• AlexRideout
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open vdb 2016-06-21
I too am experiencing the "specified procedure could not be found (BE_OpenVDB)" error with Windows 10. I would be guessing it had to do with the somewhat recent windows update, as that introduced several system-wide problems with software suddenly not working.
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Houdini particles to Maya via Alembic
Hey Patar,

Thanks for the info! I am currently utilizing Houdini's meshing for the main part of the simulation. I have a flipsolver set up and a system for meshing it as an alembic mesh and already have that correctly outputting the vertex color information for velocity that renders correctly in Redshift when being brought into Maya.

The blood element that I am building currently has 3 separate elements to it. The Flip fluid for the main squib, a kind of smoke burst using the smokesolver and output as a vdb cache, and then a fine particulate simulation for a ballistic spray that I am running as a simple popsolver simulation. I am happy with the vdb meshing for the flip fluids, though only need fine droplets (hence the spheres) for the ballistic elements.

The main thing I was trying to figure out with this post is how to overcome the hurdles of importing point cloud data into Maya (potentially through Alembic) since Maya has a pretty terrible Alembic implementation and just generally poor support for point clouds. I might take a look at importing it as a curve though which may work for the fewer number of particles I have currently.

I do like the results of your surfacer though. My current surfacing method is pretty simple. I do have a surface tension solver attached to my flipsolver to get more interesting results. Is that something that you dealt with during simulation or during surfacing for this?

But yeah, mostly just looking for a good way to get particles from Houdini into Maya for rendering or driving of other systems. I have found Besha's OpenVDB plugin to offer some decent meshing ability of particles within Maya (while still not quite as flexible as the meshing options in Houdini, definitely a start). But still not quite what I am looking for for this particular element.

Thanks!
Alex
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Houdini particles to Maya via Alembic
Not a massive amount. Likely less than 100k at the moment. Though certainly nice to have a solution that would scale to larger sims of several million.

And thanks patar3d. I am basically planning on rendering the particles. The effect I am doing is a blood spray element via standard particles. Currently my workflow in Maya once I have the particles in there is to render them in Redshift. Redshift doesn't support direct particle rendering at the moment, so I am using a Maya Instancer node to just instance spheres to the particles.

I considered doing this in Houdini, but wasn't sure how much larger the alembic cache might be if I output instanced spheres instead of just points. I would also need velocity information on the spheres from Houdini so that Redshift is able to render motion blur. While going through alembic options, I did see something about Alembic instancing...not sure how that might work on the memory saving side of things or if it would work with the consideration of having velocity data on the spheres (mostly assuming vertex colors to store this since that seems the most effective way to do this in Maya).

If I was to do the meshing/sphere instancing within Houdini, should I be using a copier node or an instancer set up? Only just started using Houdini about a week or so ago. Definitely loving it so far, but am still learning.

Thanks!
Alex
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Houdini particles to Maya via Alembic
I did look at partIO briefly, though didn't find it compiled for Maya 2016 in my brief search. I should probably set up a development environment to compile some of these open source plugins myself at some point, but don't presently have the time to do that.

Currently I am just using the Houdini Engine to import bgeo caches (or even alembic caches). Little bit of a workaround since it does require an Engine license to work, but probably the best compatibility at the moment. I just cache out the nParticles that the Houdini Engine drives and then can use an Engine free scene, though it isn't ideal to have that extra step, though also not the end of the world.
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Houdini particles to Maya via Alembic
Hello,

I am currently trying to find a good way to get houdini particles (or point clouds) to Maya. Currently I am looking at doing so through an Alembic cache. I found that Maya's default alembic plugin is unable to handle this area (get an error about Object not found for -object flag).

I found Exocortex Crate is now open source and supports particles/point clouds. Though unfortunately it doesn't seem to allow much operation or easy retrieval of data. The "alembicpoint" node that it has is a particle emitter that generates with a legacy particle node. Particles look fine as far as position and movement, but the main issue I am having is they don't seem to transfer attributes that I exported. Most importantly at this moment, I can't get velocity on there which is important for motion blur in rendering.

I can only assume that the emitter just refreshes point positions and whatnot every frame in the particle node. Is there a way to extract attributes from the "newparticles" data type that a particle emitter sends to particle nodes?

Cheers,
Alex
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Rotating Vectors
locs.jpg 
I wanted to feed in locators into an array and get a "normal" on them based upon rotation to give artist control over positioning and rotation.

nodes.jpg 
This is the setup I came up with. Not sure if it is the best method or not, but seems to work. I have locked the x and z scale on the locators and use the y scale to drive the length of the normal vector since ultimately this setup will be used to emit particle streams.

Also, ignore the "print" line in the expression. Was using it to debug a bit.

Is there a different solution that I might use outside of the array expression node?
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How to use BE_VDBFromMayaFluid
From a scripting standpoint, you can force evaluation to get it to write too. I usually use pymel

from pymel.core import *
write=PyNode('BE_VDBWrite1')
write.VdbOutput.evaluate()

You might be able to also force it with a getAttr command for the VdbOutput attribute. Basically the Visualize node forces the output to evaluate, and these are just ways to do it without needing to connect another node.
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Houdini VDB to maya mesh : motion blur in Arnold ?
The point attribute to mesh color was going to be my suggestion. Did that work for you?
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open vdb 2016-06-21
Great to see a bifrostToArray node! Finally may be able to mesh bifrost with VDB instead of the internal mesher.
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open vdb 2016-05-14
You can render openVDB cache files with the vrayVolumeGrid node in vray. So similar workflow you would do here, just using vray's built in node opposed to one that is in this plugin.
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soup 2016-05-14
Any plans on updating the shatter node for performance? Currently still one of the features that Maya lacks for simulation without support from plugins like fractureFX or pulldownit. With some performance fixes, I think the SOuP node would be invaluable. (I am currently seeing between roughly 8-20 seconds to shatter a cube into 100 fragments)
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Curl Noise Field Offset/Phase
Just saw this in the update. Thanks Peter!
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Curl Noise Field Offset/Phase
Hello,

I was wondering if there is a way to offset the curl noise field (or phase it) that I might be missing. My goal is to be able to generate different curl patterns on the same particle system to generate variations of an effect I am building.

Currently, all I am seeing that may affect the field in this way was the transform data, though it would appear as though those attributes have no effect.

Thanks!
Alex
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arrayExpressions driven by Attributes
As in standard maya expressions opposed to SOuP's arrayExpression?
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arrayExpressions driven by Attributes
I have found myself wanting to multiply arrays by a single value (or adding a single value) a couple times, so that would be definitely helpful! I will keep an eye out in future releases. Thanks!
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