In theory the biharmonic skinning setup should just work, as it uses a volume of tetrahedrons to calculate how weights transfer from the joints to the mesh, rather than how default skinning methods just work across the surface of meshes.
In practice you'll need to do lots of tests, as the tet conversion process can get confused by thin geometry. Potentially you could convert the outer skin to a tet volume (or just a tet mesh as its more usually called), biharmonic skin that, and use it as a point deformer on the internal organs/structures.
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Houdini Indie and Apprentice » Bone influence/move anatomy inside body as well as exterior
- mestela
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Technical Discussion » Trying to create trails through particles
- mestela
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Here's my method for trails with fixes for issues similar to yours. I think its fairly robust, and not too cpu intensive (the trail sop can get really laggy with high values):
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid#Making_trails_with_pop_replicate [www.tokeru.com]
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid#Making_trails_with_pop_replicate [www.tokeru.com]
Houdini Lounge » Is it possible not to update viewport when node clicking?
- mestela
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Another quick trick is select the node, then immediately click in empty space in the network panel. The parameter pane will stay active, but the ghost overlay of the selected node will go away.
Edited by mestela - Oct. 17, 2022 18:18:09
Houdini Indie and Apprentice » Extracting KineFX transform matrix to OBJ-Level
- mestela
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You can add scale via some mild trickery (typical houdini verbose nonsense, tsk)
-use vex 'cracktransform' to extract the joint transform to a @scale vector attribute
-read that onto the scale of the rivet via a hscript point expression.
I've added smugness here by channel referencing the rivet point name down into sops to split off the requested joint, and using a spare input on the hscript expression to make it read a little tidier.
(edit)
It occurred to me its probably worth an RFE to have the rivet node support all common instance attributes, so if you have @scale or @transform or @pscale or @xform or @orient etc, to support that for scale and rotation.
-use vex 'cracktransform' to extract the joint transform to a @scale vector attribute
-read that onto the scale of the rivet via a hscript point expression.
I've added smugness here by channel referencing the rivet point name down into sops to split off the requested joint, and using a spare input on the hscript expression to make it read a little tidier.
(edit)
It occurred to me its probably worth an RFE to have the rivet node support all common instance attributes, so if you have @scale or @transform or @pscale or @xform or @orient etc, to support that for scale and rotation.
Edited by mestela - Oct. 10, 2022 16:08:41
Houdini Indie and Apprentice » Extracting KineFX transform matrix to OBJ-Level
- mestela
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Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
- mestela
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I'd like mech rigging tuts too! In the interim look at this post, nice example of a robot arm that works well after a minor tweak:
https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]
Technical Discussion » Simple robot arm rig question
- mestela
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Turn the tolerance down to 0 on the FBIK node, and disable the rotation weights on point 4.
I don't know why the default tolerance is so high, but its often the key parameter for making fbik hit its targets correctly.
With just that turned off the robot still couldn't hit its target, I went through toggling off the constraints to see which one was not allowing the solver to hit its target. Releasing point 4 allowed this, and had the least visual impact.
Playing a little more, I found you can turn the rotation limits back on, just give the other values a tiiiiny amount, so rather than the rotation limit being {0,0,1}, try {0.0001, 0.0001, 1}.
See attached vid.
I don't know why the default tolerance is so high, but its often the key parameter for making fbik hit its targets correctly.
With just that turned off the robot still couldn't hit its target, I went through toggling off the constraints to see which one was not allowing the solver to hit its target. Releasing point 4 allowed this, and had the least visual impact.
Playing a little more, I found you can turn the rotation limits back on, just give the other values a tiiiiny amount, so rather than the rotation limit being {0,0,1}, try {0.0001, 0.0001, 1}.
See attached vid.
Technical Discussion » Labs trees + vellum
- mestela
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Had a look at your hip (which you removed from the forum?), the reason your leaves weren't fluttering was beacuse you'd pinned them both at the root and tip. The group by range where you define the leaf root is grabbing both the bottom row of the leaf, and the point at the very tip.
Swapping it to a regular group node that uses a bounding box to define the locked points, the leaves flutter as expected.
Swapping it to a regular group node that uses a bounding box to define the locked points, the leaves flutter as expected.
Edited by mestela - Sept. 26, 2022 18:32:45
Houdini Lounge » Best UI/UX for animators and artists will be:
- mestela
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oldteapot7
And here are shown how animators work at Pixar using Presto, mayby it's good for inspiratio
That's not Pixar using Presto, thats Disney using Maya.
Technical Discussion » Labs trees + vellum
- mestela
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You summoned me, so here I am.
Added a fix to the wiki:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum#Vellum_and_the_labs_tree [www.tokeru.com]
Added a fix to the wiki:
https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum#Vellum_and_the_labs_tree [www.tokeru.com]
Technical Discussion » Rendering images with Linescan camera-style distortion
- mestela
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Little example, tried to play with the ramp on the rolling shutter section to curve the distortion, but I couldn't get it to do much.
Technical Discussion » Rendering images with Linescan camera-style distortion
- mestela
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Technical Discussion » Rendering images with Linescan camera-style distortion
- mestela
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The Right Way would be to write a lens shader that uses a time lookup that changes across the sensor. It's possible, I remember doing it a while ago, but that knowledge has left my brain, and it'd only allow you to do it within the current frame+shutter length timeframe.
A dumb but fun way is just do it in sops. You can get where points are relative to the camera plane with toNDC(). Use that to define a mask that runs up/down or left/right across the camera plane, chain a few timeshifts so that they're all x frames behind the current, then use the new ability to drive blendshapes with masks, you'll get a warpy gloopy thing.
In this example I'm not properly normalising the time offsets feeding into the blendshape, so fast moving things start to distort too much, but you can just fudge it back by scaling down the mask value.
A dumb but fun way is just do it in sops. You can get where points are relative to the camera plane with toNDC(). Use that to define a mask that runs up/down or left/right across the camera plane, chain a few timeshifts so that they're all x frames behind the current, then use the new ability to drive blendshapes with masks, you'll get a warpy gloopy thing.
In this example I'm not properly normalising the time offsets feeding into the blendshape, so fast moving things start to distort too much, but you can just fudge it back by scaling down the mask value.
Houdini Indie and Apprentice » Extract a center line from a tube
- mestela
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Labs straight skeleton is general purpose but slow.
Aslak posted a faster method for tubes here:
https://youtu.be/F86-TDRzjnc [youtu.be]
Aslak posted a faster method for tubes here:
https://youtu.be/F86-TDRzjnc [youtu.be]
Technical Discussion » Assigning one material to two objects in solaris
- mestela
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I haven't skimmed the rest of the thread, but have you tried the component builder? It automatically assigns materials under a asset for you as you're describing, and takes care of a lot of other busy work, its really handy.
Technical Discussion » stop particle on trail collision detect
- mestela
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I did a similar tutorial:
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid [www.tokeru.com]
https://www.tokeru.com/cgwiki/index.php?title=PopsSplitAvoid [www.tokeru.com]
Houdini Lounge » Houdini 20 Rumors
- mestela
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Developing software is always bound by constraints. Do you delay getting a renderer to a 1.0 status for x years so that it can run on all hardware? or do you get to 1.0 status earlier and target 95% of users? Look at the market, everyone has gone for the latter.
Octane came out in 2015 and still doesn't support AMD, Redshift came out in 2014 and only got early AMD support this year. It's clearly not trivial to get cross platform GPU support.
Octane came out in 2015 and still doesn't support AMD, Redshift came out in 2014 and only got early AMD support this year. It's clearly not trivial to get cross platform GPU support.
Technical Discussion » Real-time object outline in the viewport
- mestela
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Technical Discussion » Remove "diagonal" edges (triangles to quads)
- mestela
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Peek inside the labs quadrangulate and look at the 'group_long_edges' wrangle, it has a pretty good setup to do what you're asking. You can steal that code, pass the group it generates to a dissolve sop, and skip the labs hda's step to try and refine the ngons.
Solaris and Karma » Cache LOP in 19.5
- mestela
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I think the motion blur lop is meant to be the new clean way to set up the rolling frame equivalent.
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