MPlay ==
appendseq|Cmd:appendseq :
Append a new image sequence to the sequence in the current
viewport.
loadaudio|Cmd:loadaudio :
Load a new audio file, or change the audio options.
loadseq|Cmd:loadseq :
Load a new sequence into MPlay
mplayfit|Cmd:mplayfit :
Fit the MPlay window to the image(s) displayed in the viewport.
mplayhome|Cmd:mplayhome :
Home all the viewports.
mplayprofile|Cmd:mplayprofile :
Apply a profile to MPlay.
prependseq|Cmd:prependseq :
Prepend a sequence (insert a sequence before) the sequence in
the current viewport.
seqls|Cmd:seqls :
List all the sequences currently loaded.
setcomp|Cmd:setcomp :
Set the component to display.
setplane|Cmd:setplane :
Set the plane to display.
== HScript commands available in MPlay ==
* alias|Cmd:alias
* foreach|Cmd:foreach
* imgviewhist|Cmd:imgviewhist
* play|Cmd:play
* source|Cmd:source
* appendseq|Cmd:appendseq
* endif|Cmd:endif
* fplayback|Cmd:fplayback
* imgviewtime|Cmd:imgviewtime
* prependseq|Cmd:prependseq
* tcur|Cmd:tcur
* atjob|Cmd:atjob
* excat|Cmd:excat
* fps|Cmd:fps
* job|Cmd:job
* prompt|Cmd:prompt
* time|Cmd:time
* break|Cmd:break
* exedit|Cmd:exedit
* frange|Cmd:frange
* loadaudio|Cmd:loadaudio
* quit|Cmd:quit
* tset|Cmd:tset
* chblockbegin|Cmd:chblockbegin
* exhelp|Cmd:exhelp
* fset|Cmd:fset
* loadseq|Cmd:loadseq
* read|Cmd:read
* ucd|Cmd:ucd
* chblockend|Cmd:chblockend
* exit|Cmd:exit
* help|Cmd:help
* memory|Cmd:memory
* seqls|Cmd:seqls
* undoctrl|Cmd:undoctrl
* closeport|Cmd:closeport
* exls|Cmd:exls
* history|Cmd:history
* message|Cmd:message
* set|Cmd:set
* unix|Cmd:unix
* cmdread|Cmd:cmdread
* exread|Cmd:exread
* if|Cmd:if
* mplayfit|Cmd:mplayfit
* setcomp|Cmd:setcomp
* upwd|Cmd:upwd
* continue|Cmd:continue
* exrm|Cmd:exrm
* imgdispopt|Cmd:imgdispopt
* mplayhome|Cmd:mplayhome
* setenv|Cmd:setenv
* version|Cmd:version
* echo|Cmd:echo
* fcur|Cmd:fcur
* imgview|Cmd:imgview
* mplayprofile|Cmd:mplayprofile
* setplane|Cmd:setplane
* while|Cmd:while
* else|Cmd:else
* for|Cmd:for
* imgview2d|Cmd:imgview2d
* openport|Cmdpenport
* shift|Cmd:shift
Maybe you could come up with a way to link the HOM to Mplay textport but I have no idea how thats even going to be possible. But to keep things simple you could try using the Sequence List ( Alt+L ) in Mplay window which gives you quite a bit of options to save, change range, etc
== Commands unique to MPlay ==
appendseq|Cmd:appendseq :
Append a new image sequence to the sequence in the current
viewport.
loadaudio|Cmd:loadaudio :
Load a new audio file, or change the audio options.
loadseq|Cmd:loadseq :
Load a new sequence into MPlay
mplayfit|Cmd:mplayfit :
Fit the MPlay window to the image(s) displayed in the viewport.
mplayhome|Cmd:mplayhome :
Home all the viewports.
mplayprofile|Cmd:mplayprofile :
Apply a profile to MPlay.
prependseq|Cmd:prependseq :
Prepend a sequence (insert a sequence before) the sequence in
the current viewport.
seqls|Cmd:seqls :
List all the sequences currently loaded.
setcomp|Cmd:setcomp :
Set the component to display.
setplane|Cmd:setplane :
Set the plane to display.
== HScript commands available in MPlay ==
* alias|Cmd:alias
* foreach|Cmd:foreach
* imgviewhist|Cmd:imgviewhist
* play|Cmd:play
* source|Cmd:source
* appendseq|Cmd:appendseq
* endif|Cmd:endif
* fplayback|Cmd:fplayback
* imgviewtime|Cmd:imgviewtime
* prependseq|Cmd:prependseq
* tcur|Cmd:tcur
* atjob|Cmd:atjob
* excat|Cmd:excat
* fps|Cmd:fps
* job|Cmd:job
* prompt|Cmd:prompt
* time|Cmd:time
* break|Cmd:break
* exedit|Cmd:exedit
* frange|Cmd:frange
* loadaudio|Cmd:loadaudio
* quit|Cmd:quit
* tset|Cmd:tset
* chblockbegin|Cmd:chblockbegin
* exhelp|Cmd:exhelp
* fset|Cmd:fset
* loadseq|Cmd:loadseq
* read|Cmd:read
* ucd|Cmd:ucd
* chblockend|Cmd:chblockend
* exit|Cmd:exit
* help|Cmd:help
* memory|Cmd:memory
* seqls|Cmd:seqls
* undoctrl|Cmd:undoctrl
* closeport|Cmd:closeport
* exls|Cmd:exls
* history|Cmd:history
* message|Cmd:message
* set|Cmd:set
* unix|Cmd:unix
* cmdread|Cmd:cmdread
* exread|Cmd:exread
* if|Cmd:if
* mplayfit|Cmd:mplayfit
* setcomp|Cmd:setcomp
* upwd|Cmd:upwd
* continue|Cmd:continue
* exrm|Cmd:exrm
* imgdispopt|Cmd:imgdispopt
* mplayhome|Cmd:mplayhome
* setenv|Cmd:setenv
* version|Cmd:version
* echo|Cmd:echo
* fcur|Cmd:fcur
* imgview|Cmd:imgview
* mplayprofile|Cmd:mplayprofile
* setplane|Cmd:setplane
* while|Cmd:while
* else|Cmd:else
* for|Cmd:for
* imgview2d|Cmd:imgview2d
* openport|Cmdpenport
* shift|Cmd:shift
Maybe you could come up with a way to link the HOM to Mplay textport but I have no idea how thats even going to be possible. But to keep things simple you could try using the Sequence List ( Alt+L ) in Mplay window which gives you quite a bit of options to save, change range, etc
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