I'm stuck. Has anyone managed to get agents to cleanly walk up and down stairs? I get a lot of popping, foot locking is hit or miss and tends to twist the foot up if the toe locks to the higher step then the foot/ankle. Is there a trick to this?
If anyone has a sample scene or something I would really appreciate it. I'm completely stuck on this.
Thank you everyone.
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Houdini Indie and Apprentice » crowd agents walking up / down stairs H17.5
- metalsteve
- 11 posts
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Technical Discussion » Exporting multiple uv sets from houdini to max via alembic
- metalsteve
- 11 posts
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Technical Discussion » Exporting multiple uv sets from houdini to max via alembic
- metalsteve
- 11 posts
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I have seen a few posts on this but nothing seems to have been answered. Or I've missed it.
houdini 16.5 max 2018
I have 3 sets named uv, uv2 and uv3 . When I export them to max, max reads the channels but they are not correct. uv is correct but 2 and 3 either dont show up or are a jumbled mess.
Does anyone know how to export these uv sets from Houdini to max as an alembic?
Thank you
Steve.
houdini 16.5 max 2018
I have 3 sets named uv, uv2 and uv3 . When I export them to max, max reads the channels but they are not correct. uv is correct but 2 and 3 either dont show up or are a jumbled mess.
Does anyone know how to export these uv sets from Houdini to max as an alembic?
Thank you
Steve.
Houdini Indie and Apprentice » Crowd heads being cropped when camera is low
- metalsteve
- 11 posts
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Ok thank you.
We had to open the .lay files in text editor and then change the bounds in there.
We had to open the .lay files in text editor and then change the bounds in there.
Houdini Indie and Apprentice » Crowd heads being cropped when camera is low
- metalsteve
- 11 posts
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Has anyone run into this issue?
When the camera angle is low the heads are cropped.
Turned off all randomization. I cannot figure this out.
Rendering in Mantra.
Any help would be appreciated.
Steve.
When the camera angle is low the heads are cropped.
Turned off all randomization. I cannot figure this out.
Rendering in Mantra.
Any help would be appreciated.
Steve.
Houdini Indie and Apprentice » Smooth a jagged edge, is it possible?
- metalsteve
- 11 posts
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I removed the Add node which removes the weirs geo issue. Its not perfectly smooth but it will work for what I am doing.
Thank you Vusta.
Thank you Vusta.
Houdini Indie and Apprentice » Smooth a jagged edge, is it possible?
- metalsteve
- 11 posts
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Hey Vusta.
So I thought it was working, and then it wasnt.
The way I am doing it, blasting whats black, causes weird geometry issues.I have attached a file if anyone has the time to look.
Thank you
Attachment Not Found
So I thought it was working, and then it wasnt.
The way I am doing it, blasting whats black, causes weird geometry issues.I have attached a file if anyone has the time to look.
Thank you
Houdini Indie and Apprentice » Smooth a jagged edge, is it possible?
- metalsteve
- 11 posts
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Hello everyone,
Basic mesh with noise. Blast all black, and leaves this jagged edge because of the low division level, which is expected.
My question, is there a way of making this edge clean and smooth without the need to subdivide the mesh into something crazy heavy?
Thank you
Basic mesh with noise. Blast all black, and leaves this jagged edge because of the low division level, which is expected.
My question, is there a way of making this edge clean and smooth without the need to subdivide the mesh into something crazy heavy?
Thank you
Houdini Indie and Apprentice » Issue with mixing layers , Can anyone help.
- metalsteve
- 11 posts
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Houdini Indie and Apprentice » Issue with mixing layers , Can anyone help.
- metalsteve
- 11 posts
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Houdini 16.0.633
Using the layer mix does not seem to be working with materials that i create.
Created a basic setup with noise to diffuse on classic shader then collapsed into a material. Added a parameter for the “Layer”
Parameter type “ Struct” - “ShaderLayer”
Export always and attached to the classic shader layer pin. As in the houdini 16 master class , custom shading.
It just comes up black.
I tried with a metal grate and concrete from the material pallet and it works fine. So there is an issue with my setup.
Anyone have this problem?
Using the layer mix does not seem to be working with materials that i create.
Created a basic setup with noise to diffuse on classic shader then collapsed into a material. Added a parameter for the “Layer”
Parameter type “ Struct” - “ShaderLayer”
Export always and attached to the classic shader layer pin. As in the houdini 16 master class , custom shading.
It just comes up black.
I tried with a metal grate and concrete from the material pallet and it works fine. So there is an issue with my setup.
Anyone have this problem?
Houdini Indie and Apprentice » Baking ocean displacement, Can it be attached to oceansurface mat'?
- metalsteve
- 11 posts
- Offline
Hello everyone,
I am trying to test out my foam particle settings but each time I change a setting Mantra recreates the displacement and it takes about 7 mins before it starts to render.
I know I can bake out the displacement, but how do I attach it to the ocean surface material?
Or is that wrong and there is a better way of doing it?
I just dont want to wait 7 mins each time I adjust a setting.
Any help is appreciated,
Thank you.
I am trying to test out my foam particle settings but each time I change a setting Mantra recreates the displacement and it takes about 7 mins before it starts to render.
I know I can bake out the displacement, but how do I attach it to the ocean surface material?
Or is that wrong and there is a better way of doing it?
I just dont want to wait 7 mins each time I adjust a setting.
Any help is appreciated,
Thank you.
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