Hi,
when using the Group SOP, sometimes when I have it set to primitives, it selects individual faces so I end up with face indicies like 1-100 200-201 etc and other times it treats each connected set of faces in an objects as a primitive, so head could have an index 0, body could be 1 etc.
I see this different for a rest object of a character vs the animated model of the character. Any ideas why? It makes them incompatible in a point deform.
Thanks,
Adnan
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Houdini Indie and Apprentice » Group SOP Primitive selects faces or objects at times
- madguru
- 96 posts
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Houdini Indie and Apprentice » Vellum cloth slow down over time?
- madguru
- 96 posts
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Hi,
I just wanted to check in to see if anyone had seen Vellum Cloth slow down over time over the course of a several thousand frame shot? The sim starts at just under a second per frame and without any visible crumpling or issues that would seem to cause slower performance it ends up at 6 seconds per frame after a couple of hundred frames. This would not be a big deal, but over the course of thousands of frames any optimization would go a long way.
Thanks,
Adnan
I just wanted to check in to see if anyone had seen Vellum Cloth slow down over time over the course of a several thousand frame shot? The sim starts at just under a second per frame and without any visible crumpling or issues that would seem to cause slower performance it ends up at 6 seconds per frame after a couple of hundred frames. This would not be a big deal, but over the course of thousands of frames any optimization would go a long way.
Thanks,
Adnan
Houdini Indie and Apprentice » Pyro Flame Renders white
- madguru
- 96 posts
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Thanks for looking Oaboraz. I adjusted the fuel setting but still no color. I ended up just creating a new scene file and that worked.
Houdini Indie and Apprentice » Pyro Flame Renders white
- madguru
- 96 posts
- Offline
Hi,
I used the pyro fx flames shelf button in Houdini 18 (I'm just learning Pyro) to set an object on fire. I can't get it to be orange for some reason. It just renders white, and very thin at that. Any ideas? See attached file.
Thank you.
Adnan
I used the pyro fx flames shelf button in Houdini 18 (I'm just learning Pyro) to set an object on fire. I can't get it to be orange for some reason. It just renders white, and very thin at that. Any ideas? See attached file.
Thank you.
Adnan
Technical Discussion » Does Time Scale work in vellum hair simulations?
- madguru
- 96 posts
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Thanks Tomas! That was exactly what was needed. I just assumed that Houdini would do a linear interpolation between frames on its on, but the Time Blend SOP after the body animation, did the job.
Thanks!
Adnan
Thanks!
Adnan
Technical Discussion » Does Time Scale work in vellum hair simulations?
- madguru
- 96 posts
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Hi,
I created a hair setup with the usual guide groom, guide deform, guide simulate workflow in Houdini 17.5.173. The character is moving at a very high speed which causes the hair to stretch and go a bit crazy. judging by the documentation, I should lower the Time Scale value under the Vellum Solver tab in the guide simulate node. I have tried reducing to .5, .01 or even increasing to 2 and many other higher and lower values, but the sim just stretches, explodes and crumples. It sims fine during normal motion parts of the animation. Any ideas?
thanks.
I created a hair setup with the usual guide groom, guide deform, guide simulate workflow in Houdini 17.5.173. The character is moving at a very high speed which causes the hair to stretch and go a bit crazy. judging by the documentation, I should lower the Time Scale value under the Vellum Solver tab in the guide simulate node. I have tried reducing to .5, .01 or even increasing to 2 and many other higher and lower values, but the sim just stretches, explodes and crumples. It sims fine during normal motion parts of the animation. Any ideas?
thanks.
Houdini Indie and Apprentice » Guide deformed curves exporting incorrectly
- madguru
- 96 posts
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It seems there is a problem with guide deform, where if you export the output of that node to an alembic and reimport, you will see that the curves have exploded all over. Has anyone else seen this?
Houdini Indie and Apprentice » Blend Shape Node with Hair Curves, Alembic ROP export issue
- madguru
- 96 posts
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Hi,
I have a vellum hair sim setup using the usual Guide Groom, Guide Deform, Guide Simulate chain of nodes.
I'm taking the Guide Deform output and Guide Sim output and blendshaping between selected curves user defined by a group for cleaning up curves that are getting stuck in a collider etc. Basically, this allows the user to blend back specified curves from sim shape to guide deform (static) shape.
This all looks good in Houdini, but when I export via a ROP Alembic, the blended curves shoot off in the alembic. If I blend all curves, the output looks correct, but this setup where I am blending only selected curves, looks correct in Houdini, but the output alembic is wrong.
I can't post a file or image right now, but here is a description of the nodes:
object merge: guideDeform/OUT_ANIMGUIDES
object merge: Vellum Solver Curves
both go into group nodes set to primitive, where the user can select the curves to blend.(both groups are identical in name and base group contents).
These groups go into a blendshape node with the group specified so only those curves are blended. (I have alternately tried point node and point wrangle to do the blend, with the same correct look in Houdini, incorrect in output alembic)
This blend is then going to a transform node to scale and orient object for other DCC package, then out to the ROP alembic.
I'm not sure if something is causing double transforms, but the blended curves shoot off from where they should. Is there some attribute on the curve that would cause this?
Help.
Thanks,
Adnan
I have a vellum hair sim setup using the usual Guide Groom, Guide Deform, Guide Simulate chain of nodes.
I'm taking the Guide Deform output and Guide Sim output and blendshaping between selected curves user defined by a group for cleaning up curves that are getting stuck in a collider etc. Basically, this allows the user to blend back specified curves from sim shape to guide deform (static) shape.
This all looks good in Houdini, but when I export via a ROP Alembic, the blended curves shoot off in the alembic. If I blend all curves, the output looks correct, but this setup where I am blending only selected curves, looks correct in Houdini, but the output alembic is wrong.
I can't post a file or image right now, but here is a description of the nodes:
object merge: guideDeform/OUT_ANIMGUIDES
object merge: Vellum Solver Curves
both go into group nodes set to primitive, where the user can select the curves to blend.(both groups are identical in name and base group contents).
These groups go into a blendshape node with the group specified so only those curves are blended. (I have alternately tried point node and point wrangle to do the blend, with the same correct look in Houdini, incorrect in output alembic)
This blend is then going to a transform node to scale and orient object for other DCC package, then out to the ROP alembic.
I'm not sure if something is causing double transforms, but the blended curves shoot off from where they should. Is there some attribute on the curve that would cause this?
Help.
Thanks,
Adnan
Houdini Engine for Unreal » Lights from Houdini to Unreal
- madguru
- 96 posts
- Offline
Hi,
I found that I can export light transforms from Houdini to Unreal by applying Galagast's method (https://www.sidefx.com/forum/topic/52429/) for exporting Camera animation. The only difference was that for lights, I needed to swap the Y and Z for transform and rotation on the export to match Unreal's world coordinate axis. The Camera import in Sequencer seems to take care of this.
Are there any other tips for getting similar settings to Houdini Mantra lights as a starting point in Unreal?
Thanks,
Adnan
I found that I can export light transforms from Houdini to Unreal by applying Galagast's method (https://www.sidefx.com/forum/topic/52429/) for exporting Camera animation. The only difference was that for lights, I needed to swap the Y and Z for transform and rotation on the export to match Unreal's world coordinate axis. The Camera import in Sequencer seems to take care of this.
Are there any other tips for getting similar settings to Houdini Mantra lights as a starting point in Unreal?
Thanks,
Adnan
Houdini Engine for Unreal » Houdini Environment map to Unreal Skylight Cubemap?
- madguru
- 96 posts
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Hi,
is it possible to export a map that I used in an environment light in Houdini as a cubemap that will give a similar result used in an Unreal Skylight?
Thanks,
Adnan
is it possible to export a map that I used in an environment light in Houdini as a cubemap that will give a similar result used in an Unreal Skylight?
Thanks,
Adnan
Houdini Engine for Unreal » How to Control Houdini Terrain Resolution in UE4
- madguru
- 96 posts
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Hi,
I am using a Houdini Indie HDA in Unreal Engine 4.23 to bring in a heightfield terrain. It comes in fine, but I don't know how to increase the resolution. Here are my settings in engine.
I am using a Houdini Indie HDA in Unreal Engine 4.23 to bring in a heightfield terrain. It comes in fine, but I don't know how to increase the resolution. Here are my settings in engine.
Houdini Indie and Apprentice » Guide deformed curves exporting incorrectly
- madguru
- 96 posts
- Offline
Hi,
I have a hair sim setup using the Guide Deform with external curves. It looks great in the viewport. I am trying to cache out the curves from the guide deform, but they come in as bunches of curves by the character's feet when I import the alembic of the guide deformed curves. The simmed curves come in correctly.
Any ideas?
Thanks,
Adnan
I have a hair sim setup using the Guide Deform with external curves. It looks great in the viewport. I am trying to cache out the curves from the guide deform, but they come in as bunches of curves by the character's feet when I import the alembic of the guide deformed curves. The simmed curves come in correctly.
Any ideas?
Thanks,
Adnan
Houdini Indie and Apprentice » Hair Growing Long on Sim
- madguru
- 96 posts
- Offline
Hi,
I have a vellum sim setup with alembic curves. Upon simming it grows very long and wigs out. Have a look at the image and attached sim file. I am not sure what is going on here.
Thanks,
Adnan
I have a vellum sim setup with alembic curves. Upon simming it grows very long and wigs out. Have a look at the image and attached sim file. I am not sure what is going on here.
Thanks,
Adnan
Image Not Found
Edited by madguru - 2019年10月25日 12:03:40
Houdini Indie and Apprentice » Chop or delete hairs based on geometry
- madguru
- 96 posts
- Offline
Thanks a lot for this. It was really helpful. If I can get that point color added to the heightfield it will be even more seamless. Thanks again!
Houdini Indie and Apprentice » Chop or delete hairs based on geometry
- madguru
- 96 posts
- Offline
Thanks for the reply BabaJ. I have put together the attached sample file. Basically, since I will be closeup to the blades of grass, I want to create a small indentation on the heightfield ground at the base of each hair to integrate it better with the ground. This would help it look like the grass is growing out of the ground. It could also be just a dark spot added to the color of the ground at the place where the grass is growing from.
Adnan
Adnan
Edited by madguru - 2019年9月28日 10:15:21
Houdini Indie and Apprentice » displacement at hair root on heightfield terrain
- madguru
- 96 posts
- Offline
Hi,
I have put together the attached sample file. Basically,where the grass intersects the box, I would like to be able to cut the grass(hair) at that place or delete hairs that intersect the box.
Thanks.
I have put together the attached sample file. Basically,where the grass intersects the box, I would like to be able to cut the grass(hair) at that place or delete hairs that intersect the box.
Thanks.
Edited by madguru - 2019年9月28日 10:35:08
Houdini Indie and Apprentice » Chop or delete hairs based on geometry
- madguru
- 96 posts
- Offline
Hi,
How can I delete or cut hairs based on intersection with a given piece of geometry?
thanks!
How can I delete or cut hairs based on intersection with a given piece of geometry?
thanks!
Houdini Indie and Apprentice » cloud renders to disk flat white, renders fine in houdini
- madguru
- 96 posts
- Offline
Thank you! That was exactly the problem. 1 light had a shadow set to depth map instead of raytrace. I changed it to raytrace shadows and now it is good. You saved me a lot of headache. thanks!
Adnan
Adnan
Houdini Indie and Apprentice » cloud renders to disk flat white, renders fine in houdini
- madguru
- 96 posts
- Offline
Hi,
houdini 17.5, mantra render, cloud with cloud material renders fine in render view, but renders white in render to disk. I can even save the render view image also as an exr and it looks correct. Rendering same out node and camera. See image.
Any ideas?
Thanks,
Adnan
houdini 17.5, mantra render, cloud with cloud material renders fine in render view, but renders white in render to disk. I can even save the render view image also as an exr and it looks correct. Rendering same out node and camera. See image.
Any ideas?
Thanks,
Adnan
Houdini Indie and Apprentice » Comp Fog not Rendering all Buckets with Fog
- madguru
- 96 posts
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Thanks for the reply Kate.
It does not appear to me that it is clipping on a particular plane. It is more like some render buckets are not rendering the fog on each frame and it is not consistent. So I get several squares (I'm assuming render buckets) where the image is there, except for the fog, but the buckets around it have the fog.
Adnan
It does not appear to me that it is clipping on a particular plane. It is more like some render buckets are not rendering the fog on each frame and it is not consistent. So I get several squares (I'm assuming render buckets) where the image is there, except for the fog, but the buckets around it have the fog.
Adnan
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