Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in 19.5
      • Overview
      • Solaris
      • Karma
      • Character FX
      • Pyro FX
      • FLIP Fluids
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • Houdini Indie
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • PDG
      • Overview
      • FAQ
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
  • Community
    • Forum
    • News Feed
    • Project Profiles
    • Gallery
    • Contests & Jams
    • Houdini HIVE Events
    • Event Calendar
    • User Groups
    • HEX Interview Show
  • Learn
    • Getting Started
    • My Learning
    • Learning Paths
    • Tutorials
    • Tech Demos
    • Talks & Webinars
    • Schools & Training
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
  • Support
    • Customer Support
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Buy
    • Download
    • Content Library
    • Contact Info
 
Advanced Search
Forums Search
Found 18 posts.

Search results Show results as topic list.

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Feb. 25, 2020 16:02:04
Thank you! Its all Redshift. I found it pretty easy to use, fast and really stable for the most part.

I put a breakdown of the creature shading on twitter - https://twitter.com/rich_lord/status/1182433889165299712?s=20 [twitter.com]
Edited by rich_lord - Feb. 25, 2020 16:02:42
See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Feb. 24, 2020 14:08:52
Hello, a couple of months late, I got this finished. Here's the result.

See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Oct. 16, 2019 01:06:40
I've got the eyes working how I want them now!
See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Sept. 25, 2019 14:14:33
Did a pass on the shading for the creatures. It's all procedural, so theoretically it should transfer onto any of the different creature shapes. I haven't tested that yet though..
Edited by rich_lord - Sept. 25, 2019 14:15:00
See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Sept. 3, 2019 23:46:34
I've spent some time coming up with a creature system for this video. Here's some rendered tests. It uses vellum to pull itself around this time. I'm making some process vids as I go, and I'll try to post them soon.
See full post 

Technical Discussion » Match background orientation between cameras?

User Avatar
rich_lord
18 posts
Offline
 Aug. 30, 2019 11:46:43
Is this at obj level? If I'm understanding correctly, cant you just parent the nodes whose orientation you want to match under the nodes whose orientation you want to copy at that particular frame? If keep position while parenting is turned off, the orientations should then allign and you can unparent afterwards with ‘keep position while parenting’ back on.
See full post 

Houdini Indie and Apprentice » What is recommended way to work with DOP constraints?

User Avatar
rich_lord
18 posts
Offline
 Aug. 23, 2019 01:04:00
I'm not sure whats going on with that constraint. You can avoid a constraint completley in this situation though by forcing the x position to 0 each frame in a geo wrangle. I bet that isn't ideal, but it does somewhat work. Heres a scene where I took out the anchor object and constraints, and replaced them with a geo wrangle forcing the object to stay on the YZ plane.
See full post 

Houdini Indie and Apprentice » What is recommended way to work with DOP constraints?

User Avatar
rich_lord
18 posts
Offline
 Aug. 22, 2019 01:18:42
Constraint relationships are great and can do all the things you want. I think both constraint types are valid. The main reason to use constraint relationships over standard constraints is when you want to procedurally generate a lot of them as in destruction Sims or mograph style fx.

To make constraint relationships do the things you need, you add point and prim attributes to the constraints in sops. This page will let you see what Attrib does what.
https://www.sidefx.com/docs/houdini/nodes/dop/constraintnetwork.html [www.sidefx.com]

For instance, to get your constraint to work in rotation mode only, write this in a prim wrangle.
s@constraint_type = “rotation”;
There's attributes to control the constrained axis too. Check out the condir and condof attributes on that page.

I can give you specific example files if you need, once I'm near Houdini again.
See full post 

Houdini Indie and Apprentice » Rigid bodies hinged together and falling to the floor

User Avatar
rich_lord
18 posts
Offline
 Aug. 18, 2019 00:42:06
Here's an example hip. All you need to do is have two rbdobjects, and use their names in the constrained object and goal object part of the hinge constraint.
In that same node, constraint location is the position of the hinge, and constraint direction the axis you want to object to rotate around.

See full post 

Work in Progress » Procedural Dynamic Step Mechanism

User Avatar
rich_lord
18 posts
Offline
 Aug. 13, 2019 14:51:00
Great! I've tried some of this kind of thing before, and I've struggled to find the most stable solution to creating motors with constraints. It looks like you are using hard constraints set to rotation to connect the joints? How are you doing the angular velocity? Is this with the constraint motor settings? Or are you calculating it yourself in SOPs?

Or something else!

Either way - great work. I'd like to see it walking much faster
See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Aug. 8, 2019 13:09:45
Got the basic looping working properly. Here's a test with a lot of camera shake to aim for a micro-exploration feel.

See full post 

Work in Progress » Creatures on creatures heads forever

User Avatar
rich_lord
18 posts
Offline
 Aug. 2, 2019 15:07:55
Hello. I'm working on a music video side project, and I wanted somewhere to share progress, so this seemed like a nice spot. Hoping to get it finished by the end of the year.

The idea is to stack progressively smaller creatures on top of each other, and then move the camera in such a way that it feels like you permanently descend down the stack. I got the basic system working already, and now I need some creature content to add to the system.

This gif uses a creature from my previous vid. I wrap the animation around a sphere, then timeshift each creature back the length of the loop. Then there's a bunch of scaling and blending to make all the geo loop to the same point at the start.

Lots to go. The setup is barely procedural yet, and I need to work on better controls for the camera.

Edited by rich_lord - Aug. 2, 2019 17:56:17
See full post 

Work in Progress » Biostrobe

User Avatar
rich_lord
18 posts
Offline
 July 23, 2019 17:58:28
Experiment with vellum and some procedural creatures.

Edited by rich_lord - July 23, 2019 18:02:56
See full post 

Work in Progress » Boing

User Avatar
rich_lord
18 posts
Offline
 May 1, 2017 00:39:47
Here's some quick renders showing a couple of ways to add these springs into a scene post-sim. Sorry about the colors, I was tired and went to bed without giving it much thought.
You can get all the hip files here [richardlord.tumblr.com]. They all have ROPs in though, so you'll need to re-render them to see anything.
See full post 

Houdini Lounge » Houdini 16, booleans and polybevel

User Avatar
rich_lord
18 posts
Offline
 April 29, 2017 12:30:25
This looks so great vux. Ill be checking it out real soon. Great job. Looks like an incredible Houdini tool.
Edited by rich_lord - April 29, 2017 12:30:46
See full post 

Work in Progress » Boing

User Avatar
rich_lord
18 posts
Offline
 April 28, 2017 21:56:17
Thanks chevita. Its mantra with a really simple setup. Just two area lights and an environment light with one of the bundled hdrs on it.

I'm just finishing up a longer render, and i'll post the scene file once its done so you can check it out. I think mantra renders look great, but sometimes you have to wait awhile for them to be done….
See full post 

Work in Progress » Boing

User Avatar
rich_lord
18 posts
Offline
 April 28, 2017 16:15:09
I haven't done this, but they are poly lines before they go though the poly wire that turns them into geometry. So I bet you could sim those poly lines with either the wire solver, or maybe the FEM one to get the result you are after.

It'd be a fun test!
See full post 

Work in Progress » Boing

User Avatar
rich_lord
18 posts
Offline
 April 25, 2017 22:52:20
Hello, I made a simple spring asset.

It takes two points, and computes all the stretching and aiming. There's 4 styles of springs, some with hooks on the end, and some without. There's also ramps to control coil distribution and radius along the length.

Its simple enough, but can get slow when there is tons of points, which you need for a smooth result. There's also no uvs yet.

You can get the hip over here [richardlord.tumblr.com]
See full post 
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • PDG
LEARN
  • Learning Paths
  • Tutorials
  • Talks & Webinars
  • Schools & Training
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Press
  • T-Shirt Store
  • Careers
  • Internships
  • Contact Us
Copyright © SideFX 2023. All Rights Reserved.

Choose language