Very strange.
Can you post your file?
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Technical Discussion » flip collide
- PradeepBarua
- 443 posts
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Technical Discussion » maya to houdini
- PradeepBarua
- 443 posts
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jeffAlembic comes free with Maya 2013 or above. For lower version you need to buy it. Cool thing is that you can even exchange particles which does not come with maya's default alembic.
Alembic is also another good option, especially for caching animated geometry.
Houdini Indie and Apprentice » FLIP & Ocean
- PradeepBarua
- 443 posts
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Houdini Indie and Apprentice » Alembic files - How to scale ?
- PradeepBarua
- 443 posts
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There is couple of ways to scale object. One is to use null at object level and connect it to Alembic Archive. This way you can use Uniform Scale parameter to scale up or down your entire alembic scene.
Another way is to dive inside Alembic Xform, you will find Geometry and its parameter Uniform Scale. This way might be tedious when you have a lot of objects.
Another way is to dive inside Alembic Xform, you will find Geometry and its parameter Uniform Scale. This way might be tedious when you have a lot of objects.
Technical Discussion » Wave Tank Problem..
- PradeepBarua
- 443 posts
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Solitude
The wave tank setup doesn't keep a continual wave motion on the fluids. If that's what you're after, you'll need to bring the vel field into dops and use that to drive the flip. If i have time later today, I'll set up a file for 12.5 … seems to be a popular request.
I think It'll help you Midasssilver.
Technical Discussion » Sticking Viewport
- PradeepBarua
- 443 posts
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I think it's your card problem. Try to update driver. Latest version is 319.23 .
http://www.nvidia.com/object/linux-display-amd64-319.23-driver.html [nvidia.com]
http://www.nvidia.com/object/linux-display-amd64-319.23-driver.html [nvidia.com]
Technical Discussion » Viewport problems please help
- PradeepBarua
- 443 posts
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I think you are at wireframe mode as I could see in your image. Change it to smooth shaded or smooth wire shaded and enjoy.
Technical Discussion » About Fracture questions
- PradeepBarua
- 443 posts
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Here is the solution. Check the example file. I used the same technique in this
test on vimeo.
https://vimeo.com/65544295 [vimeo.com]
test on vimeo.
https://vimeo.com/65544295 [vimeo.com]
Technical Discussion » How to get Large scale foamy waves?
- PradeepBarua
- 443 posts
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My deadline is very tight and client want big foamy waves like DNB bank TV Commercial. Which is the best way to get that kind of effect, Ocean shelf tool to simulate wave or wave tank shelf tool?
If I use Ocean tool then how to get foam out of it?
Pls check attached reference images from DNB Bank TVC.
If I use Ocean tool then how to get foam out of it?
Pls check attached reference images from DNB Bank TVC.
Technical Discussion » Problem with emitting dust from RBD on Impact
- PradeepBarua
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Technical Discussion » Problem with emitting dust from RBD on Impact
- PradeepBarua
- 443 posts
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I've a pre_fracture sphere that is falling down on ground as RBD Fractured Object. When it hits ground, it breaks apart and emit particles on collision(Impacts). I used two methods for that. In method_01
I created an add node which creates a point for each impact at the proper position using dopfield function. Then I added a copy node to create a point for each record on the object using dopnumrecords function.
Then I append another copy node to get the number of RBD fracture pieces and make a copy for each using to arg expressions. Finally I created a popnet node to emit particles on impacts.
Every thing works fine, except emitting unnecessary particles on origin(0,0,0).
In methode_02
I created an add node with single point and appended copy to copy that point as many times as Impacts occurred using dopnumrecords function in number of copies field. Then I added a point sop to get the exact positions of pieces using dopfield expression in Position field. The I copied a grid on those points. Finally I added a popnet.
In this case particles are being emitted only from first piece which objID is 0 (in my case that is piece0 and objID is 2).
I attached my hip file.
Kindly help.
I created an add node which creates a point for each impact at the proper position using dopfield function. Then I added a copy node to create a point for each record on the object using dopnumrecords function.
Then I append another copy node to get the number of RBD fracture pieces and make a copy for each using to arg expressions. Finally I created a popnet node to emit particles on impacts.
Every thing works fine, except emitting unnecessary particles on origin(0,0,0).
In methode_02
I created an add node with single point and appended copy to copy that point as many times as Impacts occurred using dopnumrecords function in number of copies field. Then I added a point sop to get the exact positions of pieces using dopfield expression in Position field. The I copied a grid on those points. Finally I added a popnet.
In this case particles are being emitted only from first piece which objID is 0 (in my case that is piece0 and objID is 2).
I attached my hip file.
Kindly help.
Houdini Lounge » Houdini 13 Wishlist.
- PradeepBarua
- 443 posts
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Thank you Side Effects for speed up Houdini 12.5 and improvement in Alembic.
I really like improvement in mantra render time. Now it renders very fast.
But I'm still missing drag and drop feature to open .hip file in Houdini. I wish that it will be included in Houdini 13.
I really like improvement in mantra render time. Now it renders very fast.
But I'm still missing drag and drop feature to open .hip file in Houdini. I wish that it will be included in Houdini 13.
Technical Discussion » receive shadow from selected object?
- PradeepBarua
- 443 posts
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Use two render nodes. One including plane and object1 and second one including object1 and object2.
Then comp these two layers.
Check attached file.
Then comp these two layers.
Check attached file.
Technical Discussion » Problem with Geometry Solver while source is deforming.
- PradeepBarua
- 443 posts
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I got it. I transfered the color from the previous frame grid (Prev_Frame) to the current frame grid (first input). Just using an extra attribute transfer.
Technical Discussion » Problem with Geometry Solver while source is deforming.
- PradeepBarua
- 443 posts
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I've an animated sphere which is transferring Cd to a deforming
grid. I connected grid to Input1 and sphere to Input2 of solver SOP.
Inside sop solver, I connected Prev_Frame to first input of attribtranfer SOP and Input_2 to second input.
Now it's obvious that I’m going to loose deformation of grid because Prev_Frame is calculating
Rest position of Input1(deforming grid).
I know the problem but don’t know how to fix it.
grid. I connected grid to Input1 and sphere to Input2 of solver SOP.
Inside sop solver, I connected Prev_Frame to first input of attribtranfer SOP and Input_2 to second input.
Now it's obvious that I’m going to loose deformation of grid because Prev_Frame is calculating
Rest position of Input1(deforming grid).
I know the problem but don’t know how to fix it.
Technical Discussion » Spread Transferred Attribute Over Time.
- PradeepBarua
- 443 posts
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Finally I did it. I used point cloud open VOP.
I find the trick in a handy example which comes with Houdini.
I find the trick in a handy example which comes with Houdini.
Technical Discussion » mplay export
- PradeepBarua
- 443 posts
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Go to Export -> QuickTime Movie. a window will popup.
Choose output path then click on save. It will ask you to
choose compression type, do the same then click OK.
That's all you are done.
Choose output path then click on save. It will ask you to
choose compression type, do the same then click OK.
That's all you are done.
Technical Discussion » Spread Transferred Attribute Over Time.
- PradeepBarua
- 443 posts
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I have a animated sphere which is transferring Cd to a grid. To get trail of color, I used CHOP.
I got trail but that is static. I want to spread that trail over time like attached reference MOV.
I attached hip which I got so far.
I got trail but that is static. I want to spread that trail over time like attached reference MOV.
I attached hip which I got so far.
Technical Discussion » Camera Resolution gate problem using Alembic in Houdini.
- PradeepBarua
- 443 posts
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Sometimes it happens when you import camers using Alembic in Houdini from other application.
If you are facing this problem, simply delete Aperture Channel of camera and multiply by ((ch(resx)/ch(resy)*ch(aspect))/1.500000). This will fix problem.
If you are facing this problem, simply delete Aperture Channel of camera and multiply by ((ch(resx)/ch(resy)*ch(aspect))/1.500000). This will fix problem.
Technical Discussion » voronoi fracture - controlling the fracture shape
- PradeepBarua
- 443 posts
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To make a volume out of the box simply use ISOOFFSET SOP or VOLUMEVOP SOP. It's good idea to use VORONOIFRACTUREPOINTS SOP after volume. It gives you more randomness.
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