figured so thought of sharing it here..
you can basically split out each element and manipulate it, I just realized the correct way of visualizing orient is by turning on axis on each point (under visualization style) .. inside vops you can bind orient in and connect vector4 to vector that ll give you all 4 values (1 vector OR 3 floats with an additional float value ), again drop a vector to float and split the xyz axis, now you can pick any axis along which you want to randomly rotate the orient (in my case I use z axis because I am aligning things up based on that), again float to vector 4 and you can add or multiply between the vector to float and this float to vector 4, connect 4th value from the vector 4 to vector , bind it back to orient and done.
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Technical Discussion » Trying to manipulate orient
- rizviali110
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Technical Discussion » Trying to manipulate orient
- rizviali110
- 79 posts
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I have a particle Sim, I am copying some geo's on it, everything is oriented nicely, what would be the best way to manipulate the orient so that I can randomize the rotation of my orient vector in z-axis, I've tried creating a new vector based on my up and normal (perpendicular vectors) and double cross it with up to create an axis which I used to multiply the rotation matrix but it has a very slight effect unlike when you do a rotation matrix.
In short how would you rotate a orient vector before copy node.
In short how would you rotate a orient vector before copy node.
Edited by rizviali110 - July 18, 2017 18:46:26
Technical Discussion » Flip sim, mid to high problem
- rizviali110
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sure, you wont be able to get detailed surface results with higher particle radius (that is why its not a preferred way if you dont want to compromise your details). What version of houdini are you using and what is your system configuration, this looks fairly straight forward sim and shouldn't take over night to calculate as long as you are on a very slow system.
I would increase the particle count in the source if I want the fluid to collect at the wall and add a bit friction to the collision geometries , make sure you are using vdb's for collision, they ll make your sims faster.
I would increase the particle count in the source if I want the fluid to collect at the wall and add a bit friction to the collision geometries , make sure you are using vdb's for collision, they ll make your sims faster.
Technical Discussion » Flip sim, mid to high problem
- rizviali110
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you probably need higher particle radius scale in that case, increasing the resolution causing your particles to come close to each other ( i.e your particle separation) and you are seeing this nice sharp simulation result , with low res the separation is high so they are keeping more distance.
Technical Discussion » Vex Record Trigger Frame
- rizviali110
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figured, if anyone need the same thing here is the file below, thanks to the following thread
http://forums.odforce.net/topic/20238-creating-a-boolean-attribute-that-returns-the-frame-numberlike-a-hit/ [forums.odforce.net]
http://forums.odforce.net/topic/20238-creating-a-boolean-attribute-that-returns-the-frame-numberlike-a-hit/ [forums.odforce.net]
Technical Discussion » Vex Record Trigger Frame
- rizviali110
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Need help to record a trigger frame , it reads the trigger frame but looses the information and I know because the next frame updated it, I believe there must be something wrong with the logic, can anyone look and advise the correct way of doing it.
thanks
thanks
Edited by rizviali110 - June 20, 2017 13:08:27
Technical Discussion » color field bounding box inside dops
- rizviali110
- 79 posts
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I've added those expression initially because the character was animated, I froze it for testing, I went to cgwiki, and found a similar setup..
http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops [www.tokeru.com]
and based on the information there, I noticed something is missing in my setup, so I've added the Cd attribute to extra resize fields node and it fixed the problem.
thanks for your help.
http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops [www.tokeru.com]
and based on the information there, I noticed something is missing in my setup, so I've added the Cd attribute to extra resize fields node and it fixed the problem.
thanks for your help.
Technical Discussion » color field bounding box inside dops
- rizviali110
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resize itself is working for density, but this newly created color vector field inside dops (pointing to the color source field at sops, responsible for creating a vector field and advect it with velocity), I believe mainly because in my sop vector field node the default operation is set initial , If I change it to always it start resizing but then it doesnt update the smoke behavior.
attaching a sample test file
houdini ver 15.5.532
attaching a sample test file
houdini ver 15.5.532
Technical Discussion » color field bounding box inside dops
- rizviali110
- 79 posts
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I am creating a color field at sop level and and advecting it inside dops with velocity, with fast moving animation the bounding box of my sop vector field is not resizing (tried to reference with pyro size and center as well as actual source) and causing artifacts( as soon as the animation move away color field start stretching), any idea how can I resize the color field bounding box based on my animation without changing the smoke behavior.
Technical Discussion » python bounding box display
- rizviali110
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this make total sense, and thats exactly what I wanted to understand, very helpful thanks.
I believe I can use these points and create primitives to represent a bounding box or may be I don't need a box just a center point would work, the goal is to control the visibility of my object geometry with a bounding box or like packed object(as a point), for which now I need to find a way to create a condition where I can still keep the information of my geometry but display it as a box or point.
I believe I can use these points and create primitives to represent a bounding box or may be I don't need a box just a center point would work, the goal is to control the visibility of my object geometry with a bounding box or like packed object(as a point), for which now I need to find a way to create a condition where I can still keep the information of my geometry but display it as a box or point.
Technical Discussion » python bounding box display
- rizviali110
- 79 posts
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what would be the best way to visualize the information in a bounding box using python
I found this class
hou.BoundingBox()
dont know how to use it.
how can I call my geo inside it? or how can I tell my geo to use this and create a bounding box, is this a right approach?
I found this class
hou.BoundingBox()
dont know how to use it.
how can I call my geo inside it? or how can I tell my geo to use this and create a bounding box, is this a right approach?
Technical Discussion » Alembic Cache
- rizviali110
- 79 posts
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you can try point deformer inside houdini
first input static geo (your obj /alembic geoemtry of character without animation) you have to import it separately
2nd input rest position of your animated point caches ( you can use time shift and freeze it on any frame)
3rd input animated point caches.
make sure scales are matched of both your points cache (animated) and geo cache (static geo)
first input static geo (your obj /alembic geoemtry of character without animation) you have to import it separately
2nd input rest position of your animated point caches ( you can use time shift and freeze it on any frame)
3rd input animated point caches.
make sure scales are matched of both your points cache (animated) and geo cache (static geo)
Edited by rizviali110 - May 10, 2017 15:10:42
Technical Discussion » Need help turning character into sand
- rizviali110
- 79 posts
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Technical Discussion » Alembic Cache
- rizviali110
- 79 posts
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Inside Maya
you should use pipeline cache to export .abc from maya, that way it will save the geometry, make sure you bake the point caches first using bake simulation option to keep the animation on it (usually alembic does itself).
Inside houdini
are you using alembic node at geo level ? or using houdini import alembic option via File menu.
Make sure your Geometry->Display As tab is set to Full Geometry in your alembic node.
you should use pipeline cache to export .abc from maya, that way it will save the geometry, make sure you bake the point caches first using bake simulation option to keep the animation on it (usually alembic does itself).
Inside houdini
are you using alembic node at geo level ? or using houdini import alembic option via File menu.
Make sure your Geometry->Display As tab is set to Full Geometry in your alembic node.
Edited by rizviali110 - May 10, 2017 14:38:26
Technical Discussion » python equivalent for loading a bgeo?
- rizviali110
- 79 posts
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graham
hou.Geometry.loadFromFile() allows you to load a file into an instance of hou.Geometry
g = ‘../../../../whatever.bgeo’
hou.Geometry.loadFromFile(geo,g)
worked.
thanks,
Technical Discussion » python equivalent for loading a bgeo?
- rizviali110
- 79 posts
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I am trying to get into python, is there any python function that can load .bgeo file/seq?
Technical Discussion » Houdini 16 to Maya Hair/Fur - Ideas- Brainstorm - Pipeline - Approaches
- rizviali110
- 79 posts
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OTL/HDA is very basic right now, and I figured few things after spending some time, I have a file node and an alembic node with a switch that are controlled with a toggle and promoted at top level.
1- Works fine inside houdini loading and switching with a toggle b/w bgeo and alembic.
2- Houdini Engine loading the HDA smoothly in Maya.
3- Not reading .bgeo for some reason and giving a warning “unable to read file ../( rest of my file path)”.
4- Alembic works fine but its showing each curve separately.
5- I am trying to pack it as a single object or I trying to visualize it as a bounding box (in progress).
I ll update the thread as soon as I made any further progress, trying to resolve why bgeos are not working at first place and how can I read all curves with a single node (may be changing default alembic type to HDF5 or ogawa would help..)
1- Works fine inside houdini loading and switching with a toggle b/w bgeo and alembic.
2- Houdini Engine loading the HDA smoothly in Maya.
3- Not reading .bgeo for some reason and giving a warning “unable to read file ../( rest of my file path)”.
4- Alembic works fine but its showing each curve separately.
5- I am trying to pack it as a single object or I trying to visualize it as a bounding box (in progress).
I ll update the thread as soon as I made any further progress, trying to resolve why bgeos are not working at first place and how can I read all curves with a single node (may be changing default alembic type to HDF5 or ogawa would help..)
Technical Discussion » Houdini 16 to Maya Hair/Fur - Ideas- Brainstorm - Pipeline - Approaches
- rizviali110
- 79 posts
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Hello Everyone,
I am playing with new H16 hair system which works great ( thanks for the master class), I am interested in developing a work-flow at which I can groom Hair/Fur in Houdini and export it to Maya for rendering.
I am thinking of developing an OTL to import/export the data, but in the meantime if anyone have any thoughts or ideas, I would love to hear and discuss.
Thanks.
I am playing with new H16 hair system which works great ( thanks for the master class), I am interested in developing a work-flow at which I can groom Hair/Fur in Houdini and export it to Maya for rendering.
I am thinking of developing an OTL to import/export the data, but in the meantime if anyone have any thoughts or ideas, I would love to hear and discuss.
Thanks.
Technical Discussion » DOP Obj transform to world space
- rizviali110
- 79 posts
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ideal way to transform your objects is inside the geo level, its not a preferred way to transform your geo's at object level
pops can be fixed by doing the following steps
unlock your popsource go inside, go inside sop solver , there is an object merge node at the top call context_geo, change the transform to Into This object.
it should be like this by default I believe but if not you can do it manually
but I never do my transforms at object level because inside dops world it reads the information from where your input is coming in not from one level above it.
so best fix is to create a transforms node before you are inputing the nodes to your popnet rather than at object level
pops can be fixed by doing the following steps
unlock your popsource go inside, go inside sop solver , there is an object merge node at the top call context_geo, change the transform to Into This object.
it should be like this by default I believe but if not you can do it manually
but I never do my transforms at object level because inside dops world it reads the information from where your input is coming in not from one level above it.
so best fix is to create a transforms node before you are inputing the nodes to your popnet rather than at object level
Edited by rizviali110 - April 14, 2017 14:32:48
Technical Discussion » Using an expression to animate a scene.
- rizviali110
- 79 posts
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I am trying to understand exactly what you are trying to do, so in order to rotate all the points that are evenly distributed, you can create and attribute on your reference points lets say in point wrangle i@id =@ptnum%2;
then you can use this in your copy node
rot @id*(any number)
drop a transform node over your primitives and in Y rotation
stamp(“../copy1”, “rot”, 0)
it will offset all the evenly distributed points with an offset of
2*any number
4*any number
6*any number
and so on
if you want 0.5 of every second you can use @id*($T/0.5)
then you can use this in your copy node
rot @id*(any number)
drop a transform node over your primitives and in Y rotation
stamp(“../copy1”, “rot”, 0)
it will offset all the evenly distributed points with an offset of
2*any number
4*any number
6*any number
and so on
if you want 0.5 of every second you can use @id*($T/0.5)
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