Hi, you should check this out. It might be what you're looking for.
http://www.tokeru.com/cgwiki/index.php?title=Houdini#Attribute_from_Texture [tokeru.com]
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Houdini Learning Materials » Colorize Alembic particles (from Realflow) based on an image
- YH
- 57 posts
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Houdini Learning Materials » Scaling the size of copy stamp boxes using an effector or something else?
- YH
- 57 posts
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Houdini Learning Materials » Scaling the size of copy stamp boxes using an effector or something else?
- YH
- 57 posts
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Thank you Enivob for your set up.
But I have a question, how do I get the other points to remain scale 0 when it's not selected by the group, while only those grouped by the bounding box will scale back to the randomly set scale size?
Because currently, it looks like I'm simply deleting it. Sorry for the trouble.
But I have a question, how do I get the other points to remain scale 0 when it's not selected by the group, while only those grouped by the bounding box will scale back to the randomly set scale size?
Because currently, it looks like I'm simply deleting it. Sorry for the trouble.
Edited by YH - Feb. 7, 2017 01:14:45
Houdini Learning Materials » Scaling the size of copy stamp boxes using an effector or something else?
- YH
- 57 posts
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Hello, I'm trying to replicate the bridge forming effect from this video:
https://youtu.be/lx2dLrXyyIA?t=3m58s [youtu.be]
From 3:58 - 4:00
I've already created the look of my bridge by copy-stamp the boxes to the scattered points.
However, I tried using the method from tokeru:
http://www.tokeru.com/cgwiki/index.php?title=Houdini#Instance_with_effector. [tokeru.com]
But unable to achieve what I seek. What is some work about on achieving the effect?
Any help will be appreciated, thanks.
https://youtu.be/lx2dLrXyyIA?t=3m58s [youtu.be]
From 3:58 - 4:00
I've already created the look of my bridge by copy-stamp the boxes to the scattered points.
However, I tried using the method from tokeru:
http://www.tokeru.com/cgwiki/index.php?title=Houdini#Instance_with_effector. [tokeru.com]
But unable to achieve what I seek. What is some work about on achieving the effect?
Any help will be appreciated, thanks.
Houdini Learning Materials » Boxes that changes in Pscale & colour based on size?
- YH
- 57 posts
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Hello everyone, recently I faced a new problem. Currently, I've managed to replicate out the body and the trails effect but for the Wires connecting around his body, I'm having trouble getting the look of it.
To Enivob, I've looked at the examples from Tokeru which is interesting and probably will give me the result I wanted. But I haven't tested it yet and will do in the future.
Hip File included in the .Zip Folder.
https://drive.google.com/open?id=0B8BS-JInxKFtT01lcHNlN2lsczQ [drive.google.com]
Any help would be appreciated.
To Enivob, I've looked at the examples from Tokeru which is interesting and probably will give me the result I wanted. But I haven't tested it yet and will do in the future.
Hip File included in the .Zip Folder.
https://drive.google.com/open?id=0B8BS-JInxKFtT01lcHNlN2lsczQ [drive.google.com]
Any help would be appreciated.
Edited by YH - Jan. 19, 2017 04:11:27
Houdini Learning Materials » Boxes that changes in Pscale & colour based on size?
- YH
- 57 posts
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My reference is based on the youtube link below:
https://www.youtube.com/watch?v=lx2dLrXyyIA [youtube.com]
3:58-4:06
So I know how to achieve the humanoid running with the trails on him by using
1.Scatter -> Connect Adjacent points + Trails
What got me curious is what would be your approach on the growing cubes?
I was thinking something like
1. Scatter -> Copy
2. Then an effector which would control the points “PScale” attribute.
But how would you apply a shader/colour that would change its colour based on the size of the cubes?
Any help would be appreciated.
https://www.youtube.com/watch?v=lx2dLrXyyIA [youtube.com]
3:58-4:06
So I know how to achieve the humanoid running with the trails on him by using
1.Scatter -> Connect Adjacent points + Trails
What got me curious is what would be your approach on the growing cubes?
I was thinking something like
1. Scatter -> Copy
2. Then an effector which would control the points “PScale” attribute.
But how would you apply a shader/colour that would change its colour based on the size of the cubes?
Any help would be appreciated.
Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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Is any possibility for an update on the hip file with some sticky notes explaining the workflow inside the POPVOP net?
Thanks a lot.
Thanks a lot.
Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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Thanks for the hip file. Currently, I'm only having trouble understanding the part of the “POPVOP”. But overall it's what I'm looking for. Thanks a lot.
Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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Having trouble understanding this part
“- Take the particle's velocity, cross it with the surface normal, cross the result with the normal again, call this resulting vector “flow”, all this normalized.
- Call the ( closest pos on the surface ) minus ( the particle's position ) “tow”
- Make your force ( flow+tow ) * someMultiplier”
Would be great if you can spare some time to make the hip file tomorrow.
“- Take the particle's velocity, cross it with the surface normal, cross the result with the normal again, call this resulting vector “flow”, all this normalized.
- Call the ( closest pos on the surface ) minus ( the particle's position ) “tow”
- Make your force ( flow+tow ) * someMultiplier”
Would be great if you can spare some time to make the hip file tomorrow.
Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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How do you do the “- Make particles flow through the surface ( double cross product technique )”?
Any possible example or hip file to look at?
Any possible example or hip file to look at?
Houdini Learning Materials » How do you achieve this effect?
- YH
- 57 posts
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https://www.youtube.com/watch?v=QQ9HogEWcT0 [youtube.com]
0:07 - 0:15 second
So I'm curious as of how they created this effect and wish to replicate it in Houdini, but I'm still a novice in Houdini.
I was thinking something along the line example:
1. Create a test geometry PigHead
2. & to create irregular point within the Pighead.
3. Force all the points position to shift to a single point position? example Point 001
4. Then add in velocity to move them around or back to their original position?
So how do I achieve step 3-4 in this case?
Any help would be appreciated!
0:07 - 0:15 second
So I'm curious as of how they created this effect and wish to replicate it in Houdini, but I'm still a novice in Houdini.
I was thinking something along the line example:
1. Create a test geometry PigHead
2. & to create irregular point within the Pighead.
3. Force all the points position to shift to a single point position? example Point 001
4. Then add in velocity to move them around or back to their original position?
So how do I achieve step 3-4 in this case?
Any help would be appreciated!
Houdini Learning Materials » Need help solving this.
- YH
- 57 posts
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Hi, I've tried out the method but it's not what I'm trying to achieve. What I want is that the point to maintain the 400 point scatter across the whole geometry.
But the will cause the to scatter the points along with the keyframe. Is there anyway to work over this problem?
But the will cause the to scatter the points along with the keyframe. Is there anyway to work over this problem?
Houdini Learning Materials » Need help solving this.
- YH
- 57 posts
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Houdini Learning Materials » Need help solving this.
- YH
- 57 posts
- Offline
Hi,
So I'm currently looking through this tutorial on Curl Noise https://vimeo.com/169438746 [vimeo.com]
It's nice in achieving the effect which I want but I'm trying to get it to start from a specific point which is the bottom area.
What I'm trying to achieve is that the effect start from the bottom of the branch, then slowly travel upwards to the end of the branch which is the tip.
I tried selecting the points at the end then grouping it and deleting it. But it's not working out as I wanted it to.
Any help is appreciated thanks.
So I'm currently looking through this tutorial on Curl Noise https://vimeo.com/169438746 [vimeo.com]
It's nice in achieving the effect which I want but I'm trying to get it to start from a specific point which is the bottom area.
What I'm trying to achieve is that the effect start from the bottom of the branch, then slowly travel upwards to the end of the branch which is the tip.
I tried selecting the points at the end then grouping it and deleting it. But it's not working out as I wanted it to.
Any help is appreciated thanks.
Houdini Learning Materials » Making Clouds & Mist?
- YH
- 57 posts
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Hi, I'm wondering what methods are there in creating clouds & Mist?
Currently, for Mist, I'm looking through this forum which uses Fog volumes to simulate it.
http://forums.odforce.net/topic/10791-how-to-make-fog-effect/?_fromLogin=1 [forums.odforce.net]
But I'm wondering if there's different methods of doing it with Pyro solver.
Currently, for Mist, I'm looking through this forum which uses Fog volumes to simulate it.
http://forums.odforce.net/topic/10791-how-to-make-fog-effect/?_fromLogin=1 [forums.odforce.net]
But I'm wondering if there's different methods of doing it with Pyro solver.
Houdini Learning Materials » How do I render out only the shadow, without the grid included?
- YH
- 57 posts
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sepu
Invert your shadow pass in Nuke then multiply
Thank you so much for the answer. Saved me lots of time.
Edited by YH - Nov. 5, 2016 13:01:21
Houdini Learning Materials » How do I render out only the shadow, without the grid included?
- YH
- 57 posts
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I'm doing a Lighting shot with a real template, but I needed to cast the shadow on the table. So I used a to get the shadow.
So my problem now is that I'm able to get the shadow but unable to remove the grid while keeping the shadow. So I decided to try rendering out the indirect & direct shadow layers. But I've no idea on how to comp it into black colour in Nuke.
Any help is appreciated. Thanks.
So my problem now is that I'm able to get the shadow but unable to remove the grid while keeping the shadow. So I decided to try rendering out the indirect & direct shadow layers. But I've no idea on how to comp it into black colour in Nuke.
Any help is appreciated. Thanks.
Edited by YH - Nov. 5, 2016 10:19:54
Houdini Learning Materials » Background Shader for Houdini?
- YH
- 57 posts
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In Maya there's the “Background Shader” to replicate the reflection and shadows of the object & image plane.
So are there any similar shader in Houdini to do the same?
Thanks in advance!
So are there any similar shader in Houdini to do the same?
Thanks in advance!
Houdini Learning Materials » Where to put [Glossiness, Specular & Ambient Occlusion] texture map in Matrasurface & Principled Shader?
- YH
- 57 posts
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I see, so in Mantra renderer, is it from Black to white (0-1) or the opposite?
Edited by YH - Oct. 24, 2016 23:19:18
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