Is there any way that one can attach one geo to some other geo in Houdini? I have animated vehicle that I need to attach a simple light to or a smoking exhaust. Seems simple but almost impossible in Houdini. In 3dsMax it was a click of a mouse so I thought maybe there is something in Houdini too. Hopefully doesn't include a page of code. You guys know any workarounds?
Thanks
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Houdini Lounge » Is there a way to attach 2 pieces of geo together?
- Nikodim Fomich
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Houdini Lounge » Never working pyro collisions still an issue ???
- Nikodim Fomich
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Can anyone explain to me why collisions with PYRO absolutely never work and no one is addressing that? Like evrybody is complaining about this and youtube is full of videos about the issue,Google is full of people asking why is it not working. Only this forum has like 1000 threads with same question so HOW is this still a thing ?? I found ton of videos online with people claiming it doesn't work but how come no one has solved this yet. I am faking it all in post but it would be great to have it work in any of the 3 or 4 pyro solvers. I had some cars falling off the bridge in a shot recently and they were suppose to disturb the cloud of smoke when they are falling which I of course did in post because Houdini couldn't solve it because it's a pyro collision and those don't work yet in Houdini but how else to do it. Idk, I tried turning collider geo in VDB but VDBs can't have velocity so I thought ok I will use Convert node to make it a standard volume but that didn't do it either. Like is there a special plugin or a feature or anything? I am willing to give it a try once again but I just don't see this working. Maybe in Houdini 19. Did you guys ever try to do a pyro collision? If you did you know exactly what I am talking about, how did you solve it (except by masking in post)?.
Is there a way to throw stuff through a smoke sim in houdini and get it disturbed ? And how? And yes we all know it's possible for smoke to hit the wall but that's easy it;s just a box, what if you have a complex object moving through it? Is there a solution for these complex collisions in 18.5 yet? SideFX can we please have WORKING COLLISIONS in Houdini 19? That would be really useful so I don'y have to spend 3 hours in Nuke to fake all the collisions.
Thanks
Is there a way to throw stuff through a smoke sim in houdini and get it disturbed ? And how? And yes we all know it's possible for smoke to hit the wall but that's easy it;s just a box, what if you have a complex object moving through it? Is there a solution for these complex collisions in 18.5 yet? SideFX can we please have WORKING COLLISIONS in Houdini 19? That would be really useful so I don'y have to spend 3 hours in Nuke to fake all the collisions.
Thanks
Edited by Nikodim Fomich - 2021年9月6日 19:05:47
Houdini Lounge » Up resing sim in Houdini / adding extra detail ?
- Nikodim Fomich
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@Midphase, thanks Kays. It's a new concept to me as I always do spend a lot of time and do only regular sim but recently someone mentioned how up res-ing is good for huge sims where you would need more detail and missing a computational power to get high level of detail in one pass. But then again I guess wedging could come in handy too. Anyway thanks I will watch the video you provided.
Houdini Lounge » Vornoi surface deformation hiding
- Nikodim Fomich
- 67 posts
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Berk_Erdag
Your geo looks ok but maybe there are hidden problems like some points not being connected to each other. So firstly try to put a fuse SOP before fracturing.
If that doesn't work, make sure your normals are working correctly, put a normal SOP after the fuse, maybe after that place a clean SOP to fix further issues.
If these do not work, maybe you can share the geometry or the hip file so I can take a look.
Thank you for your advice. So you would try this cleanup BEFORE fracturing? Because I did those in the beginning while prepping for RBD and cleaning up a model. But after the sim it looks like certain polygons have double faces on top of each others but it's strange. It's as if that happens only once mesh is fractured.
Houdini Lounge » Cache shorter than a timeline error
- Nikodim Fomich
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@tamte..oooh that's great thank you so much.
@protozan, that's cool solution too. I will try both in the context and see what works best. Thank you both so much for great tips.
@protozan, that's cool solution too. I will try both in the context and see what works best. Thank you both so much for great tips.
Edited by Nikodim Fomich - 2021年8月28日 23:43:46
Houdini Lounge » Cache shorter than a timeline error
- Nikodim Fomich
- 67 posts
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What do you guys do when you have time line of lets say 240 frames but you only cache out 50 frames of something. Now every time after 50th frame you get that error because for some reason Houdini can't simply play through whatever cache you got but has to be exact number like the timeline. So then my rendering doesn't work due to that error or causes bunch of other issues. How is it that cache has to be a length of full time line. What happens when I can't just cache 10000 frames of something?
Edited by Nikodim Fomich - 2021年8月27日 23:17:24
Houdini Lounge » Hacking .env file to accept 3rd party plugins
- Nikodim Fomich
- 67 posts
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MidphaseNikodim Fomich
If we ever get Houdini 19 this whole .env file thing gotta go.
I feel your pain, however I do have to say that the complexity is partially the fault of the developers who, for some reason, refuse to adopt an automatic method for installation. MOPs, 3Delight, Modeler, SideFX LABS, Axiom Solver are examples of installers that do all the work for you and require absolutely no user interaction, or at the most only require the user to drag and drop the .json package file into the Packages folder.
It is beyond me why Redshift devs can't seem to get their stuff together and make installation of their software as painless as other developers have figured out. The only reason that I can think of is either laziness on their part, or the fact that Maxon owns them and they have very little motivation for making the process for Houdini users any easier. I suppose the same is true for Arnold which, as I understand, really doesn't play nice with others.
You're right Kay. However I am not sur if it's SideFX or third party companies who need to as you say not be "lazy" about that.
Honestly I would rather spend an hour learning new node or method than how to get all the lines of code right in .env file I am sure I am not the only one either. But anyway thank you much much for this video. Helped me learn more about .json files and get some stuff installed Thank you.
Houdini Lounge » Hacking .env file to accept 3rd party plugins
- Nikodim Fomich
- 67 posts
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@Kays Hey man thank you. I actually watched your videos and one of them was about hacking .env file. I tried to do it your way and I am not sure if it's due to the fact I use Windows and your paths were shown on Mac but it didn't work for me. I really tried to be organized and I only have Redshift installed but I was gonna add Arnold now. It got to the point where I have folder with .env files so one .env makes Redshift work and other makes Arnold work. So each .env file has only that specific installation in it. I put them in Houdini folder upon startup and that's the only way to use different plugins because as you said houdini only wants to see one Houdini_Path so how can you have more than one thing. When I tried your system for some reason it was resulting in error. I will try to watch your videos to see if I can make any sese of that package idea but just watching few package videos to me it seems like even worse idea (if that's even possible) than hacking and coding .env file. If we ever get Houdini 19 this whole .env file thing gotta go.
Houdini Lounge » Hacking .env file to accept 3rd party plugins
- Nikodim Fomich
- 67 posts
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frostfx
you should check out packages. this way you can have separate json files for each of your plugins. Also you can filter them easily based on the supported daily builds for example.
As far as i know there is a known issue loading Arnold and Renderman together due to the fact that they should both be first in the HOUDINI_PATH environment variable, but Arnold and Redshift should work just fine.
Thank you for your insight. I've herd of packages but after researching I was still confused as of how it should work.
I am sure someone who understands coding could hack their way in but that's why I am saying SideFX got to get on top of this because it's so weird like who would wanna do this every time they jut wanna try a trial of a new render engine. We don't need new nodes we need basic stuff to work like this. I will look into packages but last time I looked it was even more complicated than hacking . env file. Side FX my dudes...come on, get this fixed. Installation process in Houdini is abomination. It's really unacceptable for a company that prides themselves with proceduralism to have you have to go in and hack it by hand every time.
Edited by Nikodim Fomich - 2021年8月26日 20:27:10
Houdini Lounge » Hacking .env file to accept 3rd party plugins
- Nikodim Fomich
- 67 posts
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I really don't understand why in 2021 we still have to hack Houdini literally in order to use plugins. It's so frustrating and I hope SideFX figures this issue out.
So I have Redshift installed and I already hacked it in so it's working properly, but now I want to try Arnold renderer and even with all the online tutorials and installation guide it's still not showing up in Houdini. I also installed appropriate version with .py3. Any ideas on how to hack more than 1 3rd party plugin in Houdini ? Thank you
Here's my . env file. H
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_DSO_ERROR = 2
PATH = "$PATH;C:/ProgramData/Redshift/bin"
HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/18.5.596;&"
So I have Redshift installed and I already hacked it in so it's working properly, but now I want to try Arnold renderer and even with all the online tutorials and installation guide it's still not showing up in Houdini. I also installed appropriate version with .py3. Any ideas on how to hack more than 1 3rd party plugin in Houdini ? Thank you
Here's my . env file. H
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_DSO_ERROR = 2
PATH = "$PATH;C:/ProgramData/Redshift/bin"
HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/18.5.596;&"
Houdini Lounge » Subnet folders disappearing nodes ?
- Nikodim Fomich
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I am trying to simplify my workflow by putting often used groups of nodes in Subnets and saving Subnets on a Shelf that I added specifically just for that. So it's not HDAs that I am making but shortcut to groups of often used nodes. Like folders rather.
But every time I drop these Subnets in my session they end up empty with 1-4 default input nodes. My originally created nodes are never inside. Does anyone know why this might be happening? Thank you
But every time I drop these Subnets in my session they end up empty with 1-4 default input nodes. My originally created nodes are never inside. Does anyone know why this might be happening? Thank you
Houdini Lounge » Up resing sim in Houdini / adding extra detail ?
- Nikodim Fomich
- 67 posts
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Can someone explain to me how to up res simulation in Houdini ? Someone told me that I can add more detail to the sim if I resimulate it. Basically like adding extra wrinkles to the general Vellum cloth sim, adding extra detail in the water sim or extra fracture in RBD and so on. But using a first pass of the sim to layer on top. So how does one drive one sim with the other or layer on top?
Thank you
Thank you
Edited by Nikodim Fomich - 2021年8月17日 00:26:47
Houdini Lounge » Vornoi surface deformation hiding
- Nikodim Fomich
- 67 posts
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Does anyone know how to handle hiding prefractured geo? I have a bridge collapsing and the road I was able to hide with active/inactive attribute being applied to a delete node but these metal rails just won't work with that. As you see it's really clean topology before voronoi and then it just looks messd up after that. Any ideas? Thank you.
Edited by Nikodim Fomich - 2021年8月10日 00:18:08
Houdini Lounge » What is *=?
- Nikodim Fomich
- 67 posts
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antc
is there an example that would
Oh I see, that makes sense. Thank you for clarifying that.
@asm Thank you.
Edited by Nikodim Fomich - 2021年8月9日 12:36:53
Houdini Lounge » What is *=?
- Nikodim Fomich
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asm
In VEX (and other programming languages) X*=Y is not a mathematical expression but a syntax, in this case a short for the mathematical expression X=X*Y.
Thank you for explaining that. I think that's the problem there is a lot of common mathematical things in coding within Houdini that works as expected but than sometimes they break their own rules sort of speak with introducing new concept that meant something else just moments ago in the same node.
So instead of X and Y is there an example that would better paint the picture?
Is this numerogical thing or attribute thing?
Like @P.y*=2 means Take a Position in "y" and multiply it by 2 ? That's what it is right?
Because @P.y in this case is our "X" and 2 is our "Y". So then X = X*Y would be just that, take y position and multiply it by 2.
Which we really are just saying we want @P.y * 2; so instead of saying @P.y = @P.y *2; we do *=. Is that correct?
Edited by Nikodim Fomich - 2021年8月6日 17:11:02
Houdini Lounge » What is *=?
- Nikodim Fomich
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Can someone please explain to me what's the difference between * and *= ? Because it really doesn't make any logical sense to me.
Like if * is multiplying stuff, it's like 2*2=4. That's fine but equals is what it equals to. So if you are gonna make something be equal than what is the purpose of * sign you are already equaling it. So one cancels the other. It's literally like saying something +- something else. I mean which one is it, is it plus or is it minus? Right? Doesn't make sense.
Thank you.
Like if * is multiplying stuff, it's like 2*2=4. That's fine but equals is what it equals to. So if you are gonna make something be equal than what is the purpose of * sign you are already equaling it. So one cancels the other. It's literally like saying something +- something else. I mean which one is it, is it plus or is it minus? Right? Doesn't make sense.
Thank you.
Edited by Nikodim Fomich - 2021年8月6日 15:22:51
Houdini Lounge » Particles won't collide with collider GEO
- Nikodim Fomich
- 67 posts
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BerkErdag
Just checked your scene. I saw that the staticobject1 is empty inside, so particles do not know with what to collide. I turned your ground burst sim into a VDB then put it inside the staticobject1.
See the attached file. I colored the nodes (actually only one node and a null) I added as red to see it easier.
You can also write the VDB version of your sim to a filecache for faster previews.
Oooohhh wow thank you for solving that. I did this before and I guess I totally forgot that VDB's are what I used. For some reason I thought just a simple GEO like a BOX would be enough for collision. Yeah VDB is the way to go, thank you so much for reminding me of this.
Houdini Lounge » Houdini to Unreal animated mesh?
- Nikodim Fomich
- 67 posts
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I am trying to import an animated mesh from Houdini to Unreal Engine. It's not working. I tried to do it via .fbx because that's what I read is the right way not the HDA way. I am not sure how this is done. I have a ground shattering fx that I cached out to .bgeo.sc sequence and now I am trying to have this animation in Unreal. Does anyone know if this is possible and how?
Thank you
Thank you
Houdini Lounge » Particles won't collide with collider GEO
- Nikodim Fomich
- 67 posts
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I have an issue where my debris particles are dropping through every single collider I put. Not sure what the issue is I did this before and it worked fine. I tried everything I knew. I even switched my MERGE node mode to MUTUAL and it's still happening.
It would be amazing if some of you experienced troubleshooters can take a look at this file and see if you can help me out.
Thank you very much.
It would be amazing if some of you experienced troubleshooters can take a look at this file and see if you can help me out.
Thank you very much.
Edited by Nikodim Fomich - 2021年7月2日 17:25:31
Houdini Lounge » Is there a way to spin smoke Tornado style?
- Nikodim Fomich
- 67 posts
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mestela
@nage i
I see. Yes I use LIFE EXPECTANCY in POP SOURCE to set life in seconds. I assumed that what @age would be.
Thank you for explaining that.
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