Hello.
I'm just learning and usually I use Linux and Apprentice ver. but would like to try Windows. After installing on Windows 10 and launching Houdini, there are no buttons or other parts of the interface. On hover, the buttons are signed and can be used. There are no errors, the drivers are updated. Houdini 17.5 has same problems. On Linux, I did not observe any similar problems. Laptop: core i5 8265u, UHD 620
Has anyone met like that?
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Technical Discussion » No tools and buttons on Windows
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Work in Progress » Gear Generator
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https://vimeo.com/372301612 [vimeo.com]
https://vimeo.com/372302022 [vimeo.com]
The generator randomly distributes points along a given plane, builds a path along the points, and based on this path creates the correct gear size with the centers at these points. Only the radius of the first gear is set (as a percentage of the distance between the first two points), the radiuse of the remaining gears are dependent on it. In the case of the intersection of the gears, the generator will automatically move the gear to the next level (the beginning of a new path is created). If gears with different levels are located nearby, the generator will create two gears at different levels centered at one point. There is a random seed for choosing the type of gears (only 3 types, each with its own settings: solid (with an additional ratchet mechanism), with knitting needles, a flywheel (with an additional spring). For each type there is a probability of occurrence (from 0 to 1), you can set minimum threshold radius for displaying gears of only the solid type (to avoid errors at small radius). The base is built on the points of the centers of the gears (random seed here touches the starting point at each level), you can choose the shape for the base (input geometry or convex hull of the gears) or build only the inside of the base (this creates sharp angles, which sometimes requires to fix it by hand ) When you turn on the last level of the foundation and with the selected inside only mode, it should be understood that at the last level there may not be enough points for the generator to work correctly, as a result of which the last level cannot be created or will not be created correctly. It is possible to adjust the height of the levels and the relative height of the gear. You can change the length and height of the gear teeth, while the necessary rotation of the gear is automatically calculated. For animation, the rotation angle of the first gear is set (the others are dependent on it) and the compression ratio of the springs. The ratchet mechanism does not use simulations (only geometric calculations), while small intersections of the locks with the geometry of the gear wheel and their intermittent movement at extremely low speeds are possible (if necessary, there are many parameters that affect the shape of the lock).
https://vimeo.com/372302022 [vimeo.com]
The generator randomly distributes points along a given plane, builds a path along the points, and based on this path creates the correct gear size with the centers at these points. Only the radius of the first gear is set (as a percentage of the distance between the first two points), the radiuse of the remaining gears are dependent on it. In the case of the intersection of the gears, the generator will automatically move the gear to the next level (the beginning of a new path is created). If gears with different levels are located nearby, the generator will create two gears at different levels centered at one point. There is a random seed for choosing the type of gears (only 3 types, each with its own settings: solid (with an additional ratchet mechanism), with knitting needles, a flywheel (with an additional spring). For each type there is a probability of occurrence (from 0 to 1), you can set minimum threshold radius for displaying gears of only the solid type (to avoid errors at small radius). The base is built on the points of the centers of the gears (random seed here touches the starting point at each level), you can choose the shape for the base (input geometry or convex hull of the gears) or build only the inside of the base (this creates sharp angles, which sometimes requires to fix it by hand ) When you turn on the last level of the foundation and with the selected inside only mode, it should be understood that at the last level there may not be enough points for the generator to work correctly, as a result of which the last level cannot be created or will not be created correctly. It is possible to adjust the height of the levels and the relative height of the gear. You can change the length and height of the gear teeth, while the necessary rotation of the gear is automatically calculated. For animation, the rotation angle of the first gear is set (the others are dependent on it) and the compression ratio of the springs. The ratchet mechanism does not use simulations (only geometric calculations), while small intersections of the locks with the geometry of the gear wheel and their intermittent movement at extremely low speeds are possible (if necessary, there are many parameters that affect the shape of the lock).
Work in Progress » Procedural Landscape
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Landscape, river, river shore, roads, bridges, benches, lamps, fence, grass (procedural fur shader) - are created automatically in random places (changing random seed and river count). Is possible edit everything by hand (add/remove river, road, bridge and other). Others objects are procedurally but they need to be moved. Huts - each tower is unic with unic windows and doors places and wall pattern. Are adjusting: count of towers, size, maximum floor, base size of roof and random seed. Boxes and barrels - is possible to change count, size and random seed. Pumpkins - base shape is procedural and random seed for deformation. The Mill - height is adjusting, base radius and random seed for deformation.
Work in Progress » Snake simulation
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Unfortunately I know nothing about Unreal Engine I have never worked in there and Unity too. If you think about animation only I suppose that you can try to use one of popular formate (like fbx) I think UE will read this file. But if you think about simulation in UE I can't say anything, sorry. For me it is only a hobby I don't know whole gamedev pipeline and don't use it. It is just an entertainment for me.
Work in Progress » Snake simulation
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This work is one of the way to create a snake wave movement animation by DOP context (research a simulation of snake`s locomotion by dynamic tools of Houdini).
According to research snakes use synchronized muscle work for this movement and different body friction coefficients for forward movement, backward movement and sideways movement. Because how to simulate every muscle and flakes position is not clear for me so I have used a little trick with velocity (@v) to simulate fulcrums which the snake uses to move (you can see the fulcrums on the traces left by natural snake with this movement) exactly I removed negative value of @v.x and set to 0 sideways movement (@v.z) at these points. If I remove this external influence on velocity it is possible to watch why snake doesn`t use this method to move on flat and smooth surfaces (like glass). Forward movement (like others movement here) is calculated due to body bending only. The snake`s body is a chain of packed Convex Hall primitives with different constraints they are used like muscles. Two wave functions for horizontal and vertical movement direct of constraint work (is possible change speed, amplitude,period and other). Changing these parameters I can get something madness or reverse movement which is used for some snake robot or forward movement. Of course I have used packed primitives and it is very easy convert to spline IK animation with bones.
It is not so controlled way of animation like spline animation but it is allow to create more natural animation more quickly. It was a good experience!
According to research snakes use synchronized muscle work for this movement and different body friction coefficients for forward movement, backward movement and sideways movement. Because how to simulate every muscle and flakes position is not clear for me so I have used a little trick with velocity (@v) to simulate fulcrums which the snake uses to move (you can see the fulcrums on the traces left by natural snake with this movement) exactly I removed negative value of @v.x and set to 0 sideways movement (@v.z) at these points. If I remove this external influence on velocity it is possible to watch why snake doesn`t use this method to move on flat and smooth surfaces (like glass). Forward movement (like others movement here) is calculated due to body bending only. The snake`s body is a chain of packed Convex Hall primitives with different constraints they are used like muscles. Two wave functions for horizontal and vertical movement direct of constraint work (is possible change speed, amplitude,period and other). Changing these parameters I can get something madness or reverse movement which is used for some snake robot or forward movement. Of course I have used packed primitives and it is very easy convert to spline IK animation with bones.
It is not so controlled way of animation like spline animation but it is allow to create more natural animation more quickly. It was a good experience!
Work in Progress » Procedural Dynamic Step Mechanism
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Thank you
I used Angular Motor function in Hard Constraint Relationship node for position type constraint.
For much faster walking I would use Time Wrap node or exclude Spring constraint
I used Angular Motor function in Hard Constraint Relationship node for position type constraint.
For much faster walking I would use Time Wrap node or exclude Spring constraint
Edited by PrintScreen - 2019年8月14日 05:50:54
Work in Progress » Procedural Dynamic Step Mechanism
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Hello everyone.
It is my first experiment with DOP context - Procedural Dynamic Step Mechanism (PDSM - do not confuse!). The base of it is the simple step mechanism of Chebyshev (without a pair of leg's beams, there are constraints but there are not beams). There is a constraint with angular velocity (engine) which rotate and move other parts of this construction. Every move is calculated by DOP context (Bullet Solver with packed geometry). Many parts are adjusted: size and number of mechanism, lehgth and transform of legs, look of cabin and other. Very simple create big or small machine with any number of cabin, realy that have to do is adjusting DOP parameters (solver, physical parameters, constraint's parameters for springs and engine) and keep an eye on correctness of size.
Animation:
https://vimeo.com/353523183 [vimeo.com]
Animation on place (static base):
https://vimeo.com/353523578 [vimeo.com]
It is my first experiment with DOP context - Procedural Dynamic Step Mechanism (PDSM - do not confuse!). The base of it is the simple step mechanism of Chebyshev (without a pair of leg's beams, there are constraints but there are not beams). There is a constraint with angular velocity (engine) which rotate and move other parts of this construction. Every move is calculated by DOP context (Bullet Solver with packed geometry). Many parts are adjusted: size and number of mechanism, lehgth and transform of legs, look of cabin and other. Very simple create big or small machine with any number of cabin, realy that have to do is adjusting DOP parameters (solver, physical parameters, constraint's parameters for springs and engine) and keep an eye on correctness of size.
Animation:
https://vimeo.com/353523183 [vimeo.com]
Animation on place (static base):
https://vimeo.com/353523578 [vimeo.com]
Edited by PrintScreen - 2019年8月13日 04:27:13
Work in Progress » Old home. Procedural modeling
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This is an evolution for the previous idea but was made like new with some simplifications. Strange Castle! Consist 2 nodes: first (Parameters) - add attributes for type of walls, roof and door, second - create all other things. Making building starts from any count flate polygons (it can be Ngons, not only rectangles) and each must have the Parameters node. Then merge it and give it to input of the second node. All will create automatically.
Work in Progress » Old home. Procedural modeling
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Thank you. I didn't have this goal to create textured objects, have too old and weak laptop for it (2x1,5GHz 4GB Intel HD3000), any render is sadness. Also, haven't artist experience and vision to make it beutyfull.
Edited by PrintScreen - 2019年7月10日 03:39:18
Work in Progress » Old home. Procedural modeling
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Hello all! 3D is my hobby, some months ago I had started to learn Houdini (had 1 year experience of C4D) and I admired Houdini's methods of procedural modeling. Now have some projects with procedural modeling. My first work is Old Home - this procedural model is creating from any 4-angles plane (just need to connect output of plane to input of subnetwork). Walls, windows, roof, door, destruction are procedural and each has controllers
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