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Found 12725 posts.

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Technical Discussion » pop force and advect for ragdoll in crowd solver

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masa90210
15 posts
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 2023年9月20日 02:13:51
Hi, I have a crowd setup and a dopnet contains a crowd solver and bullet solver. I want agent to transform to ragdoll by trigger like a flood collision, and ragdoll agent flow with the wave.
Then I tested to plug pop force/advect nodes in bullet and crowd solvers. There are no error message but simulation seems to ignore those pop nodes.
There are another some Force nodes(green color) available to plug after solvers like a gravityForce node. However, functions are limited.
I even tried to add popSolver and sopSolver to multiSolver, but it did not work as we usually expected.

Question is ;
Do we have substitution of pop advect and pop force(for noise) ? Especially I wonder if I can import SOP level's volume vel field and/or point velocities to apply ragdoll agents, and also can we use mesh objects to limit force area?

Thanks for your assistances!!

PS) I found uniformForce node + noiseField behave like pop force. However, I am still looking for how to use a polygon mesh as force area mask, and how to import SDF/density/vel field to drive ragdolls.
Edited by masa90210 - 2023年9月20日 02:16:19
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Technical Discussion » Symbiote CGI

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expo70314911
2 posts
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 2023年9月20日 00:49:19
Hi,I want to make CGI of Symbiote in one each of it just like in Spider-man3.
What should I do first?
And is it possible to adapt this CGI to real life actor like VFX?
Edited by expo70314911 - 2023年9月20日 01:09:39
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Technical Discussion » UV Layout Starting UDIM Parameter not working?

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Lucca
41 posts
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 2023年9月19日 19:35:05
Hey,

On the UVLayout Node the parameter 'starting udim' when pack into udim tiles is activated says that it is the first tile the node starts packing into. However when I use this combined with fixed scaling packing which allows packing into multiple tiles it doesn't seem to change the starting point from where it gets packed when I drag the slider?

Greetings
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Solaris » principled shader to materialx

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blakshep
58 posts
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 2023年9月19日 17:38:03
is there a tool to mass convert principled shaders to materialx?
Cheers
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Technical Discussion » COPs: Refresh Image File in Snippet?

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olivierth
905 posts
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 2023年9月19日 10:25:04
Hi!

When I just use a file node I can easily click on Reload Sequence to update. Probleme is I'm using a snippet to access the file.

I tried removing the path and pasting it back. I also tried to use Edit -> Clear Compositing Cache but it doesnt seam to work... any ideas?
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Houdini Indie and Apprentice » How to make CGI of Symbiote and Venom in Spider-man3.

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expo70314911
2 posts
Offline
 2023年9月19日 07:31:28
Is it possible to make CGI of Symbiote just like this scene.
https://youtu.be/rp_CkPLQ-dk?si=OavjO6nhj3EaEio2 [youtu.be]
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Technical Discussion » Animated geo follow animated geo

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papsphilip
346 posts
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 2023年9月18日 10:08:34
I have a blob that is pulsing.
i have another blob that is just moving around.

how can the first blob follow the second and also bend/stretch when turning?Having some sort of delay when turning.

I know it can be done somehow through vellum but its a bit more tricky.

Any ideas?
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Technical Discussion » PDG + PYTHON HELP

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pup8
1 posts
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 2023年9月18日 05:41:45
Hello,

how do I create a string attribute from a Python Script in the PDG chain for example:


test_string = 'Hello'
attr_name = test

I want to save test_string value into a string attribute when the python script runs without creating an attribute create node. Is that possible?

thanks
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日本語フォーラム » コピースタンプとコピーポイントについて。

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mirizonoricca
2 posts
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 2023年9月18日 05:25:30
「Houdiniビジュアルエフェクト」という参考書を使用し勉強を行っています。

私が使用しているバージョンにはコピースタンプノードがないため、コピーポイントノードを使用し実装しようとしているのですが参考書通りの挙動をしないためご教授お願いいたします。

参考書バージョン:16.5.323
使用しているバージョン:19.5.705

①添付画像:参考書p55,56
実装したいこと:複数種類の形状を複製し配置

②添付画像:参考書p62,73,74
実装したいこと:徐々に大きく

以上、2点についての解決案のご教授お願いいたします。

また、コピーポイントで実装不可の場合は、そのほかノードでの解決案のご教授お願いいたします。
Image Not Found
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Technical Discussion » what's relationship between flip reseed and surface field?

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910297565
2 posts
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 2023年9月18日 05:00:42
Hey guys, I've been running some tests on flip particle reseeding. I set up only one particle as the initial SOP path for the flip object, with parameters like particle field, particle separation (0.005), and both radius scale and grid scale set to 1. Then, I used a gas field wrangle to customize the surface field. I adjusted "particles per voxel" to 8 and set "surface oversampling" to 1 to disable oversampling at boundaries. Additionally, I set both birth and death thresholds to 1 to ensure the particle count matches the product of particles per voxel and voxel count.

Here's what I observed:

If I don't write anything in the gas field wrangle, no new particles are generated during playback, even though I expect 8.
When I add the condition "if(@surface<0) @surface=-0.007;", the particle count remains at 1 during playback.
If I change the condition to "if(@surface<0) @surface=-0.008;", I observe 2 particles during playback. With values like -0.01, I get 4 particles, -0.02 results in 7 particles, and -0.03 gives me the expected 8.
Could anyone shed some light on why -0.007 yields 0 particles, while -0.008 results in 2, and -0.003 gives me 8? I'm curious about the underlying relationship between particle reseeding and the surface attribute. Any insights would be greatly appreciated!

Here is my .hip file below.
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Technical Discussion » Display Automatically custom shelf on Houdini Startup

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Maxiim
1 posts
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 2023年9月18日 04:31:55
Hello! I'm currently working on adding custom shelves in Houdini and after a bit of struggling I've managed to add them as a 'package' Yay! The shelves now load if the package is inside the packages directory which is great and all but I haven't managed to set them to display directly at startup.
The shelves are loaded and ready but I still have to manually brows the shelves list under the '+' sign and tick 'On' the shelf to be displayed.
Is there a way to automatically tick custom shelves ?

Thanks,
Max
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Technical Discussion » What version of MaterialX installed?

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jomaro
55 posts
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 2023年9月17日 17:01:54
How to know what version of MaterialX is already installed with Houdini?
And will be there any way of updating it with the future releases of Houdini?
Thanks
Edited by jomaro - 2023年9月17日 17:02:37
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Technical Discussion » Curve sop not outputting curve but bezier handles instead

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mmwizard
4 posts
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 2023年9月17日 09:49:59
Hi,

I'm confused of how the curve sop works. I see all these video's of nice curves created with the new tool. But for me it isn't working. Instead of a curve i get a line with the drawn points. See attached picture named bezier. The output only consists of the green bezier handels and the line between the ends of these handles.
See attached image named output.

Can someone explane to me what i'm missing?

Kind regards Gilbert
Edited by mmwizard - 2023年9月17日 10:17:01
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Technical Discussion » Nodes not being laid out in OnCreate callback

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AnsonSavage
78 posts
Online
 2023年9月16日 16:48:08
Hi!



I have this HDA that creates a couple of nodes below it so that they all work together.

from pipe.shared.helper.utilities.houdini_utils import HoudiniNodeUtils
myself = kwargs["node"]

apply_rotations_node = myself.createOutputNode(HoudiniNodeUtils.get_node_definition_name('money_apply_rotations'))
add_thickness_node = apply_rotations_node.createOutputNode(HoudiniNodeUtils.get_node_definition_name('money_add_thickness'))
nodes_to_layout = [myself, apply_rotations_node, add_thickness_node]

myself.parent().layoutChildren(items = nodes_to_layout)

When I create the node, it properly creates all the nodes I expect, but it doesn't lay them out together. In fact, the effect is the same if I comment out the last line.




Any ideas why this might be? How can I get them to stick together, kind of like how the timeblend node stays in the right place when a spark trail node is dropped down?

Thanks!
Anson
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Technical Discussion » Audio Sound Card settings and audio realtime tools

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Low3nd
4 posts
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 2023年9月16日 11:45:08
I am looking into Houdini for different project related to sound visualization, and realtime audio synthesis and processing. So far Im getting some nice results generating sound withing Houdini, but now Im trying to use some external sources too, as audio input to combine with the one generated within Houdini, but I dont see any preferences on where to choose audioCard settings within Houdini.

I saw already that it picks up the same settins you choose for your windows sound device and recording, but It would be great being able to access buffer settings, audio channels, etc, within Houdini... Is that even possible?

I am using the "Audio In" operator along with the "Record" one, but it seems pretty limited, unless im missing something.

Anybody else in the same boat?
Edited by Low3nd - 2023年9月16日 11:49:58
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Technical Discussion » Water Simulation - Volume Limits

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aoh2570
1 posts
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 2023年9月16日 08:08:08
I am currently trying to make a splash simulation when my character jumps into a pool (Using Houdini 19.5, build 605 - education license).
However, right now the water hits the 'glass wall' of the Flip solver boundary but I want it to go beyond it - similarly to how water would go outside the pool in real life.

Image Not Found

Image Not Found



I tried to follow one of your tutorials https://www.youtube.com/watch?v=OXBms4cpc6A [www.youtube.com] from 6 years ago when you mentioned 'Volume Limits' as it seems it could be the solution to my problem. However there is on longer a tab for volume limits in the flip solver. I was wondering where this feature is now located in Houdini 19.5, build 605?

Image Not Found



I'd really appreciate if you could help me or offer alternative solutions to creating my desired simulation
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Technical Discussion » Single bone stretch based on distance?

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Dejan Njegus
5 posts
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 2023年9月16日 07:54:24
Hello everybody, need a little tip, how to setup single bone stretch based on distance to (rig) CTRL object? Been digging on the net, but only a few tutorials exists and they all addressing the case of a stretchy arm (or leg) case with IK's and the whole shabang, and I'm not in the mood for "R&D" (i.e. pulling my hair out why something won't work as it should). In my case this would be basis for facial rig in combination with franken muscles and FEM simulations (bunch of these stretchy bones with muscles attached to them). Something like this example in the video. Here is the file of my "progress" so far, I need stretching in "Z" axis, volume preservation is not necessary (imho) . I'm sure there will be a s**ttone of problems along the way (since I'm out of geometry/retopo phase), any more tips would be highly appreciated. I guess the rig (if it's ever created) will be as slow as a wounded snail, but who knows...
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Houdini Engine for Unreal » Houdini to Unreal Engine 5.2

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Rwien3
1 posts
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 2023年9月15日 14:48:30
Hi I was wondering how to put pyrosolver/pyrobake into Unreal Engine 5.2 using the Niagara plugin. I also wanted to ask how to add attributes to the Niagara labs as well, how would know if the updated attributes saved.
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Technical Discussion » FBX Output Issues

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davidbk
5 posts
Offline
 2023年9月15日 10:50:05
Hello! Working with Houdini Indie for a few days now and I am noticing numerous issues with the FBX Output SOP when outputting meshes.

Here are my questions / issues...

1) Why do I get errors with the ROP FBX Output SOP that I do not get with ROP Geometry Output SOP? In my network, I have a height field with erode node. When I try to save the FBX to disk, there is an error on the FBX Output:
"Invalid source ../heightfield_erode/smooth_water/compile_end15, First writable volume has no corresponding volume".

The error is not present when using ROP Geometry Output SOP.

2) How do I output an FBX sequence using the ROP FBX Output SOP? When I set the frame range to 'Render Frame Range' and add '$F' as a suffix to the file name, only the first frame renders.

3) This post [www.sidefx.com] mentions a workaround to outputting FBX sequences using a script, however in my use case, I am noticing that the output is painfully slow. I imagine it's calculating the entire network on every output and trashing the cache, but I'm not entirely sure. Is there a way to get the FBX Output to keep the existing cache and only update the necessary nodes?

4) The ROP Geometry Output SOP seems to do everything I need for outputting OBJ sequences. If I use this node to output FBX files, I can't open the files in Unity or the Windows 3D viewer. They seem to be corrupted / not properly formatted. Is there a way to set proper FBX formatting using the ROP Geometry Output?

Thanks!
Edited by davidbk - 2023年9月15日 11:02:43
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Technical Discussion » HCMD/HSCRIPT - Running from Third Party App

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plimph
1 posts
Offline
 2023年9月15日 10:10:57
Hi -

I'm trying to run a Houdini simulation from a custom C# app. I can easily use my app to open a command prompt, switch to my Houdini install folder, and get hcmd.exe started, but every command after that is ignored. Doing it manually, without the C# app, once I get hcmd.exe running, I can easily use cmdread to read a batch file to handle running hscript and rendering everything. Does anybody know a way to run my Houdini project from the command line using hscript with an argument to make it run the cmdread command after the hip file opens?

Thanks!
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