Day 1: SPIRAL => (endless!) video...
https://1drv.ms/v/s!ApYPBgSXDzl8gZdyNCU8tyLy18y9lA?e=Stku5h
Screenshots:
Main network...
Anim...
Found 17 posts.
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Mardini 2024 » Day 1 | Geometry | Spiral | Animation
- ShkYo30
- 17 posts
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Mardini 2024 » Welcome and Rules
- ShkYo30
- 17 posts
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Hello Robert,
For the animation, what's the allowed resolution? Must be 1920x1080 or a square screen, like 1080x1080, is possible?
Last question, to build the video (without any editing) can I use DaVinci resolve?
Thanks!
For the animation, what's the allowed resolution? Must be 1920x1080 or a square screen, like 1080x1080, is possible?
Last question, to build the video (without any editing) can I use DaVinci resolve?
Thanks!
Edited by ShkYo30 - March 1, 2024 06:16:13
Houdini Indie and Apprentice » How to EXPORT camera from Unreal to Houdini
- ShkYo30
- 17 posts
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Hello,
I want to export my camera path from Unreal (with camera Rail and Crane system) to Houdini, what's the right method?
For now, I tried many times with a FBX export from Unreal then an Import Filmbox FBX in Houdini and nothing works!
The coordinate of the camera are never ok...
Many thanks in advance if you can give some ideas or tips!
I want to export my camera path from Unreal (with camera Rail and Crane system) to Houdini, what's the right method?
For now, I tried many times with a FBX export from Unreal then an Import Filmbox FBX in Houdini and nothing works!
The coordinate of the camera are never ok...
Many thanks in advance if you can give some ideas or tips!
Houdini Indie and Apprentice » How to optimize Large Scale simulation/ Mesh
- ShkYo30
- 17 posts
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Hi, you can play with the "Adaptivity" parameter of the Particle Fuild Surface node.
But be careful with that because if you abuse a bit more to reduce the mesh complexity, some weird artefacts can appear on the surface in your render...
You can also Blast some particles (before the Fluid SUrface node!) if you're sure it will be out of the final camera field.
But with this kind of simulation, the filecache are always so big, often dozen of Gb... Good luck!
But be careful with that because if you abuse a bit more to reduce the mesh complexity, some weird artefacts can appear on the surface in your render...
You can also Blast some particles (before the Fluid SUrface node!) if you're sure it will be out of the final camera field.
But with this kind of simulation, the filecache are always so big, often dozen of Gb... Good luck!
Houdini Indie and Apprentice » How can I reverse a Filecache reading?
- ShkYo30
- 17 posts
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jsmack
...
I'm not sure where you're seeing an output frame range, is that with the retime node?
With the timeshift node there is only a frame or time parameter, so to reverse the playback, remap the frame value to the reversed range. For example, put $FEND-$F+$FSTART for the frame expression, or link to the file caches start and end parameters instead of using the global variables.
Ok I understand well your tip, and it's noted! Thanks for the idea!
In my case, I just inverted the "Output frame range" in "Fit range" mode and Houdini understood to use a negative step (look the screenshot just below), cool!
Again, thank you so much, you saved my day!!
Edited by ShkYo30 - Oct. 11, 2023 16:56:50
Houdini Indie and Apprentice » How can I reverse a Filecache reading?
- ShkYo30
- 17 posts
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Oups! Everything works now! Weird, maybe a bad sim cache effect... Thanks a lot jsmack !
Edited by ShkYo30 - Oct. 11, 2023 13:34:53
Houdini Indie and Apprentice » How can I reverse a Filecache reading?
- ShkYo30
- 17 posts
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OK it works if I just reverse the Output Frame Range, Houdini understand itself the negative step! Cool!
But... When I play backward the sim, I lose the orient of the point for the last frame, and for an appearance effect it's a mess into the pieces of my object... :/
But... When I play backward the sim, I lose the orient of the point for the last frame, and for an appearance effect it's a mess into the pieces of my object... :/
Houdini Indie and Apprentice » How can I reverse a Filecache reading?
- ShkYo30
- 17 posts
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jsmack
I'm not sure if it's possible directly on the filecache, but you can do it with a timeshift afterwards.
With a Timeshift why not but how do I that? Because I can't use a negative substep for a Frame Range...
Houdini Indie and Apprentice » How can I reverse a Filecache reading?
- ShkYo30
- 17 posts
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Hello,
I'm using a filecache to save a popnet simulation, how can I read it inverted to obtain like "a backward effect" of my sim??
Of course I already tried with a negative increment, but it didn't work...
Is it possible directly into the filecache or not? Maybe with a Timeshift after the Filecache?
Thanks in advance for your answers!
I'm using a filecache to save a popnet simulation, how can I read it inverted to obtain like "a backward effect" of my sim??
Of course I already tried with a negative increment, but it didn't work...
Is it possible directly into the filecache or not? Maybe with a Timeshift after the Filecache?
Thanks in advance for your answers!
Houdini Indie and Apprentice » For mechanical animation: KineFX or "Classic" constraints?
- ShkYo30
- 17 posts
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CYTE
Hey ShkYo30,
I would go with kinefx. It is way more in line with the Houdini mindset. Granted some things might be a bit harder to understand but they will be improved further on. So you invest in the future. The traditional bones on the other hand are legacy and won't get any updates.
Cheers
CYTE
Thanks for your feedback about this domain ! I begin to think the same thing because KineFX is better at every update and it seems to be the future for complex rigging...
Houdini Indie and Apprentice » For mechanical animation: KineFX or "Classic" constraints?
- ShkYo30
- 17 posts
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Houdini Indie and Apprentice » For mechanical animation: KineFX or "Classic" constraints?
- ShkYo30
- 17 posts
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Hi everybody!
I'm mainly using Houdini to create some explosions, smoke, fire, particles and so on, effects.
But I want to create some mechanical animations like these:
Industrial robot arm [www.youtube.com]
Industrial piston [www.youtube.com]
or
Industrial mechanisms [www.youtube.com]
What's the better way to do that with Houdini, working with all the KineFX system, or "simply" use the movements constraints system??
Thanks in advance for your answers!
I'm mainly using Houdini to create some explosions, smoke, fire, particles and so on, effects.
But I want to create some mechanical animations like these:
Industrial robot arm [www.youtube.com]
Industrial piston [www.youtube.com]
or
Industrial mechanisms [www.youtube.com]
What's the better way to do that with Houdini, working with all the KineFX system, or "simply" use the movements constraints system??
Thanks in advance for your answers!
Edited by ShkYo30 - March 18, 2022 13:23:02
Houdini Indie and Apprentice » Howto use a lens shift with a camera ?
- ShkYo30
- 17 posts
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I found the answer on the Houdini group of Reddit, it's so easy...
You just need to change the "Screen Window Y" parameter (in the tab "view" of the camera) and after that, when you move the camera, the perspective distorsion change, cool !!
You just need to change the "Screen Window Y" parameter (in the tab "view" of the camera) and after that, when you move the camera, the perspective distorsion change, cool !!
Houdini Indie and Apprentice » Howto use a lens shift with a camera ?
- ShkYo30
- 17 posts
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Hi everybody ! I need to use a lens shift on my camera (like that look the 3 images at the bottom : [docs.redshift3d.com]).
How can I do that ? Because for now, I don't find any "shift" parameter with the Houdini camera...
Thanks in advance !
How can I do that ? Because for now, I don't find any "shift" parameter with the Houdini camera...
Thanks in advance !
Edited by ShkYo30 - Jan. 8, 2021 08:12:34
Houdini Indie and Apprentice » How can I use differents paths to move one object ?
- ShkYo30
- 17 posts
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Hi everybody !
I've 3 different paths (curves), the 1st one is fixed, the 2nd rotate and the 3td is fixed too.
I want my object follow these 3 paths one after the other.
How can I do that ??
Many thanks in advance for your answers…
I've 3 different paths (curves), the 1st one is fixed, the 2nd rotate and the 3td is fixed too.
I want my object follow these 3 paths one after the other.
How can I do that ??
Many thanks in advance for your answers…
Edited by ShkYo30 - Nov. 2, 2020 11:02:24
Houdini Indie and Apprentice » Beginner question : How can I change color after a DOPimport
- ShkYo30
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Finally, I found a way, it's not perfect but into the “dopimport” node, if I change the “import style” from “fetch geometry from dop network” to “transform input geometry”, it seems it's okay!
Unfortunately, some parts of the simulation seems moving a little into space, but I think I could fix that…
I hope that tip could help somebody!
Unfortunately, some parts of the simulation seems moving a little into space, but I think I could fix that…
I hope that tip could help somebody!
Houdini Indie and Apprentice » Beginner question : How can I change color after a DOPimport
- ShkYo30
- 17 posts
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I've a rigid body simulation stored on my hdd, and now I want to make the textures, but the DOPimport node keep the colors that were used during object creation!! You can watch the screenshot in attachment.
Please, how can I change the color after the DOPimport node, or maybe how to keep the color of the Assemble node? (I work for a render with Mantra)
Many thanks in advance for your tips/answers!
Please, how can I change the color after the DOPimport node, or maybe how to keep the color of the Assemble node? (I work for a render with Mantra)
Many thanks in advance for your tips/answers!
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