I recently followed along with the Project Titan Ivy Tool tutorial [www.sidefx.com] and absolutely loved it.
https://imgur.com/a/Rd56dwO [imgur.com]
It worked very well inside unreal engine, except there is still one thing bugging me.
If I throw it on the model of a house for example. There will also be Ivy growing on the inside of the house.
https://imgur.com/a/Rd8Jquo [imgur.com]
Now i could maybe manually set every object this would be used on to exclude centrain prims/points from spawning ivy. But I was wondering if there would be a more procedural way of doing this.
Is there a way to calculate a light value and only have points based on how much light geometry would be receiving?
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Technical Discussion » Calculating light value from geo input.
- XpL0iT
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Technical Discussion » Marvel like intro. Footage on AOV's.
- XpL0iT
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willhThat's amazing! Thanks so much for the clear explanation.
here is the scene file if you want to have a look
Edited by XpL0iT - Oct. 27, 2022 07:48:30
Technical Discussion » Marvel like intro. Footage on AOV's.
- XpL0iT
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I'm trying to create something like the marvel intro, where some (moving) faces have video footage as a texture. Like a screen basically.
I'm currently trying this by creating a group with the faces and loading these as an AOV via Karma.
Then track this scene later and apply the footage manually to these faces in After Effects.
Is there a better way to do this? How would you approach this scene?
I'm currently trying this by creating a group with the faces and loading these as an AOV via Karma.
Then track this scene later and apply the footage manually to these faces in After Effects.
Is there a better way to do this? How would you approach this scene?
Edited by XpL0iT - Oct. 26, 2022 11:12:08
Technical Discussion » Making geometries follow paths based on particle lifespan
- XpL0iT
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I'm looking to create an effect of magic bolts traveling along randomly generated paths towards a target.
Reference being this Expulso spell: https://www.youtube.com/watch?v=x4-X9GG1VWk&t=226s [www.youtube.com]
So far I have created source and target points generated by a popnet, rayed these points onto 2 different geometries, and connected them with an add node and using the ID attribute of the particle points.
The lifespan of these paths is equal to the partcile life duration in the popnet.
What would be the best way to make spheres follow along each of these paths over the duration these paths' lifespans?
Reference being this Expulso spell: https://www.youtube.com/watch?v=x4-X9GG1VWk&t=226s [www.youtube.com]
So far I have created source and target points generated by a popnet, rayed these points onto 2 different geometries, and connected them with an add node and using the ID attribute of the particle points.
The lifespan of these paths is equal to the partcile life duration in the popnet.
What would be the best way to make spheres follow along each of these paths over the duration these paths' lifespans?
Houdini Lounge » Would it make sense to learn Python in order to write VEX
- XpL0iT
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I've read that VEX is based on Python. Would it make sense to learn (the basics of) the Python language itself or am I better off looking up VEX in the manual or watching tutorials?
Edit: Thanks for the responses everyone! Turns out it's more like C. I'll hop straight into VEX via: https://www.sidefx.com/learn/vex/ [www.sidefx.com]
Edit: Thanks for the responses everyone! Turns out it's more like C. I'll hop straight into VEX via: https://www.sidefx.com/learn/vex/ [www.sidefx.com]
Edited by XpL0iT - April 30, 2022 17:15:55
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