Hi guys,
Wondering does anyone know how to import animated geometry into the sop solver without using a blendshape node, as the method i found on the forum isnt working for my setup ?
What i currently have is animated geo going into a dopnet, then using vops to find neighbouring points based on a group to spread a color value. This works fine however it doesnt update the position.
I have tried origin expressions but dont seem to work and I do understand that using options like deforming geometry makes the sim start over again so is there a way around this ? A simple example file would be awesome if possible.
Cheers
Found 113 posts.
Search results Show results as topic list.
Technical Discussion » Dopnet Vops & Animation
- Lyonz
- 114 posts
- Offline
Work in Progress » Sand Volume Erosion Test
- Lyonz
- 114 posts
- Offline
Work in Progress » Sand Volume Erosion Test
- Lyonz
- 114 posts
- Offline
Hi all, could someone explain what exactly level set are out of interest ? As this looks like a sop solver effect transferring attributes to create erosion, wondered if I'm missing something.
Technical Discussion » Nodes
- Lyonz
- 114 posts
- Offline
Technical Discussion » Nodes
- Lyonz
- 114 posts
- Offline
Thank you for the reply, the tools would be great but im after making a fully procedural method for my asset, so that no external assets are needed when i share it. Will have a look at the chop method you mentioned.
As essentially its only the world position i need for a null to link geometry to it.
Thanks
As essentially its only the world position i need for a null to link geometry to it.
Thanks
Technical Discussion » Nodes
- Lyonz
- 114 posts
- Offline
Hi wondering is there any other nodes except the fetch node that can bring the world position of a null, even if its parented to another null.
Thanks
Thanks
Houdini Lounge » AGE & LIFE / COLOR & ALPHA
- Lyonz
- 114 posts
- Offline
Wondering on the Colour ramp why is it when you move point 3 towards the end of the ramp, point 4 is always more dominant ? Meaning it doesnt seem to shorten the end colour.
Thanks
Thanks
Houdini Lounge » AGE & LIFE / COLOR & ALPHA
- Lyonz
- 114 posts
- Offline
Hi,
Im trying to create a particle trail that fade off at one end, along with the colour also changing. I im trying to use $AGE or $LIFE with a color pop but even when the alpha is set to 0 the channel still shows white. If someone know how to achieve this please let me know.
Thanks
Im trying to create a particle trail that fade off at one end, along with the colour also changing. I im trying to use $AGE or $LIFE with a color pop but even when the alpha is set to 0 the channel still shows white. If someone know how to achieve this please let me know.
Thanks
Technical Discussion » A Houdini Camera To Nuke Workflow
- Lyonz
- 114 posts
- Offline
Hi all,
Currently trying to get a houdini camera into nuke but its not working the way i expected.
So far i have tried the houdini2nuke script but isnt working for some reason.
However i have been able to sucessfully export a camera by saving out through CHOPS as a chan file.
The only problem occurs when the camera is attached to a null it tends to filp in nuke. I have tried object merge the camera origin and use that for chops but then no animation gets seen….
Thanks In Advance
Currently trying to get a houdini camera into nuke but its not working the way i expected.
So far i have tried the houdini2nuke script but isnt working for some reason.
However i have been able to sucessfully export a camera by saving out through CHOPS as a chan file.
The only problem occurs when the camera is attached to a null it tends to filp in nuke. I have tried object merge the camera origin and use that for chops but then no animation gets seen….
Thanks In Advance
Technical Discussion » An Up Vector
- Lyonz
- 114 posts
- Offline
Technical Discussion » A basic problem
- Lyonz
- 114 posts
- Offline
Hi all,
Im wondering if someone can explain how to skin multiple curves, as i seem to be having wavey line issues when i do this.
All im after is to skin multiple curves created with the origin attribute/add sop then create uv's that work along the length so i can apply displacement with a glass shader…
Thanks in advance
Im wondering if someone can explain how to skin multiple curves, as i seem to be having wavey line issues when i do this.
All im after is to skin multiple curves created with the origin attribute/add sop then create uv's that work along the length so i can apply displacement with a glass shader…
Thanks in advance
Technical Discussion » An Up Vector
- Lyonz
- 114 posts
- Offline
Hi,
Wondering if anyone knows how to change the direction of a vector after you skin a surface together ? or should this be done before skinning ? As im wanting my displace along normals shader to work in the correct direction.
Thanks
Wondering if anyone knows how to change the direction of a vector after you skin a surface together ? or should this be done before skinning ? As im wanting my displace along normals shader to work in the correct direction.
Thanks
Houdini Lounge » A sparkle Effect
- Lyonz
- 114 posts
- Offline
Hi all,
Wondering what would be the best way to create a sparkle effect on diamonds ? Is it possible to add an animated noise mask to a glass shader so that some areas receive light and other areas don't ? I'm looking for a procedural way.
Thanks
Wondering what would be the best way to create a sparkle effect on diamonds ? Is it possible to add an animated noise mask to a glass shader so that some areas receive light and other areas don't ? I'm looking for a procedural way.
Thanks
Technical Discussion » Car Rigging
- Lyonz
- 114 posts
- Offline
I have created a quick setup and looking for ways to setup controllers.
Basically i have set the car to follow a path and used the rays sop to make the path follow the bumps in the road. but not sure how to get the wheels reacting to the bumps ? staying at the correct height for a start and then adding suspension so the body reacts(maybe some type of spring).
Im using $FT to rotate the wheels over time more so on the back to get a realistic effect. Looking into creating a controller for this named MPH so you can set the speed in the viewport interactively.
Not sure why the sphere ive used as a look at contraint is making the wheels filp and move in the wrong direction only wanting them to working in the Y axis.
Lastly looking into creating a drift, going to start looking into the lag option.
Basically i have set the car to follow a path and used the rays sop to make the path follow the bumps in the road. but not sure how to get the wheels reacting to the bumps ? staying at the correct height for a start and then adding suspension so the body reacts(maybe some type of spring).
Im using $FT to rotate the wheels over time more so on the back to get a realistic effect. Looking into creating a controller for this named MPH so you can set the speed in the viewport interactively.
Not sure why the sphere ive used as a look at contraint is making the wheels filp and move in the wrong direction only wanting them to working in the Y axis.
Lastly looking into creating a drift, going to start looking into the lag option.
Technical Discussion » Car Rigging
- Lyonz
- 114 posts
- Offline
Thanks for replying i will look into CHOPS and see what i can come up with. Suprised there is no help files on a vehicle object as they are commonly used.
Technical Discussion » Car Rigging
- Lyonz
- 114 posts
- Offline
Hi im wondering if anyone knows a good way to rig a car in houdini ? Im trying to create a realistic look with the car body reacting to the suspension.
Also have the wheels rotating in the correct axis with the front wheels also working off a look at constraint for steering, along with the option to add drift to the car (not much).
I have a good understanding how to do this in 3ds max problem is i need to do it in houdini. I have looked at the rigid body method but not wanting a toy car.
Also have the wheels rotating in the correct axis with the front wheels also working off a look at constraint for steering, along with the option to add drift to the car (not much).
I have a good understanding how to do this in 3ds max problem is i need to do it in houdini. I have looked at the rigid body method but not wanting a toy car.
Technical Discussion » Car rendering problems
- Lyonz
- 114 posts
- Offline
Hi thanks for replys, i have got the pbr setting set to all paths. . . .
I do understand it would be highly intense to use caustics wondering if there is a volume light option to doing this ?
I was also thinking this might be best done in a compositing software like nuke ?
Lyonz
I do understand it would be highly intense to use caustics wondering if there is a volume light option to doing this ?
I was also thinking this might be best done in a compositing software like nuke ?
Lyonz
Technical Discussion » Car rendering problems
- Lyonz
- 114 posts
- Offline
Hi all,
Thought i would have ago at rendering a car in the dark, since there doesnt seem to be many renders on this.
Im trying to render the lights on the car but having a few problems. The link below is what im looking to achieve. I have no problem doing this in 3ds max, but not sure whats going wrong in houdini.
http://www.dmmultimedia.com/3dtips_04c.htm [dmmultimedia.com]
Im using the PBR renderer with a standard spot light placed inside the cars headlight but it seems as if it doesnt go through the glass material. Also when i apply a glow shader on the lightbulb it is really faint even with extremely high values for the emission setting.
The second problem is that im trying to create a neon glow using the geometry light (standard plane) but comes out in dots ?
Thought i would have ago at rendering a car in the dark, since there doesnt seem to be many renders on this.
Im trying to render the lights on the car but having a few problems. The link below is what im looking to achieve. I have no problem doing this in 3ds max, but not sure whats going wrong in houdini.
http://www.dmmultimedia.com/3dtips_04c.htm [dmmultimedia.com]
Im using the PBR renderer with a standard spot light placed inside the cars headlight but it seems as if it doesnt go through the glass material. Also when i apply a glow shader on the lightbulb it is really faint even with extremely high values for the emission setting.
The second problem is that im trying to create a neon glow using the geometry light (standard plane) but comes out in dots ?
Technical Discussion » Vray & Houdini
- Lyonz
- 114 posts
- Offline
Technical Discussion » A point weight node
- Lyonz
- 114 posts
- Offline
Thank you for replying, this method is far simpler than i had. I posted the topic up twice as i assume some people wont be signed up to both forums.
Lyonz
Lyonz
-
- Quick Links