Thanks Tomas,
That is exactly what I was trying, but adding the attribute doesn't seem to have any effect!
: I am stupid. I was mispelling threshold!
PD: I am going to Bratislava in a couple of weeks. It's nice to know that there are Houdini artists around!
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Technical Discussion » Tearing cloth in 12.5
- MiguelPerez
- 41 posts
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Technical Discussion » Tearing cloth in 12.5
- MiguelPerez
- 41 posts
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Hi all!
I'm wondering if there is any workflow for controlling cloth tearing in 12.5 similar to those in previous versions. I can't find any!
Thanks
I'm wondering if there is any workflow for controlling cloth tearing in 12.5 similar to those in previous versions. I can't find any!
Thanks
Houdini Indie and Apprentice » Freezes on Exit, won't render
- MiguelPerez
- 41 posts
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Houdini Lounge » Mullticolored volumes for post-color-correct.
- MiguelPerez
- 41 posts
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That technique is only three different lights in different positions (for example key, fill and rim), each one with red, blue or green color. Then in comp you can control the intensity of each light.
It's pretty simple, actually
It's pretty simple, actually
Houdini Lounge » objects copied on particles, rest position ?
- MiguelPerez
- 41 posts
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For the spheres case, you can use your rest position node between the copied spheres and the same spheres copied to the same points but modifying their position (of the points) with a point sop using $ID in one position field, multiplying it by a high value so you ensure they won't have the same texture pattern, and a value of 0 in the others so they keep still.
Technical Discussion » group position
- MiguelPerez
- 41 posts
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Technical Discussion » particles from a point attribute
- MiguelPerez
- 41 posts
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Look at the Birth Probability parameter at the source POP. You can write there your attribute.
Houdini Lounge » Sprite Shelf Tools
- MiguelPerez
- 41 posts
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Technical Discussion » Sprite Motion Blur (H9 Workflow)
- MiguelPerez
- 41 posts
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Delete the “v” from the field called Velocity Attribute in the Mantra: Sprite Procedural shop. Or just set the velocity attribute to 0.
Technical Discussion » Particles, Particles, Particles .. some advice!
- MiguelPerez
- 41 posts
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The only thing that has changed is, I think, the way to render sprites and setting the deep shadows. Maybe I'm wrong, but now I can't remember more different steps… Anyway, I'll update the tutorial soon.
Technical Discussion » How to use the muscle tool?
Technical Discussion » A problem about explosion
- MiguelPerez
- 41 posts
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The best thing you can do is to use a fluid sim and drive the particles with it. Will more realistic and faster than trying to find a pop solution.
Technical Discussion » A problem about explosion
- MiguelPerez
- 41 posts
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flyingc
It is 3dsmax that your made it with ?
Yes. With max' afterburn volumetric renderer (much faster than houdini). Around one and a half year ago.
Technical Discussion » A problem about explosion
- MiguelPerez
- 41 posts
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Hehe, that's my explosion I made it with max, and the volumetric renderer I used renders volumetric spheres, so I just made them spin.
The realistic way of doing what you want is to use fluid simulation. If not, you can try the turn pop or the orbit pop with some tricks.
The realistic way of doing what you want is to use fluid simulation. If not, you can try the turn pop or the orbit pop with some tricks.
Technical Discussion » learning expressions
- MiguelPerez
- 41 posts
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In the help you have information about every expression with examples.
$FF means floating frame. So if you are in frame 50, the field where you have written $FF will have a value of 50.
$FF means floating frame. So if you are in frame 50, the field where you have written $FF will have a value of 50.
Technical Discussion » two quesetions about vex
- MiguelPerez
- 41 posts
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Well, you can create more than one Random and change the seed adding values to the ID. Then you can fit the range using the Fit Range VOP (talking about VOPs) and adjust it to be between -2 and 2. If you want to transform your points with this you can create a vector with three randoms as the components and add it to the position.
What do you exactly want to do with the random values?
What do you exactly want to do with the random values?
Technical Discussion » "Volume attributes" and fluid fields
- MiguelPerez
- 41 posts
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Technical Discussion » H9 Deep Shadows on vex shaded sprites
- MiguelPerez
- 41 posts
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I think you have misunderstood me I know it renders with airtfacs, It happens to me too. But I can't see why.
Technical Discussion » H9 Deep Shadows on vex shaded sprites
- MiguelPerez
- 41 posts
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Technical Discussion » Global Variables in VOPs
- MiguelPerez
- 41 posts
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Steven supposed that you were talking about a VOP SOP.
To import an attribute to create a shop shader you have to use a Parameter VOP. Make sure you write correctly the name of your attribute in the name field and set the type (float, vector, etc) to the same as your attribute.
To import an attribute to create a shop shader you have to use a Parameter VOP. Make sure you write correctly the name of your attribute in the name field and set the type (float, vector, etc) to the same as your attribute.
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