I am using an active bound on RBD configure and for some reason it doesnt seem to be telling the glass to be active, when ther bound is turnt off all is fine however when I turn on the bound its almost like the glass geometry included is inactive.
Doesnt move when simulated.Does move when simualted.Frame 7 With boundsFrame 7 no boundsNode tree for glass only active.
For some reason it stopped working randomly and i havent been able to work out why,
Very Simple question. I create a vector attribute with attribute create. I want to assign values in an attribute wrangle to the vector. Why does Houdini keep handling the Vector as a float? I created it as a vector and it has x,y and z values. I just can't access y and z.
I was using houdini 21 apprentice to do practice and updated to 22, but now i cant opne my project file that saved from 21. It somehow trigger this error, and i have uninstalled houdini 21 and restart multiple times. Help? I'm very new to this software, thanks!
I created a simulation of water droplets falling onto the ground, and I'm trying to render it in Karma.
However, the result doesn't look as good as I expected, and I'm not quite sure what I'm doing wrong.
For the setup, I bent a grid and used it as the environment/background. I applied a simple black material to it. For lighting, I'm using a Dome Light with an HDRI.
For the liquid, I'm using the default Basic Liquid material from the MAT context.
What I'm trying to achieve is a completely transparent water material, similar to clear raindrops.
Are there any specific Karma material or rendering settings I should adjust to get more realistic, transparent-looking water?
Also, sometimes the water sitting on the ground looks more like mercury than water. 😭
I'm not sure if this could be caused by the material I used for the environment/background, or if there's something wrong with my liquid material or Karma settings.
I want it looks clear water like this
I’m a little embarrassed that I don’t have much knowledge about lighting and shading, so this might be a silly question.
I’d really appreciate any advice on where I should start fixing things and what kind of resources or tutorials I should look into to better understand lighting and shading.
Wondering if it's just me, but I've noticed that holding down or "spamming" ESC to cancel cooking of frames is not working so well in H22, or sometimes not at all. I've also noticed some general sluggishness in comparison to H21.
Nothing I'm doing now has increased significantly in complexity since I updated from H21. Just curious if this is something others are experiencing or if it's something else I should be concerned about specific to my system.
This one focuses on an Adaptive FACS Pipeline built in Houdini. FACS + 4D cache retargeting across different character shapes, procedural jaw/eye solves and facial corrections.
I dont quite exactly understand how colorspaces for textures work. As an example I have this asset from megascans. When I load bcl texture with "Mtlx Image" node it is very dark in render. File Color Space does absolutely nothing, texture remains dark. What helped was putting color space token into texture file name (texture_bcl.jpeg >>> texture_bcl_srgb_texture.jpeg) but I dont understand why only _ACEScg works when afaik megascans textures should be srgb? So, in order to make sure textures are interpreted correctly do you always need color space token in their name? And what is the point of File Color Space parameter if it has no effect in render?
Is there a robust way to do a poly expand-like on a surface
Maybe not all surfaces, I'm ok with some constraints. This setup kinda works but it's fragile because of the ray SOP. How could I start from a surface and curves on / close to that surface, and end up with this effect ?
Use case: the lines are road center lines, and I'm trying to create roads that still have some useful topology in them, and parcels (i.e what's left on the surface and are not roads)
I'm flexible with how the center lines are generated though.
The code is based on the OSL version from the original repository because it included the lookup table for evaluating the polynomials right into the code instead of using a texture image which is what the other shader implementations used.
MixBox seeks to solve the issue of inaccurate digital colour blending because colours don't mix by simply lerping RGB values.
I have included my OpenCL code as a header file which you can use in your own kernels or copy paste all the functions inline to use them.
This is honestly complete bullshit. This has been going on since Houdini 20.
Why can’t SideFX just give us optional plugins or packages? If I need MPM solvers, let me install them. If I need updated Groom tools, let me update those separately. Same thing for muscle-related tools.
Instead, we keep getting different Houdini versions that break compatibility with older files every time. And on top of that, the newer versions take forever to launch. Houdini 22 takes around 10 minutes to open for me, which is absolutely awful.
I really wish SideFX would focus more on modular updates and backward compatibility instead of forcing everything into completely different releases.
Some background: i have used houdini part time for ad agencies for about 3 years, then stopped mid 2024. Now i have my own side business that needs some archviz type shots, with some effects (like smoke and particles for product visualizations). I really dont feel like learning max or cinema, as im pretty comfy with houdini. I went through some of the sidefx lessons for solaris/karma, seems pretty good for archviz (at least easier than it was before). Im wondering if im missing something here? Karma render quality? Photorealism? is it all there?
No good recource about shaping your fire in a shader (at least for redshift it seems).
What would be one of the first things you would like to do when shading fire? REMAP and RAMP the values of the TEMPERATURE-Volume as you always do when creating fire simulations in houdini. But it seems to be not possible.
I cant stand why this is not working, it feels super trivial.
I have created this fire sim and wanted to test solaris for this testproject.
Shouldn't this rsrampscalar basically change nothing?
I have also tried feeding in my own color ramp into the emission tint parameter that would be supposed to be driven by the temperature but no luck on that end aswell...
Is there anybody that could help me out here? Would be much appreciated, thanks in advance!!!!
Hey all, I was building a COPS Subnetwork with multiple outputs and I noticed something that may be obvious to you: It always cooks all outputs even if I'm only reading from one, leading to the network getting slow.
Is this intended behaviour or am I missing something?
Thanks!
enabling scatter doesnt affect the sim, while enabling fire and smoke does. After finalizing the look I just navigated to obj level and again when I navigated to solaris scatter stopped working. The 3rd pic is off the look I finalized before navigating to the obj level.
Would you sculpt something like this? Is there a height field workflow that could work? Overall just wondering the best approach to get the putting green and fairway on separate levels so it looks realistic
I’ve been sitting here for an hour trying to figure out how to get rising bubbles using pressure incompressibility in FLIP with the FLIP solver, but I honestly don’t understand it at all. Could someone help me?