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Hi Dominik,
How about splitting it into two simulations? You can source the fluid
from your desired location outside the sphere, when particles collide
with the sphere you kill them. Then in SOP's you build a new source from
the particles that die on the current frame, but slightly displaced by
the normal of the sphere, so they are inside. Then in the second
simulation you can source from those points and have this fluid collide
with the inside of the sphere.
The cool thing about this, is that it can work in any situation with any
piece of enclosed geometry :-)
Cheers,
Nick, be Nimble
-- 2014 the year where things become clearer --
+31 622 4243 94 | www.nicknimble.com | www.facebook.com/nicknimble
On 24/02/14 13:30, Dominik wrote:
> Hey list,
>
> Is it possible to make flip collide but only from the normal direction. Let me explain. Ie: I want to pour liquid from the outside of a sphere, but when the liquid enter the sphere, I want it to start colliding with the sphere interior.
>
> I'm thinking about giving a group to particles inside the collision object and use this group in my static object. But I'm not sure it will work because the collision is apply to the flip object and not per particle. I will try some ideas today, but if you think to a solution, let me know.
>
> Thanks
>
> Doum
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Hi,
I started to work on the integration of Fabric Splice into Houdini:
https://vimeo.com/126371420
A kind of portable VOP graph if you will ;).
My free time on this project is very limited and I think it could evolve
into something very interesting. The github repo will be public very soon,
but if you are a developer with good Houdini knowledge and would like to
contribute just let me know !
Cheers,
Guillaume
Does anyone use Amazon's Houdini rendering? Is it still active? I have
searched and searched and searched the Amazon AWS website after signing up
and can find exactly no mention of Houdini or Side Effects.
http://www.sidefx.com/images/stories/news/HQueue_Cloud/hqueue_cloud_guide...
That document is wildly out of date, as are the ROPs when set to Cloud.
Is this still a thing?
--
Cheers,
Peter B
--Dinner is ruined!
Hi,
does anyone have experiance with importing openFoam simulation caches
into houdini for rendering?
if so any tips or advice would be greatly appreciated
thanks
Miles
I just read the article on the site and wow, what a career Janet!
What a luxury to be able to retire at age 50 ;-)
Enjoy whatever comes next.
Rudi
On 25-6-2015 00:54, sidefx-houdini-list-request at sidefx.com wrote:
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> Today's Topics:
>
> 1. Re: Janet Fraser Retires (Alvaro Castaneda)
> 2. Re: Janet Fraser Retires (Graham D. Clark)
> 3. Re: Janet Fraser Retires (CaYuS)
> 4. Re: Janet Fraser Retires (Lars van der Bijl)
> 5. Re: Janet Fraser Retires (Andrew Lyons)
> 6. Re: Janet Fraser Retires (Rangi Sutton)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 24 Jun 2015 11:30:58 -0600
> From: Alvaro Castaneda <varomix at gmail.com>
> To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com>
> Subject: Re: [Sidefx-houdini-list] Janet Fraser Retires
> Message-ID:
> <CALMuYUgTOG7MK3aHmk1wq2HwRFA-1ZVFtOXct0AmfLk1Mxrd9w at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> ?so long and thanks for all the fish hehe
>
> Thank you Janet ?for everything, specially dealing with all of us crazy
> people using Houdini :)
>
> Enjoy it
>
> Cheers!
>
> On Wed, Jun 24, 2015 at 11:24 AM, Frederic Servant <
> frederic.servant at gmail.com> wrote:
>
>> Bye Janet, it's been a privilege working with you.
>>
>> Thanks for all the help, advice and friendliness and enjoy the next
>> adventure!
>>
>> Cheers,
>> --
>> Fred
>>
>> On Wed, Jun 24, 2015 at 5:32 PM, Ben Schrijvers <
>> ben.schrijvers at guerrilla-games.com> wrote:
>>
>>> Oh no!
>>> I'll switch to Maya now :-P
>>>
>>> If you read this Janet then all the best wishes from Amsterdam!
>>>
>>> x,
>>> benS
>>>
>>> _______________________________________________
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>
> ------------------------------
>
> Message: 2
> Date: Wed, 24 Jun 2015 14:08:33 -0700
> From: "Graham D. Clark" <mailgrahamdclark at gmail.com>
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Janet Fraser Retires
> Message-ID:
> <CAGK8=7n3FCLz2+Vug3JJo3oZ1q1owx=vaW-mNKA46e2B5kBJ-Q at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> Thanks Janet for everything over the years.
> Best, Graham
bloody rich test format....geez
anyway...for a temporary pivot
select the points.. hit the ' key snap the control to any point or
surface ... hit the ' key...
-------- Original Message --------
Subject: Re: [Sidefx-houdini-list] houdini modeling?
From: Sam Cuttriss <teanau at gmail.com>
Date: Wed, May 13, 2015 1:16 pm
To: sidefx-houdini-list at sidefx.com
Here is chinny describing sticky key: pivot / snapping interaction
https://www.youtube.com/watch?v=8jWfwJtiysQ
So to rotate a cube 45 degrees about a corner leaving its center
unchanged:
I'd hold *C*, *alt* and* ctrl* to activate rotation, manipulate the
temporary pivot and snap to points
I'd *click once* on the corner i wish to rotate around then *release alt
and ctrl *as C remains depressed the app returns to rotation mode
holding *shift* i could then rotate around the *selected axis* in 15
degree
increments.
the whole operation is two mouse clicks and a few keyboard modifiers,
plus
the application reverts to my previous tool when i release the C key due
to
the entire operation taking place using sticky keys. Plus the temporary
pivot evaporates leaving my original pivot unchanged. All in im done in
about a second. and never take my eye of the element im modifying.
some really handy ones. ( these are misleadingly close to procedural
operations, but presented efficiently )
any transform ( which is always visible on the right ) can receive a
relative offset with math operators:
http://softimage.wiki.softimage.com/xsidocs/interface_SettingValuesforPar...
these are not permanent procedural expressions and they don't require
you
go hunting for a property page
so for 10 cubes all at random positions in X i could select the X axis
numeric transform and type 10+
they will all have 10 added to their X position transform
l(-5,5) would linearly arrange them from -5 to 5 based on order of
selection etc..
but the big point is these require no extra nodes, no opening panels,
nothing beyond what is always visible on the screen and 3 to five clicks
] + middle click = split edge with edgeloop
the viewport undo stack is independant from the regular undo stack: alt
+ z
ill just end up summarizing the documents if i continue down this path.
which can be found here by the way:
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/in...
Im by no means saying Softimage's approach should be seen as the
pinnacle
of what can be achieved or even that they warrant replicating, but the
core
commitment to* eliminating unnecessary clicking and maintaining focus on
the task at hand* by reducing the dependence on extraneous cluttered
panels
resonated with artists and technicians alike.
Craig: the uv tools in soft were workable, poly reducing
<http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/in...>
features were pretty good, normal baking was nice ( ultimapper
<https://vimeo.com/10007237> go to 50min ) and attribute transferring
(gator
<https://www.youtube.com/watch?v=wcGwvc2VCkk>) in general was kind of
cool
for an artist friendly app, these are all pre ICE workflows and not
necessarily something houdini would benefit from.
Sorry i dont have softimage available anymore, i quit the facility that
purchased it, otherwise i would be able to provide more targeted visual
demonstrations.
dont a bunch of ex soft guys work at side fx these days?
_sam
On Wed, May 13, 2015 at 8:29 AM, <craigleehoffman at aol.com> wrote:
> Any chance you could give us a little video example of what you would like
> to do using Softimage or your modeler of choice - or point us to an
> existing example? (Like, I am not sure what you mean by ?multiple sticky
> keys acting simultaneously?, etc.)
>
>
> You can model interactively in the Houdini Viewport without having to
> worry about SOPs, commands, attribWrangle for most standard modeling
> things. I know most tutorials never seem to show that (always diving into
> SOPs and using expressions, etc.) but it is set up to work that way- just
> maximize the viewport, use shelf tools (or drop tools down with the Tab)
> and enter modeling parameters at the top of the Viewport for the active
> modeling operation (which gets added to the SOP network in SOP-land but is
> hidden from view if you want).
>
>
> If I knew what you wanted to do, I could try to do a quick video tutorial
> for interactive modeling works in Houdini? Plus it would help me learn
> where it breaks down. I have always intended to do some Video Tutorials of
> modeling and UV?ing for Artists without all the back and forth to SOP-land
> and expression stuff that makes most Artists go glassy eyed and turn away
> from even considering Houdini.
>
>
> Cheers,
>
> -Craig
>
>
>
>
>
>
>
>
> Sent from Windows Mail
>
>
>
>
>
> From: Sam Cuttriss
> Sent: ?Tuesday?, ?May? ?12?, ?2015 ?3?:?48? ?PM
> To: sidefx-houdini-list at sidefx.com
>
>
>
>
>
> Yes, im looking for a very fast/ very stupid sandbox to model without the
> benefits / burden of proceduralism.
> I want the sandbox to prioritise efficiency and ergonomics, reducing clicks
> to the absolute minimum, eliminating workflow dependence upon commands /
> attribute wrangling /
> I would even prefer primary interactive properties to be represented in the
> viewport at the site the modification will manifest using context sensitive
> handles / parameters whenever possible.
> Multiple sticky keys acting simultaneously were very successfully
> implemented in softimage reducing what could be 10 or more sequential steps
> to a couple of modified mouse clicks.
>
> I realise what im asking for is !Houdini
> and i recognise the output geometry of such an arrangement would probably
> eliminate any procedural modification opportunities.
>
> but im more than willing to give that up to model quickly and expressively.
>
> besides, it seems like a great opportunity to capture the hearts and minds
> of autodesk refugees.
> _sam
>
>
> On Tue, May 12, 2015 at 11:00 AM, Jordi Bares Dominguez <
> jordibares at gmail.com> wrote:
>
> > I think we should argue the two variants we encounter
> >
> > - Procedural modelling tasks : nodes, for sure (booleans, architecture
> > stuff, etc?)
> >
> > - Normal modelling tasks (which is 90% of the cases) : it has to be one
> > too, it is a destructive process by nature and thus trying to shoehorne
> it
> > onto a procedural paradigm gives you a very cumbersome workflow.
> >
> >
> > If you try to build it all with very granular tools we will end up in the
> > same situation we are in, almost nobody uses it.
> >
> > jb
> >
> >
> > > On 12 May 2015, at 10:49, Andy Nicholas <andy at andynicholas.com> wrote:
> > >
> > >
> > > The thing is, individual SOPs are great, and yes, we should definitely
> > have that list that Srecko put down, but the fact is that to
> > (non-procedural) modellers, having to put down SOPs, create groups,
> > attributes, etc. breaks the modelling workflow and can quickly kill a
> > moment of inspiration while they look up VEX syntax for the umpteenth
> time
> > ;)
> > >
> > > So yes, I?d say that an uber editing SOP is still very much necessary.
> > Maybe it has a button which says ?Make SOP network? to automatically
> > creates a network based on what you?ve just done. That would be awesome,
> > although it would be a tough challenge for SideFX to define the
> heuristics
> > of how it would do that.
> > >
> > >
> > >> If one wants an UBER modeling node it's easy enough to just create an
> > OTL
> > >> yourself :)
> > >
> > >
> > > Hehe! Careful, someone might think you?re being serious ;)
> > >
> > >
> > >
> > >
> > >
> > >
> > >> On 12 May 2015, at 07:40, Ron Schab <ron.schab at gmail.com> wrote:
> > >>
> > >> Agreed with most of above.
> > >>
> > >> If one wants an UBER modeling node it's easy enough to just create an
> > OTL
> > >> yourself :)
> > >>
> > >> I actually love the procedural node trees. It it one of the many
> > reasons I
> > >> prefer Houdini.
> > >>
> > >> The cookie-SOP highly depends on mesh resolution amongst other things
> > that
> > >> i.e. Cinema doesn't needs in order to work.
> > >>
> > >>
> > >>
> > >> beers
> > >> Ron
> > >>
> > >>
> > >>
> > >> On Tue, May 12, 2015 at 4:15 PM, Srecko Micic <srecko.micic at gmail.com
> >
> > >> wrote:
> > >>
> > >>> I do not see much benefits of Uber tool, at least if it works like
> Edit
> > >>> Node in 3dsMax. I like to be able to go back and tweak nodes later,or
> > >>> combine them in one tool, that is why I love Houdini :D
> > >>>
> > >>> What I would like to have is more and better implemented (with more
> > >>> options) SOPs.
> > >>> - For example better Bevel sop that works like Cinema4D.
> > >>> - Slide edge/vertices along edge, surface ....
> > >>> - Snapping on object surface not just vertices - Retopology
> > >>> - Poly bridge.
> > >>> - Boolean improved, I find this rarely works, but I think it is
> > important
> > >>> for Houdini to have this implemented as better as possible.
> > >>> - More curve options (easy to round corners, offset, combine them
> etc),
> > >>> add splines as in 3dsMax, this is also important for Houdini because
> of
> > >>> it?s procedural approach.
> > >>> - Something like Backdrop in Modo, much easier to work with reference
> > >>> images than what we have now (transparent, overlay, easy to scale,
> > rotate,
> > >>> translate).
> > >>> - More NURBS tools.
> > >>> - Matcaps implemented
> > >>> - Enhance DXF and EPS/AI importers
> > >>> - Small modelling helpers, like make circle from selected faces etc.
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> --
> > >>> Srecko Micic
> > >>> 3D Generalist
> > >>> -------------------------------------------
> > >>> Skype: srecko.micic
> > >>> Email: srecko.micic at gmail.com
> > >>> http://sreckom.webworkman.com
> > >>>
> > >>>> On May 12, 2015, at 15:22, Jordan Walsh <jordan.h.walsh at gmail.com>
> > >>> wrote:
> > >>>>
> > >>>> It would be really nice to have an UBER modeling node like an edit
> > node
> > >>> but
> > >>>> with all the modeing tools built in, like divide, add, extrude etc
> for
> > >>>> organic modeling and also keeping the tools in their normal node for
> > for
> > >>>> procedural setups.
> > >>>> A node that has the same functionality as 3dsMax's Edit Poly
> modifier
> > >>> would
> > >>>> be awesome. It is a massive pain to have a giant string of nodes for
> > some
> > >>>> modelling tasks.
> > >>>>
> > >>>> Jordan
> > >>>>
> > >>>> PS, I do love using an Add SOP to remove prims ;)
> > >>>>
> > >>>> On Tue, May 12, 2015 at 1:05 PM, Fran?ois Duchesneau <
> > sidefx at trinix.ca>
> > >>>> wrote:
> > >>>>
> > >>>>> I wonder if the goal here is not to be able to set absolute value
> in
> > a
> > >>> non
> > >>>>> procedural way. My understanding is while you're editing your
> points
> > >>>>> sometimes you want to say the selected ones go to 10 in Y and then
> > the
> > >>> next
> > >>>>> selection go 5 in X, in architecture modeling for example.
> > >>>>>
> > >>>>> The last thing you want is have an AttribWrangle and then conntinue
> > your
> > >>>>> editing with another Edit Sop. If the Edit Sop had a toggle for
> World
> > >>> Space
> > >>>>> editing then you could use switch from one style to the other for
> the
> > >>>>> following operation.
> > >>>>>
> > >>>>> Thanks
> > >>>>>
> > >>>>> Francois
> > >>>>>
> > >>>>> Also, if you want something as specific as setting the x component
> of
> > >>> the
> > >>>>>> P attribute to 10, it doesn't seem like a giant leap to say @P.x =
> > 10;
> > >>>>>>
> > >>>>>>
> > >>>>>>
> > >>>>> _______________________________________________
> > >>>>> Sidefx-houdini-list mailing list
> > >>>>> Sidefx-houdini-list at sidefx.com
> > >>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >>>>>
> > >>>> _______________________________________________
> > >>>> Sidefx-houdini-list mailing list
> > >>>> Sidefx-houdini-list at sidefx.com
> > >>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >>>
> > >>> _______________________________________________
> > >>> Sidefx-houdini-list mailing list
> > >>> Sidefx-houdini-list at sidefx.com
> > >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >>>
> > >> _______________________________________________
> > >> Sidefx-houdini-list mailing list
> > >> Sidefx-houdini-list at sidefx.com
> > >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >
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> >
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