Hi,
thanks for your response. I was also thinking about Vellum, but I just need to find out how it works in this particular case. Thank you also for the advice concerning muscle-deform.
Best regards
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Houdini Indie and Apprentice » Canvas creases/wrinkles
- HHaynes
- 14 posts
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Houdini Indie and Apprentice » Canvas creases/wrinkles
- HHaynes
- 14 posts
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Hello,
I was wondering, if anyone could give me some advice, how to set up a canvas/tarpaulin (made of Polyvinyl Chloride) that covers an arrangement of rods and that shows those distinctive creases around those rods and bars (see attached image 2)
Adding a canvas on top of the bars might be a simple task, but I have no clue how to create these complex wrinkles and creases that forms when the canvas is tightened with the help of ropes (that run through lugs at the canvas' edges).
Assumed that there's a method, that automatically creates those creases, would you suggest to cover the bars with a simple canvas plane and add those lugs and ropes later, when the wrinkles had been processed or should the canvas be attached to the bars with ropes before I run the simulation?
I'm quite inexperienced with simulations in Houdini, so I hope you'll excuse my lame question.
Thanx in advance and best regards
I was wondering, if anyone could give me some advice, how to set up a canvas/tarpaulin (made of Polyvinyl Chloride) that covers an arrangement of rods and that shows those distinctive creases around those rods and bars (see attached image 2)
Adding a canvas on top of the bars might be a simple task, but I have no clue how to create these complex wrinkles and creases that forms when the canvas is tightened with the help of ropes (that run through lugs at the canvas' edges).
Assumed that there's a method, that automatically creates those creases, would you suggest to cover the bars with a simple canvas plane and add those lugs and ropes later, when the wrinkles had been processed or should the canvas be attached to the bars with ropes before I run the simulation?
I'm quite inexperienced with simulations in Houdini, so I hope you'll excuse my lame question.
Thanx in advance and best regards
Houdini Indie and Apprentice » Combined UV Layout for independent geometries
- HHaynes
- 14 posts
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Hello Rob,
thank you very much for your response, help and effort!
I'm not quite sure how I will animate the tank at the end, since the movements should be as realistic as possible, and maybe I will have to animate the wheels etc. on sop level, but your approach is absolutely helpful (to understand how things work in Houdini).
Thanks a lot & best regards
thank you very much for your response, help and effort!
I'm not quite sure how I will animate the tank at the end, since the movements should be as realistic as possible, and maybe I will have to animate the wheels etc. on sop level, but your approach is absolutely helpful (to understand how things work in Houdini).
Thanks a lot & best regards
Houdini Indie and Apprentice » Combined UV Layout for independent geometries
- HHaynes
- 14 posts
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Hello all,
A long time ago I've created a very complex tank model within SI, which I recently imported in Houdini and which I would love to animate someday.
The problem that I face now is that I need to group or combine certain components such as running wheels or rubber tyres in order to create one UV Layout that could simplify subsequent texturing in Substance Painter (cue: UDIM tiles)
Since every wheel needs to have its own independent radial arm, I can't find a way to create one combined UV Layout for all running wheels, tires, tracks without changing the hierarchy. I guess can't merge the components (and assign one UV Layout) and break them apart later on, because they won't propably keep their original position as soon as I reassign/parent them to their particular radial arm null.
Is there maybe a way to group all moving objects (wheels, tires etc.) without merging them and assign a UV Layout to the this particular group?
If not, what would you do, if you had to texture hundreds of more or less identical objects that all are supposed to have individual textures made with Substance Painter?
It wouldn't be a problem at all, if they were static objects, but since they will rotate or move later on, I think I can't just merge them.
Any ideas would be highly appreciated! Thanks for your help & time & best regards
A long time ago I've created a very complex tank model within SI, which I recently imported in Houdini and which I would love to animate someday.
The problem that I face now is that I need to group or combine certain components such as running wheels or rubber tyres in order to create one UV Layout that could simplify subsequent texturing in Substance Painter (cue: UDIM tiles)
Since every wheel needs to have its own independent radial arm, I can't find a way to create one combined UV Layout for all running wheels, tires, tracks without changing the hierarchy. I guess can't merge the components (and assign one UV Layout) and break them apart later on, because they won't propably keep their original position as soon as I reassign/parent them to their particular radial arm null.
Is there maybe a way to group all moving objects (wheels, tires etc.) without merging them and assign a UV Layout to the this particular group?
If not, what would you do, if you had to texture hundreds of more or less identical objects that all are supposed to have individual textures made with Substance Painter?
It wouldn't be a problem at all, if they were static objects, but since they will rotate or move later on, I think I can't just merge them.
Any ideas would be highly appreciated! Thanks for your help & time & best regards
Houdini Indie and Apprentice » How to copy different geometry randomly to a group of points?
- HHaynes
- 14 posts
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Hello Kays, thank you very much for the link! I think I've seen it a while ago while I was watching one of the great Entagma tutorials, but forgot it about somehow. Since I'm getting more used to Houdini day by day I think I'll give it a try soon.
Best regards
Best regards
Houdini Indie and Apprentice » How to copy different geometry randomly to a group of points?
- HHaynes
- 14 posts
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Hello Midphase,
you've probably found a solution for your question in the meantime already, but if not, here's a tutorial that explains more or less exactly what you're looking for:
https://www.youtube.com/watch?v=SVRk3sxzpLU [www.youtube.com]
I've recently found this video when I was searching for the same method you hoped to find. You need two little scripts, but it's totally easy.
Best regards
you've probably found a solution for your question in the meantime already, but if not, here's a tutorial that explains more or less exactly what you're looking for:
https://www.youtube.com/watch?v=SVRk3sxzpLU [www.youtube.com]
I've recently found this video when I was searching for the same method you hoped to find. You need two little scripts, but it's totally easy.
Best regards
Houdini Indie and Apprentice » Render different ROPs successively
- HHaynes
- 14 posts
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Awesome, thank you very much for the tip, Daryl! I never would have found this little ‘trick’!
Cheers
Cheers
Houdini Indie and Apprentice » Render different ROPs successively
- HHaynes
- 14 posts
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Hello guys,
sorry for this kind of stupid question:
Recently I was glad to find out that I can use different (Redshift) ROPs to render particular contents.
But what I don't understand is how I can render multiple ROPs consecutively, meaning that when ROP1 has finished, ROP2 starts automatically.
I know that there are fetch, batch or merge nodes, which should do the trick, but when I hit the render button of the merge node (see attached image) one of the two ROPs will be skipped.
Do you have any idea, what I'm doing wrong?
Thanx & best regards
PS: both ROPs render exactly as they should when I render them manually, so I can rule out issues within the ROPs
sorry for this kind of stupid question:
Recently I was glad to find out that I can use different (Redshift) ROPs to render particular contents.
But what I don't understand is how I can render multiple ROPs consecutively, meaning that when ROP1 has finished, ROP2 starts automatically.
I know that there are fetch, batch or merge nodes, which should do the trick, but when I hit the render button of the merge node (see attached image) one of the two ROPs will be skipped.
Do you have any idea, what I'm doing wrong?
Thanx & best regards
PS: both ROPs render exactly as they should when I render them manually, so I can rule out issues within the ROPs
Houdini Indie and Apprentice » How to render background & foreground separately
- HHaynes
- 14 posts
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Hello jsmack,
thanx for your response and the hints. I've managed to render the separate images as desired and I'm glad that this can be done in Houdini quite easily!
Best regards
thanx for your response and the hints. I've managed to render the separate images as desired and I'm glad that this can be done in Houdini quite easily!
Best regards
Houdini Indie and Apprentice » How to render background & foreground separately
- HHaynes
- 14 posts
- Offline
Hello,
I recently restarted to learn Houdini after a long interruption and I'm quite happy with the progress, although I've only scratched the surface so far
Coming from Softimage there's a fundamental question that I couldn't really find a proper answer for yet:
The question is, if can I set up multiple ‘render passes’ or ‘layers’ like in Softimage with different contents (and I don't mean AOVs)?
Let's say I want to render the background (floor, sky etc.) and the foreground objects separately and merge them later on in AE or Nuke?
In Softimage, if I like to render only the background, but want to keep GI, shadows, reflections etc. of the foreground objects, I can just put the foreground objects in a separate partition and disable the primary rays for that particular group.
Does that work similarly in Houdini? Do I create different groups that will be assigned to a particular ROP node?
Maybe there's a tutorial or documentation that deals with that topic?
Thank you very much in advance & best regards
I recently restarted to learn Houdini after a long interruption and I'm quite happy with the progress, although I've only scratched the surface so far
Coming from Softimage there's a fundamental question that I couldn't really find a proper answer for yet:
The question is, if can I set up multiple ‘render passes’ or ‘layers’ like in Softimage with different contents (and I don't mean AOVs)?
Let's say I want to render the background (floor, sky etc.) and the foreground objects separately and merge them later on in AE or Nuke?
In Softimage, if I like to render only the background, but want to keep GI, shadows, reflections etc. of the foreground objects, I can just put the foreground objects in a separate partition and disable the primary rays for that particular group.
Does that work similarly in Houdini? Do I create different groups that will be assigned to a particular ROP node?
Maybe there's a tutorial or documentation that deals with that topic?
Thank you very much in advance & best regards
SI Users » Softimage to Houdini guides
- HHaynes
- 14 posts
- Offline
Hello again, I'm aware it's already been a while that the first guides were released and if I understood Jordi correctly there will be revised guides (?) soon, but is there any chance to download the old pdf somewhere? All links that I've found so far seem to be dead… Thank you very much in advance
SI Users » Softimage to Houdini guides
- HHaynes
- 14 posts
- Offline
Hi there! Just recently I also decided to switch from SI to Houdini and want to thank Jordi for starting this thread. Looking forward to seeing what you will come up with. Your guides will hopefully make the - often daunting - transition a little bit easier for rookies like me
Best regards
Best regards
Houdini Indie and Apprentice » Alembic Scene Import , selecting primitives 'disabled'
- HHaynes
- 14 posts
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Houdini Indie and Apprentice » Alembic Scene Import , selecting primitives 'disabled'
- HHaynes
- 14 posts
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Hello guys,
this is my first post here; since I started ‘working’ with Houdini just recently and try to get accustomed to it, I hope you don't resent my rather simple questionI've currently installed Houdini Apprentice version 16.0.504.20
When I import an Alembic File and select one of its objects, I can't select the object's primitives, although I'm able to select the points or edges (Load as ‘Unpack Alembic Delayed Load Primitives’). The whole object just turns blue when I try to make a primitive selection. I obviously missed something important, right?
I've already ‘combed’ Houdini's documentation and the forum's posts, but couldn't really find an answer. Do you maybe have a clue?
Thank you very much & best regards
this is my first post here; since I started ‘working’ with Houdini just recently and try to get accustomed to it, I hope you don't resent my rather simple questionI've currently installed Houdini Apprentice version 16.0.504.20
When I import an Alembic File and select one of its objects, I can't select the object's primitives, although I'm able to select the points or edges (Load as ‘Unpack Alembic Delayed Load Primitives’). The whole object just turns blue when I try to make a primitive selection. I obviously missed something important, right?
I've already ‘combed’ Houdini's documentation and the forum's posts, but couldn't really find an answer. Do you maybe have a clue?
Thank you very much & best regards
Edited by HHaynes - April 3, 2017 12:18:54
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