I was wanting to know how this was done and what was necessary to get it working properly in Houdini. I can get the tracked footage to display in houdini but I see no actual video footage displaying in the viewport. Can someone help me with this please?
Thanks,
Hairston
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Technical Discussion » Exporting matchmove from boujou 4.0 to Houdini 10?
- hairston630
- 96 posts
- Offline
Technical Discussion » Problem after importing .igs files (nurbs curves)
- rdane1010
- 120 posts
- Offline
When I import an .ige (iges) file that is of nurbs curves it just shows as one sop that doesn't actually have the actual curves although when I am in the sop it provides I can move the individual curves around but can't cut and re-paste them or get them to be actual curves so that I can do things like use it as a backbone of a sweep.
I am wondering if there is a way to be able to convert the data imported as an .igs into being truly usable in this sense. thanks
I am wondering if there is a way to be able to convert the data imported as an .igs into being truly usable in this sense. thanks
Houdini Indie and Apprentice » Photorealistic Flames
- aswaab
- 214 posts
- Offline
Overall I have been really impressed with the smoke and pyro tools in Houdini. However, I am having a lot of trouble creating realistic flames.
Volumetric flames come out either blobby or soft, even with very high grid densities.
The best results I have had have been advecting particles through the sim and then meshing the particles with a particle fluid mesh to render as flames. The flames have much more detail this way, but I have some trouble getting a convincing shader for this approach.
I am wondering if anyone has good example of amazing flames done in Houdini or if they can give me some guidance on how I can improve the results I'm describing. The flames I have seen posted thus far have been ok, but not incredible in my opinion.
I would post what I have done, but unfortunately I am under NDA.
Volumetric flames come out either blobby or soft, even with very high grid densities.
The best results I have had have been advecting particles through the sim and then meshing the particles with a particle fluid mesh to render as flames. The flames have much more detail this way, but I have some trouble getting a convincing shader for this approach.
I am wondering if anyone has good example of amazing flames done in Houdini or if they can give me some guidance on how I can improve the results I'm describing. The flames I have seen posted thus far have been ok, but not incredible in my opinion.
I would post what I have done, but unfortunately I am under NDA.
Technical Discussion » Line endings in loaded OTL scrips/extra files
- mikeboers
- 9 posts
- Offline
Howdy!
I have a number of python modules that I am adding to OTLs in either the scripts panel or extra files panel (both have the same behaviors I will describe).
When I press the “Reload All Files” button, all the files are indeed reloaded, but it appears that they are being loaded with Windows style (ie “\r\n”) style line endings. If I just float my mouse over the new file and hit return (adding a newline to the top of the file) then they are all converted to Unix style (ie “\
n”).
I have determined this by printing `repr(source)` just inside the _createModule function in the toolutils.py module, as I am using toolutils.createModuleFromSection to build modules from these files.
The problem is that the Windows style line endings that are in there initially will not compile. The compile call in the _createModule function throws a SyntaxError.
My files all have Unix style endings.
Any ideas as to what is up?
I have a number of python modules that I am adding to OTLs in either the scripts panel or extra files panel (both have the same behaviors I will describe).
When I press the “Reload All Files” button, all the files are indeed reloaded, but it appears that they are being loaded with Windows style (ie “\r\n”) style line endings. If I just float my mouse over the new file and hit return (adding a newline to the top of the file) then they are all converted to Unix style (ie “\
n”).
I have determined this by printing `repr(source)` just inside the _createModule function in the toolutils.py module, as I am using toolutils.createModuleFromSection to build modules from these files.
The problem is that the Windows style line endings that are in there initially will not compile. The compile call in the _createModule function throws a SyntaxError.
My files all have Unix style endings.
Any ideas as to what is up?
Houdini Indie and Apprentice » Fractured object won't break apart
- cmw
- 3 posts
- Offline
Hi all,
I am really new to Houdini and I just tried to create a simple example based
off the shattered glass example file. I have a triangulated grid that is partitioned
and I just want it to fall apart when it hits the ground plane.
I am using a RBD Glue Object and I have glue strength set to .05 as in
the example file, but nothing happens except a regular rigid body reaction to
the entire plane.
I'm kind of unclear also on how you are supposed to use groups and when
they are automatically created etc. Also, what is supposed to be the input
to the dopimport node when you are using groups? A merge?
Thanks in advance for any help! I'm attaching my file.
I am really new to Houdini and I just tried to create a simple example based
off the shattered glass example file. I have a triangulated grid that is partitioned
and I just want it to fall apart when it hits the ground plane.
I am using a RBD Glue Object and I have glue strength set to .05 as in
the example file, but nothing happens except a regular rigid body reaction to
the entire plane.
I'm kind of unclear also on how you are supposed to use groups and when
they are automatically created etc. Also, what is supposed to be the input
to the dopimport node when you are using groups? A merge?
Thanks in advance for any help! I'm attaching my file.
Technical Discussion » Problem creating fluid from object after importing geometry
- rdane1010
- 120 posts
- Offline
I have modeled something in moi and imported to houdini and am having problems when trying to create liquid from this object. I have tried this with just a regular box that I made in houdini and it works fine.. I select the object, then the liquid container and then the box shows up as liquid in my renders.. however with anything else, such as something that I import it does not seem to be working..
so far I have tried adding a volume sop to the object but I don't know much about this so I'm not sure if I need to do something else since I know an object needs to have volume to apply the liquid from object.
I am kind of lost in regards to this so if anyone has any advice I would greatly appreciate it.
so far I have tried adding a volume sop to the object but I don't know much about this so I'm not sure if I need to do something else since I know an object needs to have volume to apply the liquid from object.
I am kind of lost in regards to this so if anyone has any advice I would greatly appreciate it.
Technical Discussion » Rigging problem, Because of virus ?
- aplink
- 365 posts
- Offline
I am using houdini 10.0.295 with a new Mac.
Sometimes i can not rotate two nodes at the same time even after selecting both nodes. The capture region keeps changing slightly by itself.
And rotated position keeps changing slightly in between capture override and deform sop. wonder why/
Can any one help me.
Are there any newer version ?
Steve
Sometimes i can not rotate two nodes at the same time even after selecting both nodes. The capture region keeps changing slightly by itself.
And rotated position keeps changing slightly in between capture override and deform sop. wonder why/
Can any one help me.
Are there any newer version ?
Steve
Houdini Indie and Apprentice » improved electron microscope shader
- cspears2002
- 38 posts
- Offline
I'm getting closer to nailing down my electron microscope scene. I took some advice from Jeff on constructing the shader. The quote is included below. My solution was to create a headlamp shader that the user can invert with a parameter. The surface color is created by combining the headlamp shader with a lambert shader. Finally, I use COPs to tweak the look. Let me know what you think!
I want to tackle depth of field next. Which method is best? Should I use the depth of field effect available in mantra or the one in COPs?
I want to tackle depth of field next. Which method is best? Should I use the depth of field effect available in mantra or the one in COPs?
Just to be geekey…
Few care to realize that an electron microscope image is a “false image”. Some objects observe what looks like lambertian headlight shading while others exhibit the inverse of that lighting model.
Take a look at the poster boy image of pollen in the wikipedia web site:
http://en.wikipedia.org/wiki/File:Misc_pollen.jpg [en.wikipedia.org]
You'll notice that the smaller pollen in between the larger pollen have bright edges and dark centers. Reverse of default Lambertian shading. No they are not the shape of blood cells but are roughly spherical.
Here's another image where the entire critter is shown in this reverse lambertian like headlight lighting model:
http://farm1.static.flickr.com/232/535424122_ad2369aa79.jpg [farm1.static.flickr.com]
No there are no “lights” in an electron microscope so rim lighting makes no sense to solve this problem.
If you research this further (which all prospective shader writers should do ) you will find that smaller thinner structures will exhibit this reverse-lambertian shading while larger solid objects shade with a lambertian response. Then there is the electron microscope itself. Depending on the model it varies as well. All depends on how the structures were coated with a metal (usually gold as it can be put in an incredibly thin layer) and how the electron microscope renders the collected bounced electrons' energy.
You will want a control on your electron microscope shader that allows you to flip the shading on a per structure basis if you really want to leapfrog the endless supply of physically incorrect electron microscope shaders that seem to proliferate the web-o-sphere…
Technical Discussion » Difference between gas_diffusion and gas_blur microsolver?
- pclaes
- 257 posts
- Offline
Hi,
What is the difference between the gas_diffusion and the gas_blur microsolver?
I was under the impression that they were pretty much the same thing as they seem to be used for a similar purpose.
Inside the pyrosolver in the temp_field_advect1 network box, there is a “diffuse_smoke” that is done using a Gas Blur.
I am making colored smoke and want to diffuse the smoke (so the colors mix) and was wondering if I should use a gas blur or a gas diffuse microsolver.
Thanks for any advice.
What is the difference between the gas_diffusion and the gas_blur microsolver?
I was under the impression that they were pretty much the same thing as they seem to be used for a similar purpose.
Inside the pyrosolver in the temp_field_advect1 network box, there is a “diffuse_smoke” that is done using a Gas Blur.
I am making colored smoke and want to diffuse the smoke (so the colors mix) and was wondering if I should use a gas blur or a gas diffuse microsolver.
Thanks for any advice.
Work in Progress » Rail Gun Bullet Trail Issues – Matching the film Eraser
- rjq
- 12 posts
- Offline
Hey all,
I am trying to make bullet trails that match the look of the trails made by the rail gun in the movie Eraser (here is a clip for reference: Eraser Rail Gun [youtube.com])
What it looks like to me is that they have a volume that has the solid property of metaballs, but then dissipates with a very high viscosity to cause the swirling. I have tried to convert metaballs to a fog volume and then use that as the density is a volume emitter, but still can't get the look right.
I think the key thing I am having issues with is the shader, getting that ramped look like a normal falloff with geometry, but I can't really figure out how to do it with volumes. I don't even know if that would be the way to solve it, that seems like just one piece. This way they dissipate seems to be an issue as well, I tried the dissipate microsolver, but couldn't get it to work. Attached is a version of a hip file I was using.
Any help/suggestions would be greatly appreciated.
I am trying to make bullet trails that match the look of the trails made by the rail gun in the movie Eraser (here is a clip for reference: Eraser Rail Gun [youtube.com])
What it looks like to me is that they have a volume that has the solid property of metaballs, but then dissipates with a very high viscosity to cause the swirling. I have tried to convert metaballs to a fog volume and then use that as the density is a volume emitter, but still can't get the look right.
I think the key thing I am having issues with is the shader, getting that ramped look like a normal falloff with geometry, but I can't really figure out how to do it with volumes. I don't even know if that would be the way to solve it, that seems like just one piece. This way they dissipate seems to be an issue as well, I tried the dissipate microsolver, but couldn't get it to work. Attached is a version of a hip file I was using.
Any help/suggestions would be greatly appreciated.
Technical Discussion » Where is....(RESOLVED)
- hairston630
- 96 posts
- Offline
I have tried looking in the documents forever and cannot find it. It says its on the dynamics level but I have checked and checked and no find. I have also looked a level up in the pyrosolver but didnt see it. I am trying to cause my pyro simulation to emit smoke at a much faster rate, like a large explosion. The smoke rises too slow for the default parameters. Any help would be HIGHLY appreciated. Thank you.
Hairston
Edit: I found it, thanks anyway.
Hairston
Edit: I found it, thanks anyway.
Houdini Lounge » Need help on missing file texture
- prabu
- 8 posts
- Offline
Hi all,
Im new to houdini, Im maya user. I wish to know. Is there any script available for finding missing file texture and remapping it.. For maya there is an MEL script called FileTextureManager… Im looking for similar kind of script… or if you can guide me with command which does that it will be great…
Im aware of hscript command fdependls… This will list out file dependent for the scene…..Im looking for remaping also…..
Im new to houdini, Im maya user. I wish to know. Is there any script available for finding missing file texture and remapping it.. For maya there is an MEL script called FileTextureManager… Im looking for similar kind of script… or if you can guide me with command which does that it will be great…
Im aware of hscript command fdependls… This will list out file dependent for the scene…..Im looking for remaping also…..
Technical Discussion » Missing file texture
- prabu
- 8 posts
- Offline
Hi all,
Im new to houdini, Im maya user. I wish to know. Is there any script available for finding missing file texture and remapping it.. For maya there is an MEL script called FileTextureManager… Im looking for similar kind of script… or if you can guide me with command which does that it will be great…
Im aware of hscript command fdependls… This will list out file dependent for the scene…..Im looking for remaping also…..
Im new to houdini, Im maya user. I wish to know. Is there any script available for finding missing file texture and remapping it.. For maya there is an MEL script called FileTextureManager… Im looking for similar kind of script… or if you can guide me with command which does that it will be great…
Im aware of hscript command fdependls… This will list out file dependent for the scene…..Im looking for remaping also…..
Technical Discussion » age(unit in seconds) per point on l-system?best way?
- patar
- 280 posts
- Offline
i have a l-system thats evolving overtime. and i want to create an attribute for each point that works kinda like age in particle system (so the unit is in second)
i know about lage attribute and its not working like the way i want.
my current solution is to use particle, but i think there must be a better solution(since if i use particle i have to simulate each time i change the parameter)
best regards
Patar
i know about lage attribute and its not working like the way i want.
my current solution is to use particle, but i think there must be a better solution(since if i use particle i have to simulate each time i change the parameter)
best regards
Patar
Houdini Lounge » bug or what?
- ramin22
- 70 posts
- Offline
Hi everybody.
i have had this font problem with houdini 10. if you look at the photo attached you'll get what i mean. i thought it is a bug or something. but even the 295 build has the same problem. any idea what i should do?
by the way i use nvidia fx 5200. win vista 32.
i don't have this problem with version 9.5 although i have two big red planes in my view port instead of vectors. houdini 10 has the same problem.
about these red planes: someone on the forum complained about the same problem and i thought it will be address in newer builds but it hasn't. so i am not sure if it is a bug or a compatiblity problem.
i have had this font problem with houdini 10. if you look at the photo attached you'll get what i mean. i thought it is a bug or something. but even the 295 build has the same problem. any idea what i should do?
by the way i use nvidia fx 5200. win vista 32.
i don't have this problem with version 9.5 although i have two big red planes in my view port instead of vectors. houdini 10 has the same problem.
about these red planes: someone on the forum complained about the same problem and i thought it will be address in newer builds but it hasn't. so i am not sure if it is a bug or a compatiblity problem.
Work in Progress » Water Simulation test#2:HALLWAY
- Sebastian83
- 15 posts
- Offline
Hi all,
Here's my second houdini fluid simulation.
This time I realized a big amount of water that flows along an Hallway. I've paid attention on the simulation and on the mesh quality, but not very much on the rendering. At the end of the clip I also showed a playblast from houdini viewport.
Simulation Time: about 10 hours
Rendering Time:about 4 hours
The next step is to add some whitecaps.
Hope you'll like it.
Bye,
Mirco
Here's the link:
http://www.youtube.com/watch?v=CofCcsSYIsg [youtube.com]
Here's my second houdini fluid simulation.
This time I realized a big amount of water that flows along an Hallway. I've paid attention on the simulation and on the mesh quality, but not very much on the rendering. At the end of the clip I also showed a playblast from houdini viewport.
Simulation Time: about 10 hours
Rendering Time:about 4 hours
The next step is to add some whitecaps.
Hope you'll like it.
Bye,
Mirco
Here's the link:
http://www.youtube.com/watch?v=CofCcsSYIsg [youtube.com]
Technical Discussion » problem with renderman
- souls7ealer
- 57 posts
- Offline
hi
I have a problem with renderman rendering. The problem is that I cant render with renderman. everytime that I try to render with renderman my renderman node becomes red and I have this error
Error: command exit code: 127
there is nothing special in my scene, just a sphere, a light and a camera. Then I create renderman output node.
Thanks for your response, :cry:
I have a problem with renderman rendering. The problem is that I cant render with renderman. everytime that I try to render with renderman my renderman node becomes red and I have this error
Error: command exit code: 127
there is nothing special in my scene, just a sphere, a light and a camera. Then I create renderman output node.
Thanks for your response, :cry:
Technical Discussion » Font SOP unicode characters?
- tamte
- 8749 posts
- Offline
is there any way to create characters like ľĺščťžýáíéúóôä through Font SOP?
it does not allow me to type it directly and i do not want to use \\`199` syntax because it gives me different characters for different fonts
(it needs to be tweakable so importing texts as eps won't help me either)
i am trying to do it with python script reading directly from file but the characters are somehow converted to ascii chars
any suggestions are welcomed
it does not allow me to type it directly and i do not want to use \\`199` syntax because it gives me different characters for different fonts
(it needs to be tweakable so importing texts as eps won't help me either)
i am trying to do it with python script reading directly from file but the characters are somehow converted to ascii chars
any suggestions are welcomed
Technical Discussion » lightSelection and per-primitive material assignment (bug?)
- riviera
- 1694 posts
- Offline
Hi,
Yesterday I was experimenting with light linking using the Light Selection (lightcategories) parameter (added to objects on the /obj level).
However once I started using per-primitive material assignments (sop level), on such objects this parameter seemed not to work anymore (such objects simply rendered black). Is there anything I should know about using per-primitive material assignment with Light Selection or is it some kind of bug?
imre
Yesterday I was experimenting with light linking using the Light Selection (lightcategories) parameter (added to objects on the /obj level).
However once I started using per-primitive material assignments (sop level), on such objects this parameter seemed not to work anymore (such objects simply rendered black). Is there anything I should know about using per-primitive material assignment with Light Selection or is it some kind of bug?
imre
Technical Discussion » pyro optional fuel
- ranger_marcus
- 10 posts
- Offline
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