Hi,
unfortunatly the grain solver seems ignore the collideIgnore pop node which works exactly as I need it.
Is there any way to make a particle stream in the grain solver ignoring a collision object?
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Technical Discussion » Use pop collideIgnore with grains
- haggi krey
- 53 posts
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Technical Discussion » How to export point attributes as texture
- haggi krey
- 53 posts
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Technical Discussion » How to export point attributes as texture
- haggi krey
- 53 posts
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Hi,
I have a deformation on a surface. Now I'd like to use this deformation in another program as a displacement map. I can save the displacement attribute as a float point attribute. But how can I export this attribute?
I have a deformation on a surface. Now I'd like to use this deformation in another program as a displacement map. I can save the displacement attribute as a float point attribute. But how can I export this attribute?
Houdini Engine for Maya » Multiple vertexColors
- haggi krey
- 53 posts
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Thanks. We render with Arnold, so first I'll try to compile the Arnold alembic procedural for maya. Maybe this solves our problems at the moment.
Houdini Engine for Maya » Multiple vertexColors
- haggi krey
- 53 posts
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Hi,
in houdini I have a meshed liquid sim. Now I'd like to transfer this to maya with attributes like velocity and maybe some other attributes like density or vorticity.
I can simply convert the velocity to color which is then transferred by the houdini engine to a vertexColor map. But how can I add other attributes and maybe create a secondary vertexColor map?
in houdini I have a meshed liquid sim. Now I'd like to transfer this to maya with attributes like velocity and maybe some other attributes like density or vorticity.
I can simply convert the velocity to color which is then transferred by the houdini engine to a vertexColor map. But how can I add other attributes and maybe create a secondary vertexColor map?
Houdini Engine for Maya » Best workflow for rbd sims
- haggi krey
- 53 posts
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Houdini Engine for Maya » Best workflow for rbd sims
- haggi krey
- 53 posts
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Hi,
In maya i have a large pile of hires textured books. What I want is to simulate the books in houdini and bring the result back into maya what means translation and rotation to be able to transfer the simulation back to the original books. So what's the best workflow?
As much as I know I cannot export hierarchies to houdini via houdini engine, is that correct? So my only possiblity is to merge all the books, simulate them and bring them back into maya and extract the necessary data somehow from the simulation result. This sounds a bit complicated to me, is there a simpler way?
In maya i have a large pile of hires textured books. What I want is to simulate the books in houdini and bring the result back into maya what means translation and rotation to be able to transfer the simulation back to the original books. So what's the best workflow?
As much as I know I cannot export hierarchies to houdini via houdini engine, is that correct? So my only possiblity is to merge all the books, simulate them and bring them back into maya and extract the necessary data somehow from the simulation result. This sounds a bit complicated to me, is there a simpler way?
Houdini Engine for Maya » Changing Topology Mesh Motion Blur?
- haggi krey
- 53 posts
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Woudn't it be useful to use point velocities in these cases?
Is that possible with the engine? Alembic saves the geometry with point velocitites as much as I know.
Is that possible with the engine? Alembic saves the geometry with point velocitites as much as I know.
Technical Discussion » Using OpenVDB lib for standalone
- haggi krey
- 53 posts
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Hi,
because my other approaches were not really successful, I thought I'd simply try to use the Houdini implementation of the vdb library to build a standalone tool. I use the openvdb_print example from openvdb_dev repository. Then I simply used the houdini includes, libs and dll paths to compile it. It compiles but during execution I get an “bad allocation” error during the first registerGrind() method:
openvdb::Grid<openvdb::tree::Tree4<bool, 4, 3, 3>::Type>::registerGrid();
I use VS2012 on Windows 7. Or is is simply a bad idea to try to use the sesi vdb lib in another environment than houdini?
because my other approaches were not really successful, I thought I'd simply try to use the Houdini implementation of the vdb library to build a standalone tool. I use the openvdb_print example from openvdb_dev repository. Then I simply used the houdini includes, libs and dll paths to compile it. It compiles but during execution I get an “bad allocation” error during the first registerGrind() method:
openvdb::Grid<openvdb::tree::Tree4<bool, 4, 3, 3>::Type>::registerGrid();
I use VS2012 on Windows 7. Or is is simply a bad idea to try to use the sesi vdb lib in another environment than houdini?
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