Well I'll be… it worked perfectly. Thanks a lot. You deserve my cherio-squid-bacon-bits-honey-mustard-mango-jelly interpretation
http://www.youtube.com/watch?v=Q_msXNedeFQ [youtube.com]
I am curious now though, why does the override in the material sop not work? Shouldn't that be doing pretty much the same thing?
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Houdini Lounge » Shader instance
- zarroun
- 23 posts
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Houdini Lounge » Shader instance
- zarroun
- 23 posts
- Offline
Wow, if it's that simple i am going to eat… something really weird and post a video of me doing an interpretive dance of how it tasted .
Thanks a lot chap, I'm gonna try that in a min.
Thanks a lot chap, I'm gonna try that in a min.
Houdini Lounge » Shader instance
- zarroun
- 23 posts
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Hello everyone,
Got a (hopefully) simple question. I would like to have several instances of a shader. Here is the scenario. I have a strip of 50 polis. Each poli should get a different picture of the same image sequence, but I do not feel like making 50 materials and applying them. I wanted to do it all in a for-each loop, override the color map channel from the material SOP, but that only affects the first instance of the material and all other 49 polis get the same image. Am I not seeing something? Thanks in advance.
Cheers,
Roman
Got a (hopefully) simple question. I would like to have several instances of a shader. Here is the scenario. I have a strip of 50 polis. Each poli should get a different picture of the same image sequence, but I do not feel like making 50 materials and applying them. I wanted to do it all in a for-each loop, override the color map channel from the material SOP, but that only affects the first instance of the material and all other 49 polis get the same image. Am I not seeing something? Thanks in advance.
Cheers,
Roman
Technical Discussion » Making Hinges / Procedural Pivot Orientation
- zarroun
- 23 posts
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All right, I got a decent looking test of what I plan to achieve. There still are some left over polis sticking out, but I'm dealing with those. The idea is to reveal each texture map I've used on this project and then show the final shader. The final will have to be a bit faster than this.
http://www.romanaltenburg.com/temp/transform.mov [romanaltenburg.com]
Cheers
http://www.romanaltenburg.com/temp/transform.mov [romanaltenburg.com]
Cheers
Technical Discussion » Making Hinges / Procedural Pivot Orientation
- zarroun
- 23 posts
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agentxray
Subtract the position of your two red points and use the resulti as the “direction” of a TransformAxis SOP. Set the origin of the TransformAxis SOP to your desired pivot.
Yeah, that worked beautifully. I'll set up a good render and post the results here. Thank you very much!
Technical Discussion » Making Hinges / Procedural Pivot Orientation
- zarroun
- 23 posts
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Hello everyone,
I'm trying to finish up an idea that I had this week. If you look at the image, you may see what my idea is. Each color represents its own group of polis. What I want to happen is that they flip back. Like a bonnet on a car or a hatch, if you will. The two red points indicate the hinge anchors, and the poly group should rotate along the red line.
Here's where I'm stuck though. While it is no problem to move the pivot, I have not found a way to orient it. My idea is to take the two red points and somehow create a local rotation axis out of the vector. I can put the two points in a group, that was not a problem. It's the rotation axis bit I am stuck with. I appreciate your input.
Cheers
I'm trying to finish up an idea that I had this week. If you look at the image, you may see what my idea is. Each color represents its own group of polis. What I want to happen is that they flip back. Like a bonnet on a car or a hatch, if you will. The two red points indicate the hinge anchors, and the poly group should rotate along the red line.
Here's where I'm stuck though. While it is no problem to move the pivot, I have not found a way to orient it. My idea is to take the two red points and somehow create a local rotation axis out of the vector. I can put the two points in a group, that was not a problem. It's the rotation axis bit I am stuck with. I appreciate your input.
Cheers
Houdini Indie and Apprentice » volume liquid with bubbles disappears on me
- zarroun
- 23 posts
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Seems like I found a working solution. The same box that is set for the initial state for the liquid is also set as the source. This appears to keep the volume the same throughout. It's not pretty because the bubbles don't really disturb the surface that well, but it'll work for now.
Houdini Indie and Apprentice » volume liquid with bubbles disappears on me
- zarroun
- 23 posts
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Hello dear community,
Volume Fluids are great ‘n all, but it seems I don’t fully understand their thinking yet. I had the idea to try and see how the liquid solver would handle large bubbles, and lots of them, rising through the liquid. End effect would be boiling water. So here's the scene:
Normal Liquid container that is about half full. Below the container is a grid that shoots up particles with spheres copied to them (varied sizes according to velocity and all that jazz included). They interact with the fluid as a static object. The result is actually better than I hoped for, because I get the trails from the bubbles in the liquid.
However, and this is the fun part, the bubbles are causing the water level to sink. It seems that the volume of the spheres is eating away the volume of the liquid. I tried various combinations of settings that would have made sense to me to work, but no dice. Can someone explain to me why this happening? And of course a solution would be nice too .
Cheers
Volume Fluids are great ‘n all, but it seems I don’t fully understand their thinking yet. I had the idea to try and see how the liquid solver would handle large bubbles, and lots of them, rising through the liquid. End effect would be boiling water. So here's the scene:
Normal Liquid container that is about half full. Below the container is a grid that shoots up particles with spheres copied to them (varied sizes according to velocity and all that jazz included). They interact with the fluid as a static object. The result is actually better than I hoped for, because I get the trails from the bubbles in the liquid.
However, and this is the fun part, the bubbles are causing the water level to sink. It seems that the volume of the spheres is eating away the volume of the liquid. I tried various combinations of settings that would have made sense to me to work, but no dice. Can someone explain to me why this happening? And of course a solution would be nice too .
Cheers
Technical Discussion » Hair on deforming mesh
- zarroun
- 23 posts
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Oh bloody hell, I even looked at that SOP but was too hung up on the area measure thing to try it out. Thank you very much, it's working now.
Technical Discussion » Hair on deforming mesh
- zarroun
- 23 posts
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Hello everyone,
So, I got a mesh deforming, namely a face driven by mocap. Now i need facial hair. unfortunately, when the area of the polis is changing, i get new hair distribution. Every frame has different hairplacement, which does indeed look funny, but is not quite what i want.
I have tried getting the area of the unmoving mesh and feeding that to the fur, and i tried to get there with a scatter, to no avail. Does anyone know how to fix this issue? Many thanks!
Cheers
So, I got a mesh deforming, namely a face driven by mocap. Now i need facial hair. unfortunately, when the area of the polis is changing, i get new hair distribution. Every frame has different hairplacement, which does indeed look funny, but is not quite what i want.
I have tried getting the area of the unmoving mesh and feeding that to the fur, and i tried to get there with a scatter, to no avail. Does anyone know how to fix this issue? Many thanks!
Cheers
Technical Discussion » How to make Clusters
- zarroun
- 23 posts
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Thanks for the tip. I ended up combining what both of you had to say.
What I ended up with is capture regions on the nulls, then a capture paint for additional weight control, and then I put a deformer at the end. Works great and is exactly what I needed. So, thanks again nobodyinparticular and probbins.
Now I need to figure out why my hair is jumping around and then I can show some renders.
Cheers!
What I ended up with is capture regions on the nulls, then a capture paint for additional weight control, and then I put a deformer at the end. Works great and is exactly what I needed. So, thanks again nobodyinparticular and probbins.
Now I need to figure out why my hair is jumping around and then I can show some renders.
Cheers!
Technical Discussion » rendering with multiple cpus on one frame
- zarroun
- 23 posts
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That pretty much happens when you hit render, if you have a multi-core setup.
Or with CPUs, do you mean multiple machines? That would be network rendering.
Or with CPUs, do you mean multiple machines? That would be network rendering.
Technical Discussion » How to make Clusters
- zarroun
- 23 posts
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Those are two good suggestions, thank you. And there I was already setting up muscles with the nulls as anchors.
I think the capture region one is probably the better way because it would give me more control over the shape of the influence area.
How ever, I could modify your 2nd idea and paint the weights in myself with different colors and assign the color to its respective null. That would give me full control over the influence field, but it's a bit messier to set it all up. Either way, I'll try something tomorrow and post the result.
Thanks again!
I think the capture region one is probably the better way because it would give me more control over the shape of the influence area.
How ever, I could modify your 2nd idea and paint the weights in myself with different colors and assign the color to its respective null. That would give me full control over the influence field, but it's a bit messier to set it all up. Either way, I'll try something tomorrow and post the result.
Thanks again!
Technical Discussion » How to make Clusters
- zarroun
- 23 posts
- Offline
Hello everyone,
Once again I'm standing in front of a wall with H. One of these days I'll get it! But today, I'd appreciate your help, please.
What I'd like to do is make Maya or C4D like clusters. The goal is to have nulls that will be driving points on my mesh, preferably with painted-in weights for it. The application for this is I'm getting the nulls from a facial mocap out of Movimento. Those nulls should then, naturally, move my face mesh.
Now, I'm not looking for a step-by-step, but a hint in the right direction would be super! Or you got a better solution than my nulls/cluster method, please suggest away. I don't need a super complex rig though, I only need cheecks, around the mouth and maybe a bit of neck.
Cheers!
Once again I'm standing in front of a wall with H. One of these days I'll get it! But today, I'd appreciate your help, please.
What I'd like to do is make Maya or C4D like clusters. The goal is to have nulls that will be driving points on my mesh, preferably with painted-in weights for it. The application for this is I'm getting the nulls from a facial mocap out of Movimento. Those nulls should then, naturally, move my face mesh.
Now, I'm not looking for a step-by-step, but a hint in the right direction would be super! Or you got a better solution than my nulls/cluster method, please suggest away. I don't need a super complex rig though, I only need cheecks, around the mouth and maybe a bit of neck.
Cheers!
Technical Discussion » particle rendering
- zarroun
- 23 posts
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You've probably figured it out by now, but I had to do this on my first big H project.
I assume you have (at least) two copy SOPs making the falling drops and the splashes. Just don't copy anything to the splashes particles in one take and then don't copy anything to the drops particles on another take.
How ever, if you require the detail that the drops to actually are in front of the splashes the way they are in 3D space, I'd to it with materials maybe.
I assume you have (at least) two copy SOPs making the falling drops and the splashes. Just don't copy anything to the splashes particles in one take and then don't copy anything to the drops particles on another take.
How ever, if you require the detail that the drops to actually are in front of the splashes the way they are in 3D space, I'd to it with materials maybe.
Houdini Indie and Apprentice » Sweep alternative?
- zarroun
- 23 posts
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k, i added an attribCreate, attribute set to “width” and value to 0.01 and it's working very well now. thank you!
Houdini Indie and Apprentice » Sweep alternative?
- zarroun
- 23 posts
- Offline
apparently you DID get my point :wink:, that's the kind of hint i was looking for. i'll give it a whirl and post back. thanks.
Houdini Indie and Apprentice » Sweep alternative?
- zarroun
- 23 posts
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hello everyone,
got a bit of an issue here. i am emitting particles from a grid (using texture as attribute) each particle has a trail created with a splitPOP, and then those trails get an addSOP. i put a sweepSOP on the resulting lines with a NURBS circle. in the end i have those confetti streamers used in parades. problem is that the sweep is very slow to build. i stopped after 30 mins and the frame was not done cooking. the scene, unfortunately, is very long. is there a faster alternative to the sweep?
thanks for the tip!
got a bit of an issue here. i am emitting particles from a grid (using texture as attribute) each particle has a trail created with a splitPOP, and then those trails get an addSOP. i put a sweepSOP on the resulting lines with a NURBS circle. in the end i have those confetti streamers used in parades. problem is that the sweep is very slow to build. i stopped after 30 mins and the frame was not done cooking. the scene, unfortunately, is very long. is there a faster alternative to the sweep?
thanks for the tip!
Houdini Indie and Apprentice » Controlling visibility
- zarroun
- 23 posts
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i have thought about that solution as well, actually. the reason why i could not is because the camera is swooping around and ends up looking down at the plane (plane is facing left, so rain is going left -> right). if i did the delete thing, i'd end up with a spot of no rain. keeping the cube in place wont work either, the camera movement is too slow and for the first 150-200 frames i still get the ugly bright spheres.
thank you very much for the suggestion though!
thank you very much for the suggestion though!
Houdini Indie and Apprentice » Controlling visibility
- zarroun
- 23 posts
- Offline
Hi to everyone,
I am trying to wrap up a test shot and have a slight issue. I'm not allowed to show you the shot, but it's simple enough to explain. It's basically a plain in flight, camera in front of the craft looking at the nose. Oh, and it's raining too. I have the rain behavior all set and I'm trying to render the scene. Problem is, the rain drops that are right on the camera line of view are very bright and don't get any blur. I expected that pretty much from the start and thought it would be simple enough to solve. Guess I was wrong.
I tried with alpha, but then all the drops get lower visibility. I also really have to watch render time on this. What would you suggest as a solution so the drops that move away from the camera in an almost straight line don't look so obviously like solid spheres? Thank you very much!!! If I can crack this with your help, the shot is done.
I am trying to wrap up a test shot and have a slight issue. I'm not allowed to show you the shot, but it's simple enough to explain. It's basically a plain in flight, camera in front of the craft looking at the nose. Oh, and it's raining too. I have the rain behavior all set and I'm trying to render the scene. Problem is, the rain drops that are right on the camera line of view are very bright and don't get any blur. I expected that pretty much from the start and thought it would be simple enough to solve. Guess I was wrong.
I tried with alpha, but then all the drops get lower visibility. I also really have to watch render time on this. What would you suggest as a solution so the drops that move away from the camera in an almost straight line don't look so obviously like solid spheres? Thank you very much!!! If I can crack this with your help, the shot is done.
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