before fracturing you can assign the same s@name to your elements that you want to be together
then in RBD Material Fracture or Voronoi Fracture nodes set Connectivity Partition to None
it will treat those pieces as one and still fracture and create constraints based on the voronoi cells only, ignoring the connectivity
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Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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Houdini Indie and Apprentice » watching "stop being afraid of houdini" sweep node issue
- tamte
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in a lot of cases when node changes drastically it's actually a new node type version
and you can revert to previous node type version [www.sidefx.com] and be able to follow tutorial
which is also the case with Sweep SOP
but then also this [www.sidefx.com] touches the topic a bit
and you can revert to previous node type version [www.sidefx.com] and be able to follow tutorial
which is also the case with Sweep SOP
but then also this [www.sidefx.com] touches the topic a bit
Edited by tamte - March 29, 2024 12:36:19
Houdini Indie and Apprentice » Multiple UVlayouts into a UDIM layout
- tamte
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you can assign UDIM prim attribute to your individual geometries
then assuming your uva are on vertices and in 0-1 tile, you can do Vertex Wrangle to offset uv's to individual UDIM tiles based on prim udim attribute
and rename your textures with corresponding UDIM token
then assuming your uva are on vertices and in 0-1 tile, you can do Vertex Wrangle to offset uv's to individual UDIM tiles based on prim udim attribute
int udim = prim(0, "udim", @primnum); udim -= 1001; v@uv += floor(set( udim % 10, udim / 10 ));
and rename your textures with corresponding UDIM token
Technical Discussion » Problem accessing attribute from a different point
- tamte
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the point(0, ...) function is looking for the attribute on first input geo and in your case that geo doesn't have "pos_dir" attribute
so you may need to split your code int 2 wrangles
so you may need to split your code int 2 wrangles
Technical Discussion » Any tips for optimising large numbers of blendshapes?
- tamte
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you can definitely optimize your blendshapes, by just keeping the points that changed per blendshape and assigning i@id attribute storing the original @ptnum
Character Blend Shapes Add SOP does this by default, so if FBX Skin Import doesn't import blendshapes in this form I wonder if that can be a good RFE or if there is a reason for it
but regardless I assume you should be able to process your blendshapes this way
Character Blend Shapes Add SOP does this by default, so if FBX Skin Import doesn't import blendshapes in this form I wonder if that can be a good RFE or if there is a reason for it
but regardless I assume you should be able to process your blendshapes this way
Technical Discussion » Polywire twisted shape issue
- tamte
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your curve is actually 2 curves with opposite flow, the easiest to join them into a single curve is to use Poly Path SOP instead of Fuse SOP
then you can use Orientation along curve to compute continuous up vector for Poly Wire SOP
or you can use Sweep SOP directly which computes the orientation in the same way
(there is a lot of geo processing happening on your curves, so rather than cleaning that uo I'm treating your resulting curves as a source geo)
then you can use Orientation along curve to compute continuous up vector for Poly Wire SOP
or you can use Sweep SOP directly which computes the orientation in the same way
(there is a lot of geo processing happening on your curves, so rather than cleaning that uo I'm treating your resulting curves as a source geo)
Technical Discussion » Implicit surfaces / extracting isosurfaces [[SOLVED]]
- tamte
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just set your LOD to 1,1 so that you use full res from your volume
Edited by tamte - March 26, 2024 15:35:55
Technical Discussion » Implicit surfaces / extracting isosurfaces [[SOLVED]]
- tamte
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Technical Discussion » Age attribute from RBD sim
- tamte
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Bullet Solver SOP has Output/Age Attribute checkbox
or
Bullet Solver DOP or Rigid Body Solver DOP have Enable Aging checkbox, for this one you need to make sure you initialize f@age attribute before the sim
or
Bullet Solver DOP or Rigid Body Solver DOP have Enable Aging checkbox, for this one you need to make sure you initialize f@age attribute before the sim
Houdini Lounge » A Comprehensive Feature List Between Karma XPU + Redshift
- tamte
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You may probably want to cap the income in pricing comparison at 100k, or account for having to use Core license above that amount (as a bonus you will get 5 Karma tokens which may or may not tip the scales for someone, probably not now, but hopefully in the future )
Edited by tamte - March 25, 2024 22:57:37
Houdini Indie and Apprentice » How can I change Houdini axis sequence from XZY to XYZ?
- tamte
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Technical Discussion » What is the point of the geohandle on setpointattrib
- tamte
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AnsonSavage
I'm confused though. Why would setting it to anything other 0 be useful? I don't see how those values could be retrieved, because the output of the wrangle only comes from geohandle 0, right?
it feels natural that the functions that write to the geo would support writing to a specifically provided geo rather than assuming a hardcoded one based on context they run in
the fact that when such CVEX shader is used in geometry context in a wrangle it is currently only valid for 1st output should be irrelevant
in the ideal world you should be able to write to any geometry in the memory, so I consider having a gemetry handle a great implementation, that may be ahead of time, but definitely aligns with generic language that VEX or CVEX shaders are rather than adhering to current limitations of Wrangles in SOP since even those may one day gain ability to create a geo in place and send it 2nd+ output or write separate geo in memory and save to disk etc...
EDIT: exactly as you additionally found:
AnsonSavage
Ah, I think I found the answer...
Edited by tamte - March 22, 2024 11:44:30
Technical Discussion » xform from orient, P and scale (vex)
- tamte
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Cicutabetter than what?
Alternatively given a rotation matrix3 a vector3 scale and a vector3 P, what is the better way of combining all that into a single 4x4 matrix xform? (as the instance() func would)
Thanks!
you can still use instance function()
matrix xform = instance( P, {0,0,1}, scale, quaternion(rotation), {0,1,0});
or you can also do it this way for example:
matrix xform = matrix3( rotation ); scale( xform, scale ); translate( xform, P );
or this way:
vector euler = cracktransform( 0, 0, 1, {0,0,0}, matrix3(rotation) ); matrix xform = maketransform(0, 0, P, euler, scale);
and probably many others, but I haven't measured which one is the fastest
Edited by tamte - March 22, 2024 11:27:00
Technical Discussion » Particle's "stopped" attribute is at 1 but it still moves?
- tamte
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mantas_kava
Found out that it all works just fine if I disable SOP solver (that transfers Cd attribute/mask from outside of dopnet which is responsible for making particles "active").
So now the question is - how do I activate my particles with a growing/spreading mask, but also make use of "particle sleeping" feature?
you can introduce another attribute, like i@activated
and have your spreading mask logic work only on particles with group: @activated=0
and have it set
i@stopped = 0;
i@activated = 1;
it will never be run for the already activated ones ever again regardless of whether they become i@stopped=1 in the future
Technical Discussion » pack geometry based on primitive integer attribute
- tamte
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NNNenovhttps://www.sidefx.com/docs/houdini/model/packed.html#types-of-packed-primitives [www.sidefx.com]
whats the difference?
Technical Discussion » Calculate Occlusion in Simulation ?
- tamte
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Solaris and Karma » Karma (XPU) camera projection
- tamte
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Solaris and Karma » Karma XPU background plate
- tamte
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ah, thanks for pointing that out, I was checking only without secondary rays
npetitthis was actually gonna be my question for XPU, to update the material, before I noticed that it didn't seem to be used
We're still looking to update it to MtlX however, as soon as we have the required math nodes to do so - which is why with or without won't make any difference in XPU renders currently.
npetitis it dependent on MtlX development? it seems like it's been years since MtlX updated any low level math nodes, and there is tons that's missing overall, but we can all hope
... as soon as we have the required math nodes to do so...
Technical Discussion » Procedural Approach - Curves From Hair Cards
- tamte
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