Hi,
I guess You used transformation motion blur, and Your object is inside geometryOBJ. That means Your object is not moving at all, but the points are moving. Right now I have no idea how to get a simulation to the object level, but in Your case You could use either the deformation motion blur or append a trailsop (set to compute velocity) and use the velocity attribute blur.
I think the fastest option would be transformation motion blur, but I know no way until now how to use it with rbd. May be someone else can help. But the two other options work quite well
cheers
martin
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Technical Discussion » How to render RBD with motion blur?
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- sanostol
- 577 posts
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Technical Discussion » Houdini and CoreDuo
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- sanostol
- 577 posts
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Technical Discussion » Houdini and CoreDuo
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- sanostol
- 577 posts
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And a other apprentice wall I ran into, that might be interesting, that every outputformat other than picnc has resolution limits and sidefx logo.
the result for shadowmaps is quite surprising :wink:
martin
the result for shadowmaps is quite surprising :wink:
martin
Technical Discussion » Houdini and CoreDuo
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- sanostol
- 577 posts
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I assume You are using apprentice. I think this is blocked in apprentice. I have no idea how this works in a commercial version , but on a dualcore X2 it's the same.
martin
PS: But considering that mantra uses only one proc, it's amazing how fast and good dispacmentsmaps and motionblur are rendered. Everytime I'm amazed.
martin
PS: But considering that mantra uses only one proc, it's amazing how fast and good dispacmentsmaps and motionblur are rendered. Everytime I'm amazed.
Houdini Lounge » HDK Introduction
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- sanostol
- 577 posts
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Technical Discussion » Houdini Equivalent for Maya's & Max's Wrap Deformer
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- sanostol
- 577 posts
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Take a look at the LatticeSOP, change it to points. the first input is the geometry to be deformed, the second one is the rest geometry of the deformer and the third is the deformed deformer geometry. Have a look at the helpcard of the latticeSOP
cheers Martin
cheers Martin
Technical Discussion » blend shapes on top of a deform
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- sanostol
- 577 posts
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I guess I found a solution. “Use Orient Attribute” does the job…
but it does not work anymore when the parent bone is animated, maybe I have to create this orent atribute first…..
But why is this parameter available in houdini 8.1.655 but not in 8.1.664?
martin
EDIT: I created now a orient atribute on my own by a attribute create with the first three components extracted from the normals and the last one set to 1 ( didn' knew it better) but it works, but not not good.
Does anybody know how to get a real orient attribute or is there a different workflow?
but it does not work anymore when the parent bone is animated, maybe I have to create this orent atribute first…..
But why is this parameter available in houdini 8.1.655 but not in 8.1.664?
martin
EDIT: I created now a orient atribute on my own by a attribute create with the first three components extracted from the normals and the last one set to 1 ( didn' knew it better) but it works, but not not good.
Does anybody know how to get a real orient attribute or is there a different workflow?
Technical Discussion » DOPS: interwirecollision and wirewidth
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- sanostol
- 577 posts
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Technical Discussion » hscript in apprenctice
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- sanostol
- 577 posts
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Technical Discussion » DOPS: interwirecollision and wirewidth
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- sanostol
- 577 posts
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hi,
I have to colliding wires and it seems to me that not the added width is used, but the averaged of both. I created a very simple test to show this. Is there some way around this?
martin
I have to colliding wires and it seems to me that not the added width is used, but the averaged of both. I created a very simple test to show this. Is there some way around this?
martin
Technical Discussion » blend shapes on top of a deform
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- sanostol
- 577 posts
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hi,
I want to use blendshapes to correct deformed geometry ( bone deformation), and I did some testing with this and get strange results. I created a simple tube that is captured to and deformed by 2 bones. now I added a blendshape (with the morptool), that resulted in a blendshape node and a edit node. now I plugged the capture geometry output into the reference geometry input of the edit node to keep the points right relative to the mesh not global. I works, the points keep correct positions even if the complete setup is rotatet. the strange thing is that if I change the tube geometry type fom poly to mesh I get a complete different shape. same goes the other way to. The file I uploaded contains both. The next wired thing is that the shape I created does strangly interplolate during the bone deformation. I created the shape in a bended pose and edited the points competely symetrical and only in yx for this test, but as when the bone goes to a straight position the the points move not symetricaly anymore and even worse some move along the x axis.
any hints would be more than welcome :?
Martin
I want to use blendshapes to correct deformed geometry ( bone deformation), and I did some testing with this and get strange results. I created a simple tube that is captured to and deformed by 2 bones. now I added a blendshape (with the morptool), that resulted in a blendshape node and a edit node. now I plugged the capture geometry output into the reference geometry input of the edit node to keep the points right relative to the mesh not global. I works, the points keep correct positions even if the complete setup is rotatet. the strange thing is that if I change the tube geometry type fom poly to mesh I get a complete different shape. same goes the other way to. The file I uploaded contains both. The next wired thing is that the shape I created does strangly interplolate during the bone deformation. I created the shape in a bended pose and edited the points competely symetrical and only in yx for this test, but as when the bone goes to a straight position the the points move not symetricaly anymore and even worse some move along the x axis.
any hints would be more than welcome :?
Martin
Technical Discussion » hscript in apprenctice
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- sanostol
- 577 posts
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I tried to use the opadd command but it doesn't know any operators.
When I use the helpfile example (“opadd geo arms legs”) it gives me this:
“Unable to create node type geo”
if I type opadd it gives me no operator list as it should
is this functionality locked in the apprentice?
martin
When I use the helpfile example (“opadd geo arms legs”) it gives me this:
“Unable to create node type geo”
if I type opadd it gives me no operator list as it should
is this functionality locked in the apprentice?
martin
Houdini Lounge » Wispy smoke tutorial : Has anyone completed it?
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- sanostol
- 577 posts
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Technical Discussion » ik fk chain handle problems
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- sanostol
- 577 posts
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hi,
i have some hard times with the ik-fk handles. especially the alignment of the fk handles. i draw a chain with “ikwith twist affector” kinematics and if I got it right You can use the t-key to get the goal translation handel and the r-key to switch to the bone rotation handles. at the beginning this looks promissing but when I check “default transform handles to gimbal mode” on in the handle preferences and pose the chain the handles alignment is very wired. the handle axis of the second bone does not align with the real axis. and I think this is not a gimbal thing. the only solution to get some control back was to place a null between the two bones and use this for rotation.
any hints?
martin
i have some hard times with the ik-fk handles. especially the alignment of the fk handles. i draw a chain with “ikwith twist affector” kinematics and if I got it right You can use the t-key to get the goal translation handel and the r-key to switch to the bone rotation handles. at the beginning this looks promissing but when I check “default transform handles to gimbal mode” on in the handle preferences and pose the chain the handles alignment is very wired. the handle axis of the second bone does not align with the real axis. and I think this is not a gimbal thing. the only solution to get some control back was to place a null between the two bones and use this for rotation.
any hints?
martin
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