All Activity|forum - All ActivityenRBD constraints from rulesHi, thank you, but how can this happen or other question how to debug and fix the centroid problem? I did not have something like this.Sat, 10 Apr 2021 17:55:17 +0000RBD constraints from rulesConnect a Null SOP to the Constraints outputs of your nodes and work your way through the network to visualize the constraints you are creating - it appears your center of mass is offset for fractured pieces being fed in, so your RBD Constraints From Rules nodes are connecting to a centroid out in space. You'll want to go back and ensure the centroids of your fractured geometry are being correctly defined, otherwise the motion when the pieces are being simulated are most likely going to have the wrong motion.Sat, 10 Apr 2021 17:39:51 +0000Sweep ControlHere is a test scene where I set up two attempts. sweepTest_v001.hiplcSat, 10 Apr 2021 17:06:45 +0000RBD constraints from rulesHi, I simplified this project to the problem, but it is still over 300MB big. So I let the link here for download., 10 Apr 2021 16:27:32 +0000Underwater SurfaceYou will likely get help faster if you post a simple example scene for others to investigate/tweak for youSat, 10 Apr 2021 15:41:09 +0000RBD constraints from rulesI would recommend posting a reduced/simplified example file that demonstrates the problem in order for people to better help you. It is understandable if you might be reluctant to share assets, etc. but try deleting the majority of your geometry down to a level you are comfortable with sharing or create alternate, simplified geometry that still exhibits the same problem for people to investigate.Sat, 10 Apr 2021 15:37:35 +0000Obscurus of Fantastic BeastsAdvect particle with a curl noise velocity field?Sat, 10 Apr 2021 14:25:38 +0000Instancing with Redshift (@instancepath is too slow!) am I missing something?Also, if you are just instancing spheres, try leveraging Redshifts render as particles instead. No geometry needed. I don't think Redshift uses a special attribute. I always used @instance and that seemed to work. If you do have a .rs file (which is recommended) then use @instancefile to target it on the disk, but don't specify both attributes. Here some code from one of my instancers. string subnet = chs("../subnet_source"); // Numbered variants inside subnet. int max = chi("../item_max"); // Variant count. float rnd_seed = ch("../rnd_seed"); // Select random item int item_num = int(fit01(rand(@ptnum+rnd_seed),1,max)); s@instance =sprintf("%s%02d",subnet,item_num); // Apply random rotations float randRot_Y = fit01(rand(@ptnum + rnd_seed+3),0,360); @orient = quaternion(maketransform(@N,@up)); vector4 rotate_Y = quaternion(radians(randRot_Y),{0,1,0}); @orient = qmultiply(@orient, rotate_Y); // Apply random size f@pscale = fit01(rand(@ptnum+rnd_seed+10),0.75,3.0)*ch("../size_mult");Sat, 10 Apr 2021 13:09:06 +0000How to Copy Houdini's Mantra to Nukejust need to load rendered image. Should this python code apply to both Houdini and Nuke? I want to have the image load when I copy the mantra to Houdini and paste it into Nuke. Thank you.Sat, 10 Apr 2021 10:19:50 +0000ocean surface shader a little confused about transform spacesay i have a ocean ,i need do some deform in the ocean surface shader , transform the space from current to object ,then i did some deform work ,then transform it back to current space ,give the new surface position to shading normal , the render have this prob , i think my way is wrong , someone who familiar about it pls help me . appreciate it . i did a simple hip file show this question , you can download it ,in the shader ,put a aanoise plus with object position ,you can switch it between normal and wrong . you can regenerate you ocean spectrum . thanks ! deformOcean.hipSat, 10 Apr 2021 09:21:52 +0000UVs and connectivityI figured so, thanks. I guess Houdini also has primitive groups to solve the ambiguities that could arise out of it, but it's interesting that depending on how your uvs move or unfold, random uv points could end up sticking together because they happen to be on top of each other.Sat, 10 Apr 2021 09:06:17 +0000Instancing with Redshift (@instancepath is too slow!) am I missing something?I haven't worked with instances in a version newer than 18.0 Redshift and Houdini, however the last time I tried I was under the impression that Mantra and Redshift used different instancing attribute names. One used instancepath and one used instancefile, I think Mantra uses instancepath and Redshift uses instancefile. Could this be of any use? Because I would have thought that the final point count after instancing would matter a lot less if they are all instanced since it just reads the same file from disk. Also just to have asked, are you trying to instance a .rs file or a .bgeo file? Because I believe that Redshift prefers to instance .rs files over .bgeo files.Sat, 10 Apr 2021 08:45:57 +0000How to eliminate the initial vorticity of the sea surfaceI am a Houdini learner，How to eliminate the initial vorticity of the sea surface ?Sat, 10 Apr 2021 05:50:49 +0000Sweep Controlhard to comment on what you are missin without seeing what you did, but yeah essentially looks like a specific profile shape swept along curve and rendered with rough refractive material and absorptionSat, 10 Apr 2021 03:26:34 +0000how to import the DOP geo into a sop solver mid simSat, 10 Apr 2021 01:35:41 +0000Houdini Artists | Animal LogicAnimal Logic is looking for strong Houdini Artists to join our team! Check out the following postings for more info: Houdini Character FX Artist Senior FX Artist Crowd Artist Animal Logic is recognised as one of the world’s leading independent creative digital studios, producing award winning design, visual effects and animation for 30 years. With creative studios in Sydney and Vancouver and offices for the company’s development arm, Animal Logic Entertainment and Truant Pictures, in Sydney and Los Angeles, Animal Logic continues to forge new partnerships and collaborations with leading studios and filmmakers to develop and produce stories that resonate with a global audience. Animal Logic is currently in production on Super Pets, The Shrinking of the Treehorns and The Magician's Elephant. Recent releases include Peter Rabbit 2, The LEGO Movie 2 and Captain Marvel. If you want to create GREAT WORK with GREAT PEOPLE then come and join us at Animal Logic!Sat, 10 Apr 2021 00:39:33 +0000Sweep ControlHappy Friday, I'm trying to re-create this work in Houdini... I was trying to achieve with a sweep and custom curve but wasn't able to get the variation like on the example attached. It just looked like a repeated pattern. Can anyone provide a push in the right direction. I'm sure it's a simple step Thanks,Sat, 10 Apr 2021 00:35:08 +0000UVs and connectivitythis however you can get island id's using Connectivity SOP in uv connectivity modeSat, 10 Apr 2021 00:19:23 +0000Instancing with Redshift (@instancepath is too slow!) am I missing something?Hi all, First of all, please let me know if somebody else asked this question and got an answer, I looked for an answer here and didn't find any, someone has asked on SideFX forum but nobody answered. anyway, I have a scene with hundreds of thousands of points in it that I wanna render as instances. It works fine when I render with Mantra, the @instancepath attrib works just fine, and it does work with Redshift too but it's very slow and it just freezes when the number of points goes up, even 1000 points would take forever to render with RS. So I was wondering if I'm missing something. Thank you, EFri, 09 Apr 2021 23:55:01 +0000Underwater SurfaceFri, 09 Apr 2021 23:04:55 +0000UVs and connectivityIs there any "real" attribute in a mesh that defines how vertex UVs are connected together? Or is it only implicit, so if two vertex UVs have the same position, they are considered merged? For contrast, in Maya a UV set is considered its own pseudo mesh, with the same UV point connecting to multiple face vertices, its own distinct topology buffers etc.Fri, 09 Apr 2021 20:52:19 +0000Does Houdini support geforce GTX 16 series GPUI'm not aware of any drawback for increasing the TDR delay, so you might as well give it a try. What do the logs say? Are you sure it is your graphics card? One simple test is to leave the Materials icon for the 3D viewport OFF (save as viewport default D-KEY). This will prevent additional features from being applied, features your card might not have. Maybe force a chkdsk on the drive where you have installed Houdini?Fri, 09 Apr 2021 17:35:44 +0000Using detail function inside a wrangle in a for each connected loopHi Tomas, Thanks a lot for you explanation. I get it now. Spare inputs does look easier. Thanks for the tip.Fri, 09 Apr 2021 17:32:05 +0000Custom Connected adjective piecesHello, nice to meet you, I starting my journey with Houdini, and I really excited! I explore basics with attribute wrangle and also with vex, but I want to do something and still confused because I still don't know how to do it. Please, can some expertise can look at my idea of what I want to do? I will appreciate that a lot! Firstly I want to do some custom connected points where is a node but I want to set the points that can joint only with 3 lines (picture name: "3 LINES"). Secondly, I want to connect then with the second scattered surface but with one condition: Only to join between surface (no to connect point on the surface, meaning no adding more points on surface (picture name: "3") And what it shouldn't look like (picture name: "2") Thanks! CCAP.hipFri, 09 Apr 2021 16:39:18 +0000Volume source random activationIs possible to have my particles from the volume source activated at different frames? i am using a noise that i remap to frames to control which parts of my geo get activated whenFri, 09 Apr 2021 16:32:07 +0000