Does someone know how to instantiate an .ass file sequence in Houdini that works with motion blur?
Setting a “instancefile” attribute on the points to load geo directly from the network works but only if I don't render with motion blur. Otherwise, I get an error:
00:00:00 1017MB ERROR | AiArrayGetMtx: out-of-range error in src/pygeo/arnold/instancer.cpp at line 604
If I use an “instance” attribute instead and load an .ass file with an “arnold_procedural” node, I can make it work but only if I check “load_at_init”, a parameter I can't get if I load directly the files from an attribute in my instancer. Everything would be easy if I needed static objects but I need a sequence. I tried the “instancepoint()” function in the path of the sequence on the “arnold_procedural” but it always returns -1, probably because that parameter is used inside the node at SOP level.
If anybody has an idea on how to make it works, it would be greatly appreciated .
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Technical Discussion » Sequence of instances, Arnold and motion blur
- PierreR
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Houdini Indie and Apprentice » H13 - Particle instances with rigid body
- PierreR
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Thanks a lot! That put me on the right track; never used the multisolver before.
And if I need a continuous emission rate, I can always use a Copy SOP with a Scatter SOP pluggued into it with $F as seed.
And if I need a continuous emission rate, I can always use a Copy SOP with a Scatter SOP pluggued into it with $F as seed.
Houdini Indie and Apprentice » H13 - Particle instances with rigid body
- PierreR
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Is there an easy way to use particle instances as rigid body with Houdini 13?
I'm testing with a grid emitting particles over time. They interact with the ground without any problems but the shape used is point and not, in this case, cube.
I would like to keep them as particles so I could use POP VOP to control them but use cube as shape for interaction with the ground and each others.
Here is the test scene I'm working on.
I'm testing with a grid emitting particles over time. They interact with the ground without any problems but the shape used is point and not, in this case, cube.
I would like to keep them as particles so I could use POP VOP to control them but use cube as shape for interaction with the ground and each others.
Here is the test scene I'm working on.
Houdini Indie and Apprentice » Create Vector Displacement Map in Houdini
- PierreR
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Hi everybody
Does anyone knows how to generate a Vector Displacement map in Houdini?
I'm using HOT (Houdini Ocean Toolkit) to create two kinds of oceans, one in Sop and the other in SHOP, and I'm trying to render them as a Vector Displacement map. I hadn't find a way for neither so far. Any help would be greatly apreciated .
Does anyone knows how to generate a Vector Displacement map in Houdini?
I'm using HOT (Houdini Ocean Toolkit) to create two kinds of oceans, one in Sop and the other in SHOP, and I'm trying to render them as a Vector Displacement map. I hadn't find a way for neither so far. Any help would be greatly apreciated .
Houdini Indie and Apprentice » Mountain Sop Falloff
- PierreR
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Houdini Indie and Apprentice » Mountain Sop Falloff
- PierreR
- 6 posts
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Hello everybody.
I'm new to Houdini and I can't figure out how to drive the height of a Mountain SOP with a point attribute like $CR.
The best I could do is, with a Point SOP, use “add Normal” to trigger On/Off the Mountain SOP.
What I want to do is to drive the “Height” of a Mountain SOP based on the distance between the geometry point and an arbitrary 3D position to have a smooth falloff.
Thank you in advance for the answers!
I'm new to Houdini and I can't figure out how to drive the height of a Mountain SOP with a point attribute like $CR.
The best I could do is, with a Point SOP, use “add Normal” to trigger On/Off the Mountain SOP.
What I want to do is to drive the “Height” of a Mountain SOP based on the distance between the geometry point and an arbitrary 3D position to have a smooth falloff.
Thank you in advance for the answers!
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