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Technical Discussion » vopsop absence... no tutorial to show alternative approach
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Attribute VOP with a few little differences (such as SetAttribute instead of “Add point to group”, etc…)works almost just like any old VOPSOP.
Houdini Indie and Apprentice » 'wind' on flip fluids?
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Any particle force will work perfectly with FLIPs, so just add a POP Wind at the proper input of the FLIP solver and go for it.
Houdini Lounge » alt gr keyboard doesnt work on Houdini 14
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same here. I sent the bug to SESI, and the replied but it looks like they haven´t fixed it yet.
Work in Progress » Pyramid under the ocean
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I concur on the foam problem.
Also the ocean is showing too much tiling.
Camera-wise, I find that the initial lens chosen combined with the pyramid animation, where it goes all the way out of the water, is reducing the overall scale of the object. It looks smaller.
It´s a good start, though.
Also the ocean is showing too much tiling.
Camera-wise, I find that the initial lens chosen combined with the pyramid animation, where it goes all the way out of the water, is reducing the overall scale of the object. It looks smaller.
It´s a good start, though.
Houdini Lounge » The wave trailer
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nice stuff!
PS: Isn´t the trailer a bit too revealing? (like spoiling the whole movie? )
PS: Isn´t the trailer a bit too revealing? (like spoiling the whole movie? )
Houdini Lounge » Honda "Endless Road"
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I still had some mental sanity left until you said it is an actual miniature. That´s when my brain exploded…
Technical Discussion » Houdini Voronoi Fracture and Shader Or Texture ?
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Work in Progress » Rog's Turmoil
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Technical Discussion » automate workflow for simulating and rendering
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I think a Geometry node followed by a Mantra node connected to it, and then rendering from the Mantra node should be enough for what you want.
Of course, being this Houdini you can make it even better and use “Wedge” for, let´s say, cache and render 5 different versions, etc…
Of course, being this Houdini you can make it even better and use “Wedge” for, let´s say, cache and render 5 different versions, etc…
Houdini Lounge » Rendering in Houdini - A big call for discussion
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Substance Designer and Houdini should indeed work together properly and would tighten even more the current “real time” trend for Houdini. SD shaders should be useable with no previous work.
Some more work on default materials would not damage the software either.
The rest of the petitions read more like someone with not enough Houdini knowledge giving an uninformed opinion.
Some more work on default materials would not damage the software either.
The rest of the petitions read more like someone with not enough Houdini knowledge giving an uninformed opinion.
Houdini Learning Materials » pop collision
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You must be doing something sloppy there, because it should work right off the bat,just by creating static objects.
Moreover, if it´s bounce what you´re after, rigids is the only way. POP collision nodes only work for other behaviours.
Moreover, if it´s bounce what you´re after, rigids is the only way. POP collision nodes only work for other behaviours.
Technical Discussion » RBD Initial State /w Packed Primitives
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ah, you´re right.
It was object transformations that were driving me off.
Forcing deformation for just a couple of frames I was forcing Houdini to recalculate the pivot position.
So, it´s only necessary to add the pivot attribute with P values as well as the angular velocity.
Thanks pavel.
It was object transformations that were driving me off.
Forcing deformation for just a couple of frames I was forcing Houdini to recalculate the pivot position.
So, it´s only necessary to add the pivot attribute with P values as well as the angular velocity.
Thanks pavel.
Technical Discussion » RBD Initial State /w Packed Primitives
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I´m adding an example hip file so that anyone can check how this indeed works.
I´m on 14.0.243, by the way.
I´m on 14.0.243, by the way.
Technical Discussion » RBD Initial State /w Packed Primitives
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well, I tried adding the P values to the pivot attribute from SOPs and I still couldn´t get it to work. When I add a “w” attribute from SOPs it still moves every piece around as if the pivot was elsewhere.
Any hints?
I´m having to do this with a randomized POP Spin, which works but it´s inconvenient for what I´m trying to do.
EDIT: Ok! This is very interesting! If I make it a deforming body it works as expected WITHOUT having to add the pivot. It just behaves they way it should. Of course making it deforming slows the sim considerably, but here comes the most interesting part!
If I animate the deforming attribute so that it´s 1 ONLY during Frames 1 and 2 and then it goes back to 0, it also works as expected BUT without the performance hit of having deforming active all the time. Curious, ain´t it?
Any hints?
I´m having to do this with a randomized POP Spin, which works but it´s inconvenient for what I´m trying to do.
EDIT: Ok! This is very interesting! If I make it a deforming body it works as expected WITHOUT having to add the pivot. It just behaves they way it should. Of course making it deforming slows the sim considerably, but here comes the most interesting part!
If I animate the deforming attribute so that it´s 1 ONLY during Frames 1 and 2 and then it goes back to 0, it also works as expected BUT without the performance hit of having deforming active all the time. Curious, ain´t it?
Technical Discussion » Copy Stamp to File Sop Node
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it´s an interesting problem…
…from the top of my head, what about instancing with a delayed load procedural? I don´t know if there are more recent (i.e. smarter) methods involving packed, but that one might still work.
…from the top of my head, what about instancing with a delayed load procedural? I don´t know if there are more recent (i.e. smarter) methods involving packed, but that one might still work.
Houdini Indie and Apprentice » How many computers can install indie?
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while I agree the Indie license offers a huge amount of useability for very little money, there are still …let´s say quirks…on SESI approach to license types.
One of the recent issues is that forbidding the access of indie users to third party renders automatically makes it useless for all the freelancers out there that want to take advantage of freelance-oriented renderers, such as Octane. It makes very little sense to state that Indie is for an individual that earns less than 100K a year, and then limit their access to the tools that only that range of professionals use. It would make a thousand times more sense to just deny access to network render and leave it at that.
One of the recent issues is that forbidding the access of indie users to third party renders automatically makes it useless for all the freelancers out there that want to take advantage of freelance-oriented renderers, such as Octane. It makes very little sense to state that Indie is for an individual that earns less than 100K a year, and then limit their access to the tools that only that range of professionals use. It would make a thousand times more sense to just deny access to network render and leave it at that.
Houdini Lounge » H15 - polyknit tool
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well, that depends on the amount of time one can devote to modelling Personally I think Polyknit is way improvable and what McNistor is suggesting is a clear improvement over the default tool.
If everything we could add ourselves to Houdini wasn´t to be added natively SESI would have quite a lot of spare time, wouldn´t they?
If everything we could add ourselves to Houdini wasn´t to be added natively SESI would have quite a lot of spare time, wouldn´t they?
Houdini Learning Materials » POP in DOP
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As of H13 the way to work with particles is inside of DOPs, which might be the way you are doing it or not, depending on what node you called.
Currently when you write Popnetwork you get two options, the older one, which is deprecated and only there for legacy reasons, and the new one which is in fact a DOP Network.
I recommend you to check this Master Class
https://www.sidefx.com/index.php?option=com_content&task=view&id=2631&Itemid=344 [sidefx.com]
or Ari Danesh Next Steps lessons on Particles
https://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=228&Itemid=389 [sidefx.com]
Any of those will clarify you the proper way to work with particles.
Currently when you write Popnetwork you get two options, the older one, which is deprecated and only there for legacy reasons, and the new one which is in fact a DOP Network.
I recommend you to check this Master Class
https://www.sidefx.com/index.php?option=com_content&task=view&id=2631&Itemid=344 [sidefx.com]
or Ari Danesh Next Steps lessons on Particles
https://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=228&Itemid=389 [sidefx.com]
Any of those will clarify you the proper way to work with particles.
Houdini Lounge » H15 - polyknit tool
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I´m sure your tool is great Mantragora, but I´m concentrating on free tools. If yours is Orbolt´s it ain´t free for Indie users, which rules it our for me.
Houdini Lounge » H15 - polyknit tool
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yup, I meant in addition. I also want manual control if need be, but in Houdini you always want to have the procedural alternative.
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