If you dive inside smokeobject>smokeconfigureobject there you'll find “Multi-Field Visualization” dop which is pretty much similar to “Volume Visualization” sop.
To match visualization of fields at sop level, you need to make relative reference (or link) to smokeobject dop's Guides>Multi tab parameters to volumevisulization sop.
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Houdini Indie and Apprentice » Bringing simulation from dopnet to Geo using dopimport
- PradeepBarua
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Houdini Indie and Apprentice » Just starting out - Is Houdini right for me?
- PradeepBarua
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Houdini is right choice for those who want to direct software in their direction rather then being used to software's limitations.
Houdini Indie and Apprentice » how to clone to primitive and use primitive normal?
- PradeepBarua
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Technical Discussion » Particles Self Collision
- PradeepBarua
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You can use popproximity which create nearestdist attribute that can be used to trigger popinteract.
Technical Discussion » what's difference between vex, hscript, expression, python?
- PradeepBarua
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HScript is the Houdini’s old scripting language. Python Scripting with the Houdini Object Model (HOM) is new and preferred over HScript which is still available in Houdini so that older files and scripts may work properly.
Hscript expression are easy and fast to write compare to python expressions. I don't think python expressions are slow. You can use either of them.
VEX is for modifying object data not for creating. If you want to create data then there is another flavour called CVEX which is slightly faster but has less functionality. VEX is faster then hscript expression and multi-threaded. In all context of Houdini you have VOPs. Houdini's shaders are written in VEX (VOPs).
VOPs require you knowledge of maths at least basic knowledge so you can understand and create the logic inside VOP.
Hscript expression are easy and fast to write compare to python expressions. I don't think python expressions are slow. You can use either of them.
VEX is for modifying object data not for creating. If you want to create data then there is another flavour called CVEX which is slightly faster but has less functionality. VEX is faster then hscript expression and multi-threaded. In all context of Houdini you have VOPs. Houdini's shaders are written in VEX (VOPs).
VOPs require you knowledge of maths at least basic knowledge so you can understand and create the logic inside VOP.
Houdini Learning Materials » Possible bug in Fluid Source SOP, smoke from particles.
- PradeepBarua
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Can't look into your file…..
To create source volumes from particles, you need to change Method to “Stamp Points”. By default it's set to “Build SDF From Geometry”.
To create source volumes from particles, you need to change Method to “Stamp Points”. By default it's set to “Build SDF From Geometry”.
Houdini Learning Materials » Texture an imported object
- PradeepBarua
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Technical Discussion » how to get at curvature?
- PradeepBarua
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Or in AttribCreate sop
Name: curvature
Local Variable: CURVATURE
Write Values: turn off
Name: curvature
Local Variable: CURVATURE
Write Values: turn off
Technical Discussion » Define $HIP for hbatch.exe rendering
- PradeepBarua
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Technical Discussion » how to get at curvature?
- PradeepBarua
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Technical Discussion » Define $HIP for hbatch.exe rendering
- PradeepBarua
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I do not use Houdini on windows.
but you can do:
open Command Line Tool
then
hscript “C:\Users\Jack\Desktop\testHbatch\testHBatch.hip”
then
render -V \path\to\your\rop
but you can do:
open Command Line Tool
then
hscript “C:\Users\Jack\Desktop\testHbatch\testHBatch.hip”
then
render -V \path\to\your\rop
Houdini Learning Materials » Texture an imported object
- PradeepBarua
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MMB on node and check if there any group exists. If there is no group. Then you need to create those.
There is many ways to create groups in Houdini. You can create interactively as tinyparticle suggested or based on connectivity using “connectivity” sop followed by “partition” sop. Since your geometry made of many parts, I would prefer connectivity method. If you are doing manually, make sure to turn on “Select Connected Geometry” 0 is hotkey for that.
There is many ways to create groups in Houdini. You can create interactively as tinyparticle suggested or based on connectivity using “connectivity” sop followed by “partition” sop. Since your geometry made of many parts, I would prefer connectivity method. If you are doing manually, make sure to turn on “Select Connected Geometry” 0 is hotkey for that.
Houdini Learning Materials » Fluid force problem.
- PradeepBarua
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This even happens in the FlipFluidWire.otl example. Is this a bug?I don't have any problem with it.
Hi. I am getting a weird result when I use the fluid force dynamics node with a flip sim and a wire solver. When the fluid sim collides with the wires, they glitch out and stretch erratically.
Play with “Feedback Scale” parameter under “Solver” tab of flipsolver.
Technical Discussion » Define $HIP for hbatch.exe rendering
- PradeepBarua
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hbatch automatically understand $HIP. No need to do any thing.
It should be:
$HIP/test.bgeo
for example I used this path in the file1 :
$HIPtest.bgeo
It should be:
$HIP/test.bgeo
Technical Discussion » Importing smoke to another scene
- PradeepBarua
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Take a new Geometry container, dive inside and feed smoke sim path to file sop. Use transform either obj level or sop level to place smoke wherever you want it to be.
Technical Discussion » Importing smoke to another scene
- PradeepBarua
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Technical Discussion » True usage of animation curve
- PradeepBarua
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Houdini Learning Materials » Texture an imported object
- PradeepBarua
- 443 posts
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Houdini Learning Materials » Texture an imported object
- PradeepBarua
- 443 posts
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Houdini Learning Materials » Flip Sim Exploding while collision
- PradeepBarua
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I didn't look your file. You can decrease bounce and increase friction on rbd and flip objects.
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