Thanks BabaJ for taking a go at it but maybe I wasn't clear enough. I am looking for a different result. Your file looks like one rock type scattered around, Im looking for more rock type variation based on the boolean with the seed adjusted.
I basically want to do the effect you achieved but with different rock shapes copied around. See attached image. Every time I adjust the seed in the scatter I get a new boolean rock shape or “cut” and I want to be able to scatter a unique rock shape on every point.
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Houdini Indie and Apprentice » For Each Problem
- chanson78
- 45 posts
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Houdini Indie and Apprentice » For Each Problem
- chanson78
- 45 posts
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So I have hit a road block with a For Each Loop, as I always do and was wondering if I could get some help here.
I am generating unique rock shapes based on a Boolean and the seed of a Scatter node. It works great when I adjust the seed value, I get a new piece of geometry but now I want to scatter those rock shapes onto a new Scatter node based on a random seed in the first Scatter. Right now I can only scatter one shape, I would like to scatter different shapes based on the seed value of the first Scatter creating bigger “asteroid” shapes but I am stuck on the For Each part.
I am generating unique rock shapes based on a Boolean and the seed of a Scatter node. It works great when I adjust the seed value, I get a new piece of geometry but now I want to scatter those rock shapes onto a new Scatter node based on a random seed in the first Scatter. Right now I can only scatter one shape, I would like to scatter different shapes based on the seed value of the first Scatter creating bigger “asteroid” shapes but I am stuck on the For Each part.
Technical Discussion » "Could not create OpenCL device" Houdini Console notification
- chanson78
- 45 posts
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I tried this but it didn't work for me.
My houdini.env file reads:
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = “VALUE”
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_DSO_ERROR = 2
PATH = “COctane_3.08.0.9/bin;CProgramData/Redshift/bin;$PATH”
HOUDINI_PATH = “COctane_3.08.0.9;CProgramData/Redshift/Plugins/Houdini/16.5.634;&”
HOUDINI_OCL_VENDOR = NVIDIA Corporation
HOUDINI_OCL_DEVICENUMBER = 0
but still get warning No OpenCL platform has the specified device type (HOUDINI_OCL_DEVICETYPE): GPU. Falling back to built-in CPU OpenCL driver.
I'm on Windows 10, Houdini 16.5.634, 2x 1080ti
My houdini.env file reads:
#
# Houdini Environment Settings
#
# The contents of this file are read into the environment
# at startup. They will override any existing entries in
# the environment.
#
# The syntax is one entry per line as follows:
# VAR = VALUE
#
# Values may be quoted
# VAR = “VALUE”
#
# Values may be empty
# VAR =
#
# Example:
#
# HOUDINI_NO_SPLASH = 1
HOUDINI_DSO_ERROR = 2
PATH = “COctane_3.08.0.9/bin;CProgramData/Redshift/bin;$PATH”
HOUDINI_PATH = “COctane_3.08.0.9;CProgramData/Redshift/Plugins/Houdini/16.5.634;&”
HOUDINI_OCL_VENDOR = NVIDIA Corporation
HOUDINI_OCL_DEVICENUMBER = 0
but still get warning No OpenCL platform has the specified device type (HOUDINI_OCL_DEVICETYPE): GPU. Falling back to built-in CPU OpenCL driver.
I'm on Windows 10, Houdini 16.5.634, 2x 1080ti
Houdini Indie and Apprentice » No OpenCL platform has the specified device type !!HELP!!
- chanson78
- 45 posts
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Hello
I keep on getting this warning when opening a certain work file No OpenCL platform has the specified device type (HOUDINI_OCL_DEVICETYPE): GPU. Falling back to built-in CPU OpenCL driver. and its messing up the geometry for some reason in the file itself. Never have had this issue before and I am not so knowledgeable about OpenCL. Any pointers? I am using Houdini Indie 16.5.634
I keep on getting this warning when opening a certain work file No OpenCL platform has the specified device type (HOUDINI_OCL_DEVICETYPE): GPU. Falling back to built-in CPU OpenCL driver. and its messing up the geometry for some reason in the file itself. Never have had this issue before and I am not so knowledgeable about OpenCL. Any pointers? I am using Houdini Indie 16.5.634
Houdini Indie and Apprentice » Exploded View in Z direction only
- chanson78
- 45 posts
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Thanks both of you! I figured out something else with a pointvop but thanks! Its always great to see different ways of approaching a problem.
Houdini Indie and Apprentice » Exploded View in Z direction only
- chanson78
- 45 posts
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Hello
I have a voronoi fracture of some pieces of a box, super simple set up. Now I would like to “explode” the pieces like the explodedview sop does but only in the z direction. The explodedview sop only explodes from the center axis out in all directions.
Anyone have a simple way of doing this?
I have a voronoi fracture of some pieces of a box, super simple set up. Now I would like to “explode” the pieces like the explodedview sop does but only in the z direction. The explodedview sop only explodes from the center axis out in all directions.
Anyone have a simple way of doing this?
Technical Discussion » Static Object issue in RBD sim
- chanson78
- 45 posts
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Hello
I can't seem to figure this one out and I know it has a simple answer/solution but I can't get my head around it. I have a RBD particle sim going on here with two boxes as static colliders BUT when I run the sim the two colliders create some invisible collision between the box ends. Ive had the same result when it was one extruded L shape box or when it is two boxes.
I can't seem to figure this one out and I know it has a simple answer/solution but I can't get my head around it. I have a RBD particle sim going on here with two boxes as static colliders BUT when I run the sim the two colliders create some invisible collision between the box ends. Ive had the same result when it was one extruded L shape box or when it is two boxes.
Edited by chanson78 - June 19, 2018 09:22:36
Houdini Indie and Apprentice » Crowd and Volume collisions
- chanson78
- 45 posts
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loogas
For small crowd I guess it's ok, but I always think about some more extreme cases For example I have a scene with 5000 agents
Do you really need though the VDB sim to collide with all 5000 agents? In this situation, I would only have the VDB sim affect/collide only the absolutely critical agents for the shot and let the VDB sim pass through(not collide) the other agents assuming they are background or far away enough from the camera. Also if your agents are high poly, then of course that will greatly affect the collision sim calculation. You might consider having the VDB sim only affect low poly proxy agents.
Houdini Indie and Apprentice » Crowd and Volume collisions
- chanson78
- 45 posts
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I got this to work quite easily using the Static Object in the shelf menu and selecting my crowdsource. It set up all the rest for me, worked like a charm.
Houdini Indie and Apprentice » Crowd and Volume collisions
- chanson78
- 45 posts
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Hello
I have a very basic crowd sim here with some low poly agents and I would like to have a smoke volume collide/interact with the crowd sim but I am having some problems doing so. At what level can I achieve this? At the crowdsource level? Agent level?
Has anyone had any luck at doing this?
Edit: My agents are FBX files, if that helps.
I have a very basic crowd sim here with some low poly agents and I would like to have a smoke volume collide/interact with the crowd sim but I am having some problems doing so. At what level can I achieve this? At the crowdsource level? Agent level?
Has anyone had any luck at doing this?
Edit: My agents are FBX files, if that helps.
Edited by chanson78 - Nov. 8, 2017 05:00:26
Houdini Indie and Apprentice » Help with Crowd Avoidence
- chanson78
- 45 posts
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I have five separate agents in a crowdsource node via a merge node. Pretty simple.
My problem is, no matter how long I fiddle with the avoidance parameters in the crowdsolver I can't get them to avoid each other, they just keep running through each other. I need them to avoid each other at a very close proximity, how can I achieve this? I am currently tinkering around with the popsteerobstacle node right now but not having any luck.
My problem is, no matter how long I fiddle with the avoidance parameters in the crowdsolver I can't get them to avoid each other, they just keep running through each other. I need them to avoid each other at a very close proximity, how can I achieve this? I am currently tinkering around with the popsteerobstacle node right now but not having any luck.
Edited by chanson78 - Oct. 25, 2017 09:12:36
Houdini Indie and Apprentice » Crowds. FBX exporting/importing. Agent Baking. Clips. Confusion.
- chanson78
- 45 posts
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Ok, I will try to explain what I want to do and what I am getting instead.
I know the fundamentals of building crowds in Houdini, what I can't seem to figure out is how to use multiple agents or clips in a scene.
I have two separate FBX files that I exported from Cinema 4D, both are 90 frames long with similar animation but just a little different. I want to bake these in a ROP Network, in two Agent Drivers(not agent SOP), connect to a Merge node and hit render. I hit render and it creates the proper file directories, YAY! Then I want to take a Agent SOP and combine the two clips in that one Agent SOP and connect that to a Crowdsource. The problem is that only one clip plays correctly, the other clip is smashed and glitchy, its not correct. I also get a caution warning that reads something transform tracks differ regarding the two clips I am trying to combine.
What can I do different? Is there a work around? Have I no clue how to export FBX files?
I know the fundamentals of building crowds in Houdini, what I can't seem to figure out is how to use multiple agents or clips in a scene.
I have two separate FBX files that I exported from Cinema 4D, both are 90 frames long with similar animation but just a little different. I want to bake these in a ROP Network, in two Agent Drivers(not agent SOP), connect to a Merge node and hit render. I hit render and it creates the proper file directories, YAY! Then I want to take a Agent SOP and combine the two clips in that one Agent SOP and connect that to a Crowdsource. The problem is that only one clip plays correctly, the other clip is smashed and glitchy, its not correct. I also get a caution warning that reads something transform tracks differ regarding the two clips I am trying to combine.
What can I do different? Is there a work around? Have I no clue how to export FBX files?
Edited by chanson78 - Aug. 23, 2017 14:05:28
Technical Discussion » Phong breaks
- chanson78
- 45 posts
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Technical Discussion » Phong breaks
- chanson78
- 45 posts
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Anyone have a solution for this with a crowdsource SOP? The phong quality changes drastically once my agent is in a crowdsource. Is there a way to change the phong overall in the viewport?
Houdini Indie and Apprentice » Environment Variables?!? "Could not create directory!!!!????"
- chanson78
- 45 posts
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Thanks arctor for the info but I followed every step you mentioned and still the variable points back to the CProgram Files/Side Effects Software/Houdini 16.0.600/bin. I also tried to modify the Environment Variables in the Houdini.env file but no luck with that. Is there any other work around to this using the GUI?
Houdini Indie and Apprentice » Environment Variables?!? "Could not create directory!!!!????"
- chanson78
- 45 posts
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Ok so now I am really confused. When I start up Houdini through the command line I get a “fresh” HIPFILE directory under variables. While Houdini is open, I pin it to the taskbar. When I close Houdini and then reopen it through the newly created icon in the taskbar its the old .exe directories in the variables window. What is the “good way” to open Houdini?
Also it seems that when I add custom Environment Variables to the houdini.env file that changes never take affect in the program.
Also it seems that when I add custom Environment Variables to the houdini.env file that changes never take affect in the program.
Edited by chanson78 - Aug. 1, 2017 11:15:10
Houdini Indie and Apprentice » Environment Variables?!? "Could not create directory!!!!????"
- chanson78
- 45 posts
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Thanks for your quick reply. I am running Houdini from my taskbar, am I running the .exe file from my taskbar by mistake? If so, what Houdini start up file should I be using?
EDIT: Figured it out, I just started from the command line
EDIT: Figured it out, I just started from the command line
Edited by chanson78 - Aug. 1, 2017 10:24:16
Houdini Indie and Apprentice » Environment Variables?!? "Could not create directory!!!!????"
- chanson78
- 45 posts
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Yes, I am frustrated. No, I have no background in programming. I am new to PC, having worked on a Mac for over ten years. I am also relatively new to Houdini. One thing I just can't seem to understand is the saving and caching element to Houdini. You know, Environment Variables, $JOB, etc.
Here is my problem, I am trying to bake out a agent animation, in the cache directory it reads ${HIP}/agents/${AGENT}, which really means CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1. When I hit Save to Disk, I get a warning that readsCould not create directory CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1. The directory exists on my PC, I have tripled checked that, so whats the problem? Can I do something different?
I am on Windows 10 using Houdini 16.0.600
edit: So when I usually save a .hiplc file, I save to my desktop(i'm lazy) but when I tried to save a .hiplc to the directory above I get a Save failed for CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1 and Permission denied
Heh?
Here is my problem, I am trying to bake out a agent animation, in the cache directory it reads ${HIP}/agents/${AGENT}, which really means CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1. When I hit Save to Disk, I get a warning that readsCould not create directory CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1. The directory exists on my PC, I have tripled checked that, so whats the problem? Can I do something different?
I am on Windows 10 using Houdini 16.0.600
edit: So when I usually save a .hiplc file, I save to my desktop(i'm lazy) but when I tried to save a .hiplc to the directory above I get a Save failed for CProgram Files/Side Effects Software/Houdini 16.0.600/bin/agents/agent1 and Permission denied
Heh?
Edited by chanson78 - Aug. 1, 2017 09:43:24
Houdini Learning Materials » Tube Static Object
- chanson78
- 45 posts
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Hello,
I am trying to blow some smoke(Pyro Sim) through a polygon Tube object. I have turned the Tube object into a Static Object and have no caps on the Tube geo. Problem is when I simulate the animation the smoke just gets stuck inside the Tube. Under the Collisions tab in the Static Object node under Volume I have turned on the Collision Guide and it shows a capped tube volume, how can I get rid of that? I just want the inside polys of the Tube represented as the Volume.
I am trying to blow some smoke(Pyro Sim) through a polygon Tube object. I have turned the Tube object into a Static Object and have no caps on the Tube geo. Problem is when I simulate the animation the smoke just gets stuck inside the Tube. Under the Collisions tab in the Static Object node under Volume I have turned on the Collision Guide and it shows a capped tube volume, how can I get rid of that? I just want the inside polys of the Tube represented as the Volume.
Houdini Indie and Apprentice » Simulate crowd, not so easy
- chanson78
- 45 posts
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In the Houdini 16 documentation it clearly states you can simply generate a crowd by clicking Simulate in the shelf and press enter to generate a 1000 agents. There is also a video that shows this function but this simply does not work for me. Every time I do this I get an error Nothing was selected. I'm I doing something wrong here? Seems easy, click a button and hit the enter key but it just doesn't work for me. Any ideas?
http://www.sidefx.com/docs/houdini/crowds/setup [www.sidefx.com]
https://sidefx.com/tutorials/crowd-intro/ [sidefx.com]
http://www.sidefx.com/docs/houdini/crowds/setup [www.sidefx.com]
https://sidefx.com/tutorials/crowd-intro/ [sidefx.com]
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