Hi RandomGex!
Only had a chance to have a quick look, but it looks like you nearly got it. If you look in the point VOP where you set the pscale, you've used the ‘age’ and ‘life’ attributes as inputs. These attributes don't actually exist on your geometry, so the random VOP looks like it might be using 0 as a default seed. Anyway, the input value never changes so the (psuedo)random number never will either.
If you watch the red colour spreading, it seems to be doing for colour what you want it to do for scale. Try just plugging your Cd.r into pscale and see what you get. You've got some negative values coming out for Cd.r though, so you might want to do something like @pscale = max(0, Cd.r).
Sorry I couldn't be more helpful with a file at the moment, but I hope that's of some help
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Houdini Indie and Apprentice » Copying animated geometry to points.
- friedasparagus
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Houdini Learning Materials » Constraints in houdini
- friedasparagus
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Ha! Cool. I was mainly wondering about what the three point orient constraint was for, and what the problem could be
Houdini Learning Materials » Constraints in houdini
- friedasparagus
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Hi hibtachi,
I haven't come across the idea of a three point orientation constraint yet… what's the idea behind that?
I haven't come across the idea of a three point orientation constraint yet… what's the idea behind that?
Houdini Indie and Apprentice » VolumeTrails into Curves/Splines
- friedasparagus
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Great. I'm sorry I can't be of more help re the engine side of things. One of these days I'll have a proper play with that
Houdini Indie and Apprentice » VolumeTrails into Curves/Splines
- friedasparagus
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Oh, so you're going through the engine?
If you want to edit a locked asset, right click on it and select allow editing of contents.
If you want to edit a locked asset, right click on it and select allow editing of contents.
Work in Progress » My first robo
- friedasparagus
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Houdini Indie and Apprentice » Random Counting Control
- friedasparagus
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No trubs, I'm afraid it is very rough. The two ifs are firstly a check to see if the point has been given the green light to move, then, if it has been given the go ahead check to see if it's getting to far ahead and then veto the move if so.
They don't have to be nested, but I thought it might be clearer. Would have helped if I wrote some comments!
Cheers,
Henry (alias)
PS. Had a look at the website, there's some really beautiful work there!
They don't have to be nested, but I thought it might be clearer. Would have helped if I wrote some comments!
Cheers,
Henry (alias)
PS. Had a look at the website, there's some really beautiful work there!
Houdini Indie and Apprentice » VolumeTrails into Curves/Splines
- friedasparagus
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Technical Discussion » Continue to increment point numbers after particles die
- friedasparagus
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Could you switch off ‘Reap Particles’ on the POP solver and then use @dead<1 as the template group on the copy SOP? You could always clean up the ‘dead’ particles after this step.
Just a thought, I may have missed something silly…
Just a thought, I may have missed something silly…
Houdini Indie and Apprentice » VolumeTrails into Curves/Splines
- friedasparagus
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Hi Anna,
if you're looking to get NURBs/beziers out then the Fit SOP could be your friend. Is C4D not happy taking the polygon curves that the trail SOP gives you?
if you're looking to get NURBs/beziers out then the Fit SOP could be your friend. Is C4D not happy taking the polygon curves that the trail SOP gives you?
Houdini Indie and Apprentice » Random Counting Control
- friedasparagus
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Hi Simon,
is this the kind of thing you were thinking of?
I'm sure more could be done to mangle the seed value on the rand function, but it seems to give a half decent result for a start
is this the kind of thing you were thinking of?
I'm sure more could be done to mangle the seed value on the rand function, but it seems to give a half decent result for a start
Edited by friedasparagus - Feb. 28, 2017 17:25:47
Houdini Indie and Apprentice » Volume Vop - influencing frequency
- friedasparagus
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Oh, sorry, I got that the wrong way round!
In that case you could use the length in the Attribute VOP directly without having to subtract it from the size. If you're looking to control the gradient, you could use a ramp in the VOP somewhere in between the length and the frequency of the noise.
I'll make another stab at it in a bit (when I sit back down at computer) if that helps
In that case you could use the length in the Attribute VOP directly without having to subtract it from the size. If you're looking to control the gradient, you could use a ramp in the VOP somewhere in between the length and the frequency of the noise.
I'll make another stab at it in a bit (when I sit back down at computer) if that helps
Houdini Indie and Apprentice » Poly Bridge bug ?
- friedasparagus
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Oh yes, so it doesn't
I have to admit, my instinct in always to just stick another node down to get round these things (in this case a fuse SOP after the Houdini Catmull subdivide will sort that, but we don't get the smooth subdivide effect)… but it definitely looks fishy. Seems like the clean followed by the OSDiv gives the best results here
I have to admit, my instinct in always to just stick another node down to get round these things (in this case a fuse SOP after the Houdini Catmull subdivide will sort that, but we don't get the smooth subdivide effect)… but it definitely looks fishy. Seems like the clean followed by the OSDiv gives the best results here
Houdini Indie and Apprentice » Volume Vop - influencing frequency
- friedasparagus
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Houdini Indie and Apprentice » Poly Bridge bug ?
- friedasparagus
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Hi,
The poly bridge is happy enough joining everything together if you toggle on the ‘Attach Geometry to…’ options under the bridge parameter tab.
The freak out seems to be happening with the OpenSudDiv method on the subdivide. The Houdini Catmull-Clark works fine, but the open subdiv throws some errors about flipped faces. Orienting the polygons before the subdivide clears this up…
So there is something funny happening.
Here's the file I had a play with
The poly bridge is happy enough joining everything together if you toggle on the ‘Attach Geometry to…’ options under the bridge parameter tab.
The freak out seems to be happening with the OpenSudDiv method on the subdivide. The Houdini Catmull-Clark works fine, but the open subdiv throws some errors about flipped faces. Orienting the polygons before the subdivide clears this up…
So there is something funny happening.
Here's the file I had a play with
Technical Discussion » 5 mil poly obj
- friedasparagus
- 402 posts
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I think some things were fixed in the last few builds to do with viewport performance… I had the same problem and found that turning off material display got things back to where you'd expect.
Houdini Learning Materials » Prospective London Houdini Workshops
- friedasparagus
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Hello everybody,
I'm currently planning to run a little day long workshop in London primarily aimed at beginning users looking to get on their feet with houdini, or more intermediate users who are maybe looking for answers to questions which they feel may be getting in the way of taking the next step onwards and upwards.
At the moment the idea is to keep things fairly informal, finding a nice venue that has food and drink, with a maximum of 10 people and keep the price low low.
So I'm reaching out to anybody around the London area to find out how many people are interested and if so, what you would be looking for.
If you are interested please let me know things like:
- What you're current level is
- What kind of stuff you're interested in within houdini – modelling, sims, animation, rigging etc
- What you might be hoping to get out of the day
Please get in touch if this sounds of interest.
All the best,
Henry
I'm currently planning to run a little day long workshop in London primarily aimed at beginning users looking to get on their feet with houdini, or more intermediate users who are maybe looking for answers to questions which they feel may be getting in the way of taking the next step onwards and upwards.
At the moment the idea is to keep things fairly informal, finding a nice venue that has food and drink, with a maximum of 10 people and keep the price low low.
So I'm reaching out to anybody around the London area to find out how many people are interested and if so, what you would be looking for.
If you are interested please let me know things like:
- What you're current level is
- What kind of stuff you're interested in within houdini – modelling, sims, animation, rigging etc
- What you might be hoping to get out of the day
Please get in touch if this sounds of interest.
All the best,
Henry
Technical Discussion » Use Points as Particles
- friedasparagus
- 402 posts
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Oh yes, one more thing that might be of interest… Try digging in to the POP source node, you should be able to unlock the asset as well (because Houdini is bloody great). You'll see that it is basically a SOP network…
Houdini Lounge » Autorig Question
- friedasparagus
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It's all exciting stuff
Any automated tool will always have to gun for the middle of the bell curve to a greater or lesser degree, unfortunately I haven't been able to put it use on the current project I'm working on, but I've got another character waiting in the wings who I'd love to do a time-trial rigging session on.
Any automated tool will always have to gun for the middle of the bell curve to a greater or lesser degree, unfortunately I haven't been able to put it use on the current project I'm working on, but I've got another character waiting in the wings who I'd love to do a time-trial rigging session on.
Technical Discussion » Use Points as Particles
- friedasparagus
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Here's a little example of using a DOP object as a particle source. What's quite groovy here is that the pop wind is not affecting the sphere at all directly. What's making the sphere move is the collisions with the particles that are being affected by the wind
If you try changing the ‘Affector Relationship’ on the merge1 node to ‘left input affects right input’ you'll see the ball stop being dragged over to one side.
If you try changing the ‘Affector Relationship’ on the merge1 node to ‘left input affects right input’ you'll see the ball stop being dragged over to one side.
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