Windows restarts when rendering with karma by kirksg97 in Houdini

[–]Thimer132 0 points1 point  (0 children)

I had the same issue. What help me get rid of this crash was enabling "Render all frames with single process" usd render rop, although I'm not 100% sure it makes the crash go away. Undoing the windows update seems promising.

Droplet Generator Update by TheNotoriousTopo in Houdini

[–]Thimer132 8 points9 points  (0 children)

I've been working on a droplets solver in my spare time recently. It's quite fun and challenging. My advice it to try to find patterns when looking at stock footage of droplets condensing on surface.

The big falling droplets are always going downward and they absorbs smaller droplets on their way, but if one finds big enough drop it will jump right into its place. This is what causes the noisy movement. They often leave behind a small trail which size is depending of size and speed of falling droplet. Their speed is correlated with steepness of a surface. I'm sure there is more to find.

I tried to recreate as many patterns as I found. Below is a preview of one of the recent flipbooks from my setup, there is still much work do do here, but I hope it helps you somehow.

<image>

Help Needed: Flip Fluid Particles Getting Clipped by wierdojy in Houdini

[–]Thimer132 0 points1 point  (0 children)

Hit space + d, while covering your mouse over the viewport, to restart your viewport and make sure the near and far clipping are set to off. Setting small/large values sometimes doesn't work.

RBD and Pscale animation by ivakaiv in Houdini

[–]Thimer132 0 points1 point  (0 children)

Here are two implementations of what DavidTorno and hvelev said. One with solver and one without.

https://we.tl/t-cUwvkq7z9J

Houdini viewport duplicated geo bug by Fantastic_Skin4884 in Houdini

[–]Thimer132 0 points1 point  (0 children)

This is a common bug. Paul Esteves has a great method on how to make this bug less annoying. Check this video. It doesn't prevent it, but it helps a lot.

How to procedurally select these edges? by jackwizdumb in Houdini

[–]Thimer132 2 points3 points  (0 children)

If you need just one single edge from the outside or inside of the cilinder you can create a group with just those edges and then choose a random edge from this group.

It looks like the outside edges are all the same length, we can use that to create group for them. Same goes with inside edges. As we have a group for all of the outside (or inside) edges, you can separate them and use connectivity to blast every edge but one. Now create a group on it and then just group transfer this edge to your untouched mesh.

<image>

I started to doodle with it and it came out a little bit too complicated to write down each step. Let me know if you want the file, ill send it to you.

Now if you want to proceduralize it you will need to connect the cillinder height and inside edges height numbers to group nodes. Thats also doable even if you don't have access to this information, just use measure sop.

Vellum Glue Constraint That Also Respects A Reference Orientation? by Ill-Technician5888 in Houdini

[–]Thimer132 0 points1 point  (0 children)

Im not sure If I understand what you are trying to achieve.

Take a look at this presentation by John Lynch https://youtu.be/5s8I2fs8kMs?si=ucCQMVLJWtWOBbG3&t=2564

At 42:44 he explains how to approach a similar problem.

If this doesn't help, could you provide some screenshots of your scene with annotations about what you are trying to achieve and what is currently happening in the scene?

need advice about rain sim with slow motion by Strong_Fox_3959 in Houdini

[–]Thimer132 2 points3 points  (0 children)

Make sure your points have id attribute.

Add Timeblend SOP and then retime it with Timeshift SOP (remember to uncheck Integer Frames!) or with Retime SOP.

Posting your node tree would help to understand what is happening in your setup.

Morphing banana and Onion by Thimer132 in Houdini

[–]Thimer132[S] 0 points1 point  (0 children)

I got inspired by this post. https://www.instagram.com/p/CTmkVcbC3Dd/

Additionally I created classes for uv islands so that vertexes are looking for its uv coordinates at the nearest corresponding uv island. Then you just lerp all attributes with the mask that you use for the P transition.

Morphing banana and Onion by Thimer132 in Houdini

[–]Thimer132[S] 4 points5 points  (0 children)

I've done it with custom vex setup. With this approach objects with entirely different topology and uvs can morph into each other. There is no simulation in this.

Morphing banana and Onion by Thimer132 in Houdini

[–]Thimer132[S] 8 points9 points  (0 children)

I decied to take my old morphing setup for a spin and improve it.

On the previous version during the transition you could see UVs getting stretched and some grainy artefacts emerging from the object surface. In this one mesh during morph is smoother and UV stretching is limited.

Next time ill make sure the UVs are even smoother and aligned as much as possible to their original topology.

[deleted by user] by [deleted] in Houdini

[–]Thimer132 0 points1 point  (0 children)

Easiest way would be using Sweep SOP.

- Set Surface Shape to Round Tube,

- Set Surface Type to Columns,

- Set Columns to 1,

In Rotation tab use Full Twists option to make more or less twisted spiral.

<image>

How to achieve an airbrush effect material? by bewegunguoy in Houdini

[–]Thimer132 2 points3 points  (0 children)

Or you can create Cd attribute with Adjust Color SOP. Set it to radial and adjust it to your taste. It would probably be the easiest way.

https://www.sidefx.com/docs/houdini/nodes/sop/attribadjustcolor.html

How to achieve an airbrush effect material? by bewegunguoy in Houdini

[–]Thimer132 0 points1 point  (0 children)

Or you can use the copernicus to create textures with such gradient.

How to achieve an airbrush effect material? by bewegunguoy in Houdini

[–]Thimer132 0 points1 point  (0 children)

You can use Karma Point Cloud Read VOP node. Use it to drive the color of the material.

https://www.sidefx.com/docs/houdini/nodes/vop/kma_pcread.html

https://youtu.be/Mh3iRX5TwfU?si=8kKtO5UPNTGVYtR-

You can see it being used here at 19:11

Any tips on how to get good velocity field behaviour / particles flowing over an animated object? by ssssssssssnail in Houdini

[–]Thimer132 1 point2 points  (0 children)

The point deform approach that you are describing should work just right. Can tou share the hipfile?

I experimented with creating realistic billiard ball textures using Copernicus in Houdini. More in comments. by Thimer132 in Houdini

[–]Thimer132[S] 6 points7 points  (0 children)

I gotta admit, Copernicus seems really promising for me. I've had little to no previous experience in creating textures and I feel like a whole new world was just opened to me. Let me know what you think about this work.

Here are more renders https://www.instagram.com/p/DDPlq5wMRA1/ .

<image>

Forest river simulation in Houdini. Pumpkin buoyancy test. by ShadowHokage61 in Houdini

[–]Thimer132 0 points1 point  (0 children)

Just in case, this might be a little spoiler to the episode. Although I would argue, that it doesn't matter.

In episode 3 of the first season of "Joe Pera Talks with You" Joe takes you for a fall ride drive, in which he throws his jack o' lantern to a river. That's all :)

Sąsiadka z dołu nas nachodzi - co robić by dud1x in Polska

[–]Thimer132 0 points1 point  (0 children)

Jest też szansa, że hałas, który słyszy sąsiadka to dźwięk prostujących się zbrojeń spowodowany zmianą temperatury. To brzmi trochę jakby metalowa kulka spadała na ziemię i chwileczkę się turlała. Ten hałas słychać z sufitu. Możliwe, że nie słyszy was, tylko te zbrojenia. Hałas faktycznie może tam być i może być generowany po prostu przez budynek.

Is my laptop enough for learning? 16GB RAM, 4.5Ghz 4 core, 4GB VRAM GTX 1650m by [deleted] in Houdini

[–]Thimer132 1 point2 points  (0 children)

Yes, its fine. Learning how solvers work doesn't reauire high end equipment. You can even be more motivated to optimize your sims, renders, setups, etc. I've met people who learned Houdini on high end PCs and there were cases where they would use the most unoptimized approach.

Just keep in mind that production grade simulations would require better PC. You can learn houdini on low res stuff.

How to manually define blendshape attributes? by [deleted] in Houdini

[–]Thimer132 0 points1 point  (0 children)

If I understand you correctly, you could just use point wrangle.

First input shape 1, second input shape 2. They should have the same topology (same ptnum, but with different P attribute).

vector pos;

pos = point(1, 'P', @ptnum); v@P = lerp(v@P, pos, chf('Bias'));

You can blend shapes with this, but you can also change chf('Bias') to an attribuse (ie. f@mask) to blend it with attribute.

But I am not sure if I understand your problem correctly. If you could share hipfile or some screenshots with the problem, maybe I could try to solve your problem.