Hello!
Is there a way to offset an image sequence so that every geo uses the same texture sequence, but has a different start point? I've tried using copy sop and timeshift, but wasn't able to make it work. Any tips/ideas would be greatly appreciated. Thank you!
Jason
image sequence offset
10482 10 0-
- Jason Kim
- Member
- 3 posts
- Joined: Aug. 2013
- Offline
-
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
-
- Jason Kim2
- Member
- 1 posts
- Joined: Aug. 2013
- Offline
-
- rafaels
- Member
- 700 posts
- Joined: March 2009
- Offline
I don't think the stamp function can be evaluated at rendertime, can it? It would have to be cooked in the sop level prior to sending it to Mantra, hence the pointcloud workarounds and such.
What you might be able to do is create a point attribute on your geo with the offset values. and load that attribute in your shader and do the offsetting of texture value within it.
Cheers
What you might be able to do is create a point attribute on your geo with the offset values. and load that attribute in your shader and do the offsetting of texture value within it.
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
-
- Jason Kim
- Member
- 3 posts
- Joined: Aug. 2013
- Offline
Thanks for the tip, Rafael! I have some follow up questions for you. I created an attribute that spits out a random frame number per point, but how would I integrate the attribute into the shader file path, so that each copy has a different start frame number without using a stamp expression? Hopefully I am making sense. Thanks again for your help!
-
- rafaels
- Member
- 700 posts
- Joined: March 2009
- Offline
Check the attached file. First you'll have to render the images sequence in COP and then try to render the scene.
Cheers
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
-
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
Interesting. Guess if I had opened up Houdini and tested it …..
I must admit I would of made a vop sop and created a simple attribute that counts using $F and then assigned a random start frame per point. Each copy then would pick up the newly created Variable. Then further down the tree in a material sop I would create an override for the texture and use my new variable as the random start point ! . hope that makes sense
Rob
I must admit I would of made a vop sop and created a simple attribute that counts using $F and then assigned a random start frame per point. Each copy then would pick up the newly created Variable. Then further down the tree in a material sop I would create an override for the texture and use my new variable as the random start point ! . hope that makes sense
Rob
Gone fishing
-
- rafaels
- Member
- 700 posts
- Joined: March 2009
- Offline
yeah, guess my method was a bit convoluted, but then I just wanted to prove the point anyway. It's surely not the most efficient way 
Plus I had no idea you can't cast a variable to type string in VEX or VOP, am I crazy?!?
Cheers

Plus I had no idea you can't cast a variable to type string in VEX or VOP, am I crazy?!?
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
-
- Jason Kim
- Member
- 3 posts
- Joined: Aug. 2013
- Offline
-
- rafaels
- Member
- 700 posts
- Joined: March 2009
- Offline
The workflow I used should be work just fine in H11.
if you can take a look at it later from your home computer I'm sure you can reproduce it in H11.
Cheers
if you can take a look at it later from your home computer I'm sure you can reproduce it in H11.
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
-
- circusmonkey
- Member
- 2624 posts
- Joined: Aug. 2006
- Offline
-
- Quick Links


