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Houdini Lounge » SIde Effects needs some gear
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- IsStuff
- 238 posts
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Technical Discussion » Applying alembic point cache
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- IsStuff
- 238 posts
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i have only looked at the options but you could set ithe imported animating file to import as points and with a vop sop input the static gemoetry as the first input and the animated geometry as the second. use the import_attrib vop to import the second inputs P and apply that to the first input.
I have not used alembic my self so this is your better than nothing responce.
I have not used alembic my self so this is your better than nothing responce.
Technical Discussion » procedural cartoon asteroid
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- IsStuff
- 238 posts
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Technical Discussion » procedural cartoon asteroid
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- IsStuff
- 238 posts
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Just thought i would share this file. A procedural cartoon asteroid. there is a video explaining the network here …… will update with the link when it is finished uploading
Technical Discussion » Possible to scope all channels of a scene?
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- IsStuff
- 238 posts
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Technical Discussion » sucking gas into a point in the sim, messing with divergence
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- IsStuff
- 238 posts
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Isnt that always the way solve the problem then find out that there is already a tool for it.
Technical Discussion » sucking gas into a point in the sim, messing with divergence
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- IsStuff
- 238 posts
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the question…..
Hey Girls ans Guys..
I am making a gas sim that sucks dust into a vortex and down a magical
hole. I have made a volume of vectors in sops that behaves its self
and sucks particles into the hole in an elegant way. When i use a gas
field vop that samples the sop vector field and adds it to the the
velocity it looks cool, the dust/ smoke just swerls around the centre
without crunching in as i need it to. I believe the divergence is
keeping the gas from compressing or even exiting the sim.
If the answer is to change divergence, I have not tyred to mess with
divergence yet so i would appreciate pointers on how to tackle that.
any ideas would be appreciateed.
the answer ….
I've been doing some of this recently. You are correct about compression.
Houdini won't let its density fields become compressed. Use Negative
Divergence to counter act this. Basically, create a ball of negative value
where you want the smoke to suck into and name it divergence. You can play
with the value of the ball to create faster and slower speeds.
…
Add a scalar feild called divergence, there already is one
call it extraDiv or something, now extraDiv exists and in the gasfieldvop i import divergence and add extraDiv to divergence, then export the new divergence.
and the File
Here is a file I made with a Little advice from Jacob Clark of gas being sucked with divergence.
Hey Girls ans Guys..
I am making a gas sim that sucks dust into a vortex and down a magical
hole. I have made a volume of vectors in sops that behaves its self
and sucks particles into the hole in an elegant way. When i use a gas
field vop that samples the sop vector field and adds it to the the
velocity it looks cool, the dust/ smoke just swerls around the centre
without crunching in as i need it to. I believe the divergence is
keeping the gas from compressing or even exiting the sim.
If the answer is to change divergence, I have not tyred to mess with
divergence yet so i would appreciate pointers on how to tackle that.
any ideas would be appreciateed.
the answer ….
I've been doing some of this recently. You are correct about compression.
Houdini won't let its density fields become compressed. Use Negative
Divergence to counter act this. Basically, create a ball of negative value
where you want the smoke to suck into and name it divergence. You can play
with the value of the ball to create faster and slower speeds.
…
Add a scalar feild called divergence, there already is one
call it extraDiv or something, now extraDiv exists and in the gasfieldvop i import divergence and add extraDiv to divergence, then export the new divergence.
and the File
Here is a file I made with a Little advice from Jacob Clark of gas being sucked with divergence.
Houdini Lounge » Tx Toolkit
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- IsStuff
- 238 posts
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Seperate Otls are best.
you may want to use vimeo to host your videos as they are not comming down quickly.
you may want to use vimeo to host your videos as they are not comming down quickly.
Houdini Lounge » why mantra renderer is so so so slow?
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- IsStuff
- 238 posts
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Our next project will be rendered in Mantra, Our studio has been XSI and Mental ray up to this point but now because of the amount of procedural destruction needed on the next project it has been judged by people who are not mantra fanboys that they will move to Mantra to avoid hauling everything out of houdini into xsi. I was fully expecting to hear all about how slow mantra is and i was preparing them for this by talking up the benefits of rendering in mantra despite the slowness. BUT they were saying this is quick and the motion blur is free, they were using the new material shader that sesi has made and PBR, micro poly and micro poly PBR.
The pictures they are producing look good and render in a respectable amount of time. I was pleasantly surprised.
The pictures they are producing look good and render in a respectable amount of time. I was pleasantly surprised.
Houdini Lounge » JOB: Houdini Lead, Guru. Vancouver
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- IsStuff
- 238 posts
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Houdini Lead, Guru, TD wanted for a Film Job at The Embassy VFX
located in Sunny Vancouver.
The job is heavy on the smashing of roads and vehicles.
looking for someone who kicks ass in…
Mantra
Dops
Shader Writing.
Smashing of ground
tearing of metal
causing of destruction
and Kicking of Ass!
For more details contact.
robert@theembassyvfx.com
located in Sunny Vancouver.
The job is heavy on the smashing of roads and vehicles.
looking for someone who kicks ass in…
Mantra
Dops
Shader Writing.
Smashing of ground
tearing of metal
causing of destruction
and Kicking of Ass!
For more details contact.
robert@theembassyvfx.com
Technical Discussion » Shader View still BUGGY :-(
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- IsStuff
- 238 posts
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I think the attitude from most experienced Houdini users is to test render and not expect the material shader ball to work… just render your own sphere.
Houdini Indie and Apprentice » Space Navigator friendly?
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- IsStuff
- 238 posts
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Any need for this to be recompiled for H11 or should it just work?
for so long i have wished to use my space navigator but Houdini didnt support it and when this script came out i was working on a mac or Linux… now i am using Houdini on a windows box i have a chance…. we are using H11 I will see how i go.
for so long i have wished to use my space navigator but Houdini didnt support it and when this script came out i was working on a mac or Linux… now i am using Houdini on a windows box i have a chance…. we are using H11 I will see how i go.
Technical Discussion » My sop-solver-tool. easier than the for each sop!
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- IsStuff
- 238 posts
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Hey Peeps!
I am releasing my sop-solver-tool, making the sop solver easier than the for each sop!
http://www.sidefx.co…5&versionid=695 [sidefx.co]
No help no example files but it could be a while till I get around to those so i thought i should let the world have it sooner rather than later.
The basic work flow is like this…
In sops you have the geometry that is the first frame state, plug this into the first input. next press the button “Make New Sop Solver Feedback” this purple colored node will be the top of the feedback loop providing the geometry from the previous frame. the sops that you place between the feedback node and the second input are applied each frame. going back to frame one after changing the feedback loop will make the cached geometry recook again. Careful not to select or otherwise make the feedback sops display when you are trying to simulate the sop-solver-tool otherwise it will not feedback the geometry until you return to the first frame and only display the sop-solver-tool or any node after it.
Any changes you make to the geometry in the feedback loop should be small because this will happen each frame and large movements will rapidly send your geometry far.
A simple example is to get a poly sphere with a frequency of 9 and then pipe it into the first input of the sop-solver-tool. Next press the button “Make New Sop Solver Feedback” this purple colored node will be the top of the feedback loop providing the geometry from the previous frame. then after the feedback sop add a mountain sop with a very subtle height amount, followed by a smooth with 1 iteration. select and display the sop solver and hit play. it should bulge out over time. This is a simple task that doesn't do much more than what could be done with regular sops but i will leave that for you to discover, until I get around to making example files.
Robert Kelly
isstuff@gmail.com
I am releasing my sop-solver-tool, making the sop solver easier than the for each sop!
http://www.sidefx.co…5&versionid=695 [sidefx.co]
No help no example files but it could be a while till I get around to those so i thought i should let the world have it sooner rather than later.
The basic work flow is like this…
In sops you have the geometry that is the first frame state, plug this into the first input. next press the button “Make New Sop Solver Feedback” this purple colored node will be the top of the feedback loop providing the geometry from the previous frame. the sops that you place between the feedback node and the second input are applied each frame. going back to frame one after changing the feedback loop will make the cached geometry recook again. Careful not to select or otherwise make the feedback sops display when you are trying to simulate the sop-solver-tool otherwise it will not feedback the geometry until you return to the first frame and only display the sop-solver-tool or any node after it.
Any changes you make to the geometry in the feedback loop should be small because this will happen each frame and large movements will rapidly send your geometry far.
A simple example is to get a poly sphere with a frequency of 9 and then pipe it into the first input of the sop-solver-tool. Next press the button “Make New Sop Solver Feedback” this purple colored node will be the top of the feedback loop providing the geometry from the previous frame. then after the feedback sop add a mountain sop with a very subtle height amount, followed by a smooth with 1 iteration. select and display the sop solver and hit play. it should bulge out over time. This is a simple task that doesn't do much more than what could be done with regular sops but i will leave that for you to discover, until I get around to making example files.
Robert Kelly
isstuff@gmail.com
Technical Discussion » How would you import multiple attributes into vex..
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- IsStuff
- 238 posts
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I have a vop sop and i am looking to import a list of int point
attributes such as…
closest_pt_curve_0
closest_pt_curve_1
closest_pt_curve_2
closest_pt_curve_3
closest_pt_curve_4
closest_pt_curve_?
each attribute is needed to be tested against in a loop so if there are 18 attributes the first loop will need closest_pt_curve_0 and the last closest_pt_curve_17. the documentation is a bit lite on for vex arrays. I would probably would need to concatenate “closest_pt_curve_” with a number too which i am not confident will work ether?
i can turn what ever vex code into a VOP node later but for now i need some documentation or even someone to propose an answer my guess in pseudo code (python meets vex)
def importAttribNum( stem=“closest_pt_curve_”, attribNum=0):
int data = 0
import(stem + attribNum , data, 0)
return data
any ideas
Robert Kelly
attributes such as…
closest_pt_curve_0
closest_pt_curve_1
closest_pt_curve_2
closest_pt_curve_3
closest_pt_curve_4
closest_pt_curve_?
each attribute is needed to be tested against in a loop so if there are 18 attributes the first loop will need closest_pt_curve_0 and the last closest_pt_curve_17. the documentation is a bit lite on for vex arrays. I would probably would need to concatenate “closest_pt_curve_” with a number too which i am not confident will work ether?
i can turn what ever vex code into a VOP node later but for now i need some documentation or even someone to propose an answer my guess in pseudo code (python meets vex)
def importAttribNum( stem=“closest_pt_curve_”, attribNum=0):
int data = 0
import(stem + attribNum , data, 0)
return data
any ideas
Robert Kelly
Technical Discussion » RDBpointObject s are not able use pscale for ODE objects.
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- IsStuff
- 238 posts
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has anyone else noted that RDBpointObject s are not able use pscale
for ODE objects.
if you take the example file from the help of the RDBpointObject and
then in the particle_start object you add a random pscale attribute
it will not apply that scale to the ODE geometry.
can anyone work out how to still use the pscale attribute and the ode
bounding box or should this just be avoided and randomly switching
between random sized objects is the work around?
any thoughts?
for ODE objects.
if you take the example file from the help of the RDBpointObject and
then in the particle_start object you add a random pscale attribute
it will not apply that scale to the ODE geometry.
can anyone work out how to still use the pscale attribute and the ode
bounding box or should this just be avoided and randomly switching
between random sized objects is the work around?
any thoughts?
Houdini Lounge » VHUG: Vancouver Houdini User's Group: meeting tonight!
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- IsStuff
- 238 posts
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Houdini Lounge » VHUG: Vancouver Houdini User's Group: meeting tonight!
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- IsStuff
- 238 posts
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I am posting this from Khash's post from the Vancouver Houdini User's Group facebook event
Khashayar Khalkhaly …Vancouver Houdini User's Group….
I would like to start a monthly meeting every first Tuesday of the month.
This will be the Vancouver version of the Toronto THUG.
The nerds will show up and discuss how much Houidni sucks over a pint or two.
We can call it . (VHUG?)
and that is tonight at …
Yaletown Brewing Co 1111 Mainland St.Vancouver, BC V6B5P2
You are more than welcome to show up with your notebooks and show off new things.
Hope to see you all there.
Robert Kelly
Khashayar Khalkhaly …Vancouver Houdini User's Group….
I would like to start a monthly meeting every first Tuesday of the month.
This will be the Vancouver version of the Toronto THUG.
The nerds will show up and discuss how much Houidni sucks over a pint or two.
We can call it . (VHUG?)
and that is tonight at …
Yaletown Brewing Co 1111 Mainland St.Vancouver, BC V6B5P2
You are more than welcome to show up with your notebooks and show off new things.
Hope to see you all there.
Robert Kelly
Technical Discussion » Snow Leopard and Houdini good to go?
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- IsStuff
- 238 posts
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I am suffering from the same flickering on my new macbook pro.
Here is a workaround that sometimes makes the flickering stop for a time. I open a context view and a scene view and when the flickering starts i swap over to the other view port then the flickering stops for a while and when it starts again swap over to the other again.
It may make it a little more bearable.
Here is a workaround that sometimes makes the flickering stop for a time. I open a context view and a scene view and when the flickering starts i swap over to the other view port then the flickering stops for a while and when it starts again swap over to the other again.
It may make it a little more bearable.
Technical Discussion » hipnc to hip file problem
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- IsStuff
- 238 posts
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This is the way it is.
It is the way sideFX has set it up so a studio don't have 40 non commercial seats and 3 commercial seats and still get the benefits of the studio that payed for all of the licenses it needs. So parts of a file that are made with the apprentice version are “infected” as non commercial, if you bring them into your scene your scene is now non commercial too. so you need to go back to the file before you added the “NC” asset and work from there. If you want that asset you will probably want to recreate it in your commercial version of Houdini. There are ways to put hip files out to script and back in again but i let someone else describe that.
It is the way sideFX has set it up so a studio don't have 40 non commercial seats and 3 commercial seats and still get the benefits of the studio that payed for all of the licenses it needs. So parts of a file that are made with the apprentice version are “infected” as non commercial, if you bring them into your scene your scene is now non commercial too. so you need to go back to the file before you added the “NC” asset and work from there. If you want that asset you will probably want to recreate it in your commercial version of Houdini. There are ways to put hip files out to script and back in again but i let someone else describe that.
Houdini Lounge » Free informal Houdini training - Brisbane - starts tuesday!
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- IsStuff
- 238 posts
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no via Japan Sanfran and New Orleans. Any one know what one dose in New Orleans for a week?
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