What are you using for collision, RBD or Volume?
If Volume then animate Activation.
And for RBD you can animate merge's activation or use a null and switch it with rbd after certain frame, this is what I usually do.
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Technical Discussion » Controls Flip Particle Collision
- PradeepBarua
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Houdini Learning Materials » Re-entry flames
- PradeepBarua
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Houdini Lounge » Polygon reduction / decimation?
- PradeepBarua
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Houdini Lounge » Generating Scene....... time
- PradeepBarua
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It calculates scene data like geometry, lights etc. and generate IFD out of that which takes time before image starts rendering.
Houdini Lounge » How to Up-res FLIP TANK sim?
- PradeepBarua
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Malcolm Zaloon
Yes, because the overall behaviour of simulation change to much when i decrease particle separation, and i have a already “approved” look.
If you don't want to change look and want to increase particle count, then you can use “pointreplicate” sop.
Houdini Indie and Apprentice » attribute create
- PradeepBarua
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Technical Discussion » How Gas Advect combine voxel value?
- PradeepBarua
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Technical Discussion » About Mantra
- PradeepBarua
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Other than Mantra Houdini also supports other render engines like Renderman, Arnold and 3Dlight. You motion work 3Dlight is better and faster.
To reduce render time in Mantra use Ray Tracing Engine
And go to Properties>Sampling:
1. Turn off Allow Motion Blur (by default it's off)
2. Reduce Pixel Samples
3. Reduce Volume Quality
4. Turn off Stochastic Transparency
And under Dicing reduce Shading Quality Multiplier.
That way you will get faster render by sacrificing render quality.
To reduce render time in Mantra use Ray Tracing Engine
And go to Properties>Sampling:
1. Turn off Allow Motion Blur (by default it's off)
2. Reduce Pixel Samples
3. Reduce Volume Quality
4. Turn off Stochastic Transparency
And under Dicing reduce Shading Quality Multiplier.
That way you will get faster render by sacrificing render quality.
Houdini Lounge » Get Particle Hit UV Infos of Static Body
- PradeepBarua
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When you use Rigid Body Solver or a Static Solver, you get Impacts data. You can get hitnum only solving data by POPSolver. By involving other solvers you will always get Impacts which you can access using “dopnumrecords” expression function. Here hitnum = number of records.
In other words:
POPs are DOPs for other solvers, so Impacts data get created.
In your case collisions are not being solved by POPSolver. In fact it's solving by merge DOP.
In other words:
POPs are DOPs for other solvers, so Impacts data get created.
In your case collisions are not being solved by POPSolver. In fact it's solving by merge DOP.
Houdini Lounge » How to remove a shelf tool from tab menu
- PradeepBarua
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Just delete your Houdini preference folder or rename as “_old”.
On linux you find it:
/home/user/houdiniXX.x
On linux you find it:
/home/user/houdiniXX.x
Houdini Lounge » FBX Export questions - caveats & things to know
- PradeepBarua
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Latest build of Houdini 13 doesn't have FBX2015 which is latest release from AD. While Houdini 13 have FBX2014. In production I faced constrain and skinning exchange issue from Maya to Houdini even it crashes Houdini and rest of other things works fine for me. now days I prefer alembic to FBX as it's faster and having a lot of options for display and rendering. You can export rig also. But you can't tweak animation and it may crashes your Houdini session.
If you want to tweak animation then go for FBX otherwise alembic is better option.
If you want to tweak animation then go for FBX otherwise alembic is better option.
Houdini Lounge » Mantra Display Device
- PradeepBarua
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Houdini Learning Materials » Biped Rig FBX export example
- PradeepBarua
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Apprentice version does not allow to export scene data in .fbx or .abc with rig and all. You can only write sop level data to read in houdini only.
Simply File>Export>… does not work.
Simply File>Export>… does not work.
Houdini Lounge » houdini learning problem
- PradeepBarua
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I suggest you to start from basic rather than going directly for particles. You might lost. so start from basic, first learn how Houdini works? Use shelf tools and check generated network what is going on inside.
Houdini Lounge » Why is Houdini difficult to learn in my experience
- PradeepBarua
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If you have good knowledge of Maths and Physics plus passion and want to work your on way then Houdini is for you. It's best of them all. Here you have not rely on default solvers, you can create your own. There is always workflow changes with major releases that make sense that SESI updated something which worth to buy it not like those companies who just chang logo and color with no major update every year.
Technical Discussion » Select Edges by Point number in expressions
- PradeepBarua
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Technical Discussion » Group flip objects ?
- PradeepBarua
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popadvectbyvolumes requires volume just like pyro or any SDF or VDB. You have to feed one of those.
And using multiple object is not slow. it's just container to hold data which we can fetch at sop level for surfacing and rendering.
And using multiple object is not slow. it's just container to hold data which we can fetch at sop level for surfacing and rendering.
Technical Discussion » Blood drippings on the wall
- PradeepBarua
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Houdini Learning Materials » Emit Particle Fluid button does not accept default enter
- PradeepBarua
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With each Houdini's major release, workflow changes.
In Houdini 13 you have to select an object first to emit particle fluid.
In Houdini 13 you have to select an object first to emit particle fluid.
Houdini Lounge » FLIP scaling
- PradeepBarua
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