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Houdini Indie and Apprentice » Select only outside edges? Lot Subdivision
- ProceduralFrankie
- 76 posts
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Technical Discussion » New in 17.5? group node problem
- ProceduralFrankie
- 76 posts
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Technical Discussion » Import camera and scene from Nuke to Houdini
- ProceduralFrankie
- 76 posts
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Hi!
This tutorial explains how to export a camera from Nuke to maya, just focus on the export part and simply, once in Houdini:
Import > Alembic Scene or Fbx
https://www.youtube.com/watch?v=KrLkGqASUiY [www.youtube.com]
This tutorial explains how to export a camera from Nuke to maya, just focus on the export part and simply, once in Houdini:
Import > Alembic Scene or Fbx
https://www.youtube.com/watch?v=KrLkGqASUiY [www.youtube.com]
Technical Discussion » Camera Projection of a Moving Camera
- ProceduralFrankie
- 76 posts
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Technical Discussion » Camera Projection of a Moving Camera
- ProceduralFrankie
- 76 posts
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Hi there,
I have been scratching my head about how to project a texture form a moving camera that gradually reveals the footage onto a deforming.
Everyting good and easy if the camera is still, but the problem arises becasue this particluar shot has a long back
dolly close to the ground so i guess i would need to project all the frames of the said plate onto it. In other words, in frame number 1 you can not see some part of the plate that you can see in frame number 100.
How would i need to approach this problem?
Mny Thanks
Frankie
I have been scratching my head about how to project a texture form a moving camera that gradually reveals the footage onto a deforming.
Everyting good and easy if the camera is still, but the problem arises becasue this particluar shot has a long back
dolly close to the ground so i guess i would need to project all the frames of the said plate onto it. In other words, in frame number 1 you can not see some part of the plate that you can see in frame number 100.
How would i need to approach this problem?
Mny Thanks
Frankie
3rd Party » Redshift plugin tips
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone.
Hopefully i am posting this question in the proper space, if not please let me know and I will promptly move it where it belongs!
I am building a scene which has both neon lights that create a nice neon-like foggy look and regular pyro volumes.
I was wondering if it was possible to selectively activate the “volumetric scattering” options in the Redshift Rop in order to make only some of the lights in the scene create the said foggy look and still have regular volumes render as normal smokes etc.
Thank you for your time
Frankie
Hopefully i am posting this question in the proper space, if not please let me know and I will promptly move it where it belongs!
I am building a scene which has both neon lights that create a nice neon-like foggy look and regular pyro volumes.
I was wondering if it was possible to selectively activate the “volumetric scattering” options in the Redshift Rop in order to make only some of the lights in the scene create the said foggy look and still have regular volumes render as normal smokes etc.
Thank you for your time
Frankie
Technical Discussion » How to Get the pointbumber of points in a group
- ProceduralFrankie
- 76 posts
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Hello everyone,
I am trying to get the number of points in a group with the pointlist fuction, but having it erroring.
If you can help me out it would be much appreciated.
Thanks
Francesco
I am trying to get the number of points in a group with the pointlist fuction, but having it erroring.
If you can help me out it would be much appreciated.
Thanks
Francesco
Technical Discussion » Custom AttTransfer With Effector in Vops
- ProceduralFrankie
- 76 posts
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Hello everyone,
I was wandering how would I need to approach the need to trasnfer an attribute, say N, from a geometry to and identical one with an effector or some sort of object which position determines where the attribute is transfered.
When the transfer is from an A to a B object, the solution is a pretty straight farward classic Attribute Transfer Sop, but how about the A to B through C scenario?
I have found an easy fix with Sops: boolean substract a sphere form a grid A, copy the normal attribute from grid A to the product of the boolean then attribute trasfer from the product of the boolean to the B grid. Still this is very intricate and culd easily get superslow when dealing with more complex geomety, how could it be build inside Vops using some sort of geometry as bias/effector?
I attached an Hip with what i have so far
Thank you for yor time
Frankie
I was wandering how would I need to approach the need to trasnfer an attribute, say N, from a geometry to and identical one with an effector or some sort of object which position determines where the attribute is transfered.
When the transfer is from an A to a B object, the solution is a pretty straight farward classic Attribute Transfer Sop, but how about the A to B through C scenario?
I have found an easy fix with Sops: boolean substract a sphere form a grid A, copy the normal attribute from grid A to the product of the boolean then attribute trasfer from the product of the boolean to the B grid. Still this is very intricate and culd easily get superslow when dealing with more complex geomety, how could it be build inside Vops using some sort of geometry as bias/effector?
I attached an Hip with what i have so far
Thank you for yor time
Frankie
Edited by ProceduralFrankie - 2019年7月13日 20:50:55
Technical Discussion » Houdini won't read Font
- ProceduralFrankie
- 76 posts
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Hi there,
After a clean install of Windows and of Houdini 17.5.229 many f the fonts i had working are now erroring
“Unable to read file Adobe blabla” , it appears as it's only the Adobe ones.
I tried to reintall 17 but still won't load the font.
Any idea?I attached a scene, don't mind the TraceSOP
Thanks
Frankie
After a clean install of Windows and of Houdini 17.5.229 many f the fonts i had working are now erroring
“Unable to read file Adobe blabla” , it appears as it's only the Adobe ones.
I tried to reintall 17 but still won't load the font.
Any idea?I attached a scene, don't mind the TraceSOP
Thanks
Frankie
Edited by ProceduralFrankie - 2019年5月6日 14:07:16
Houdini Lounge » HQueue on Windows, network permission errors
- ProceduralFrankie
- 76 posts
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Hi everyone,
Sorry to dig this up but would anyone be so kind to explain what this means:
“2. Create a separate render login with administrator privileges and access to the shared drive. (everybody logs into this when they leave for the day and/or this is what you use for dedicated render nodes)”?
I am having some issues with setting up HQueue on Windows 10.
Sorry to dig this up but would anyone be so kind to explain what this means:
“2. Create a separate render login with administrator privileges and access to the shared drive. (everybody logs into this when they leave for the day and/or this is what you use for dedicated render nodes)”?
I am having some issues with setting up HQueue on Windows 10.
Technical Discussion » SOP Solver Doubts
- ProceduralFrankie
- 76 posts
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Hey mrcatfish,
thank you for taking the time, i must have been very tired when i uploaded the scenefile.
Here the update
If you happen to have any better workflow for this I will gladly accept any suggestion
Frankie
thank you for taking the time, i must have been very tired when i uploaded the scenefile.
Here the update
If you happen to have any better workflow for this I will gladly accept any suggestion
Frankie
Technical Discussion » SOP Solver Doubts
- ProceduralFrankie
- 76 posts
- Offline
Hey guys, I have been struggling with this setup all day. What I am trying to do is blow up this debris from the ground progressively as a trigger goes trough the shattered geo. I created a constraintnetwork and i am disabling some constraints overtime with a sop solver inside the Dop, then i am also trying to update the velocity of each piece that i created in SOP level by calling it with another Sop solver but i can't make it work. I am not sure i am using the sopsolver the right way. I know i am almost there but i think I am hitting a wall. If anyone could help it would bevery much appreciated.
Thanks
Francesco
Thanks
Francesco
Technical Discussion » Clusterin Pyro on the y axes
- ProceduralFrankie
- 76 posts
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Hey everyone,
I am a bit struggling with more advanced pyro stuff, I have to make a very tall and hi res smoke plume from a relatively large flat source.
Now I did make it a cluster from the shelf and that works fine on the orizontal plane, but in order to maintain the containers hi res I was wandering if and how, I could cluster them also vertically along the y axes in orther to avoid a number of thin but supertall containers which would as well lose resolution and solve slower.
In you have any tip, tutorials or other valuables information it would be great
Thank you
Frankie
I am a bit struggling with more advanced pyro stuff, I have to make a very tall and hi res smoke plume from a relatively large flat source.
Now I did make it a cluster from the shelf and that works fine on the orizontal plane, but in order to maintain the containers hi res I was wandering if and how, I could cluster them also vertically along the y axes in orther to avoid a number of thin but supertall containers which would as well lose resolution and solve slower.
In you have any tip, tutorials or other valuables information it would be great
Thank you
Frankie
Technical Discussion » Hard Constraint Unknown Behaviour
- ProceduralFrankie
- 76 posts
- Offline
Thank you guys!
Very busy this days but i will dig into them and have a look
MrCatfish I would like to deform the car, IF YOU do you have any tips on they would be very appreciated
Very busy this days but i will dig into them and have a look
MrCatfish I would like to deform the car, IF YOU do you have any tips on they would be very appreciated
Technical Discussion » Hard Constraint Unknown Behaviour
- ProceduralFrankie
- 76 posts
- Offline
Technical Discussion » Hard Constraint Unknown Behaviour
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
I have been studying Bullet solver and constraints for destructions,and run into some problems with Hard constraints.
As you can see from the attached I have 2 main problems:
1. the Hard Constraints are read by the network since it visualizing them but they stretch all the way in a weird manner. Now i searched a lot and only found this thread which i could relate to https://www.sidefx.com/forum/topic/44390/ [www.sidefx.com] . Although it sound like the problem i am having i don't understand what he means by
- “if you have deforming rbd where all motion is from deformation then you need to constraint
to the actual points and not to the rbd object itself as rbd object is not moving, the link
you are seeing is probably just visual line to center of mass”
2. the rbd packed object disappears if i set the “constraint force mixing” paramter on the hard constraint node
Any help is much much appreciated
Many Thanks
Francesco
I have been studying Bullet solver and constraints for destructions,and run into some problems with Hard constraints.
As you can see from the attached I have 2 main problems:
1. the Hard Constraints are read by the network since it visualizing them but they stretch all the way in a weird manner. Now i searched a lot and only found this thread which i could relate to https://www.sidefx.com/forum/topic/44390/ [www.sidefx.com] . Although it sound like the problem i am having i don't understand what he means by
- “if you have deforming rbd where all motion is from deformation then you need to constraint
to the actual points and not to the rbd object itself as rbd object is not moving, the link
you are seeing is probably just visual line to center of mass”
2. the rbd packed object disappears if i set the “constraint force mixing” paramter on the hard constraint node
Any help is much much appreciated
Many Thanks
Francesco
Edited by ProceduralFrankie - 2019年3月3日 13:48:09
Technical Discussion » Customize Autorig?
- ProceduralFrankie
- 76 posts
- Offline
Hello Mr Goldfarb,
I have seen your masterclass but not your dedicated series about rigging, do you treat this particlar issue there? If not, would you give me a hint for the workflow?
Thank you for your time and asnwer!
I have seen your masterclass but not your dedicated series about rigging, do you treat this particlar issue there? If not, would you give me a hint for the workflow?
Thank you for your time and asnwer!
Technical Discussion » Customize Autorig?
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
I have been trying to autorig a character, everything work very well but I would need to have a rotation control for both elbow and knee, just like the wrist. Can i customize the autorig setup or should i build the arm and leg from scratch?
Thank you
Francesco
I have been trying to autorig a character, everything work very well but I would need to have a rotation control for both elbow and knee, just like the wrist. Can i customize the autorig setup or should i build the arm and leg from scratch?
Thank you
Francesco
Technical Discussion » Custom Gravity Workflow?
- ProceduralFrankie
- 76 posts
- Offline
Hello everyone,
I am trying to achieve a custom gravity force, an inverse radial sort to say which would allow me to attract DOP objects to the walls of an arbitrary geometry, in this case a tubish shape. Until now I could come up with this:
- Assigning to the Dop Gravity Force the Normal value of the primitives of the attractor, with a prim function, but it only takes into account the normal of the single primitive specified.
- Creating a radial gravity , negate it and make the tube a collider. The problem here is that since the force is applied in every direction, the object get attracted also where there is no geometry and therefore they don't act as if they where dropped on the ground and keep sliding and rolling.(Idea discarded because it would always push in every direction)
- Creating a SDF from the geometry and use the volume gradient to create a force that attracts stuff towards it. Here as well the objects keep rolling and seem to be attracted where there is no geometry regarless of how close to the surface i drop them. In this particular case I don't know what is not working, maybe because I am using the volume for generating the force but the surface for collisions? I think I am missing something inside the vopnet.
Could someone point me toward the solution?
Thank you for you help and sorry for the long reading
Attempts attached
I am trying to achieve a custom gravity force, an inverse radial sort to say which would allow me to attract DOP objects to the walls of an arbitrary geometry, in this case a tubish shape. Until now I could come up with this:
- Assigning to the Dop Gravity Force the Normal value of the primitives of the attractor, with a prim function, but it only takes into account the normal of the single primitive specified.
- Creating a radial gravity , negate it and make the tube a collider. The problem here is that since the force is applied in every direction, the object get attracted also where there is no geometry and therefore they don't act as if they where dropped on the ground and keep sliding and rolling.(Idea discarded because it would always push in every direction)
- Creating a SDF from the geometry and use the volume gradient to create a force that attracts stuff towards it. Here as well the objects keep rolling and seem to be attracted where there is no geometry regarless of how close to the surface i drop them. In this particular case I don't know what is not working, maybe because I am using the volume for generating the force but the surface for collisions? I think I am missing something inside the vopnet.
Could someone point me toward the solution?
Thank you for you help and sorry for the long reading
Attempts attached
Technical Discussion » Otl licence error
- ProceduralFrankie
- 76 posts
- Offline
Hello there,
having trouble installing this .otl from orbolt, does anyone know how to fix this?
Many Thanks
Francesco
having trouble installing this .otl from orbolt, does anyone know how to fix this?
Many Thanks
Francesco
Edited by ProceduralFrankie - 2019年1月1日 18:06:56
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