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Houdini Indie and Apprentice » Growing an object via smoke or particles
- RandomGex
- 29 posts
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Sorry for the late reply. The project has evolved to not needing that effect anymore. But, I'll keep that in mind for the future, thanks!
Houdini Indie and Apprentice » Growing an object via smoke or particles
- RandomGex
- 29 posts
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Hey guys!
I'm a bit stumped. I have an animated piece of geometry (something like a box that's twisting along it's length) that I need to grow from nothing into the full geometry. I'm trying to get it so it appears that it grows from one end to the other and forming from mist or steam. My the geometry growing as it should (Basically, a volume growing from point A to Point B so it's not just growing surface geometry.) But, I'm flummoxed on how to work the particles. My first thought was to animate it backwards using a Dry Ice solver, but then then I'd run into the problem of the end result being obvious that it's just a sim played backwards. I'm finding lots of tutorials and info on how to get an object to dissolve, but not really anything on growing an object out of a particle system. Any ideas would be appreciated!
I'm a bit stumped. I have an animated piece of geometry (something like a box that's twisting along it's length) that I need to grow from nothing into the full geometry. I'm trying to get it so it appears that it grows from one end to the other and forming from mist or steam. My the geometry growing as it should (Basically, a volume growing from point A to Point B so it's not just growing surface geometry.) But, I'm flummoxed on how to work the particles. My first thought was to animate it backwards using a Dry Ice solver, but then then I'd run into the problem of the end result being obvious that it's just a sim played backwards. I'm finding lots of tutorials and info on how to get an object to dissolve, but not really anything on growing an object out of a particle system. Any ideas would be appreciated!
Houdini Indie and Apprentice » Freeze point number of the scatter sop
- RandomGex
- 29 posts
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Hey guys, I hate to dig up an old post, but I'm having similar trouble. I'm new to both Houdini and coding, so I still stumble trying to wrap my head around expressions and vex code.
The project I'm working on involves growth propagation of points (Basically this tutorial https://vimeo.com/149939158 [vimeo.com] )
and I got through that just fine. But, now I'm trying to modify it a bit using a “Find Shortest Path” and a couple groups to assign start and end points. It would require the point numbers to freeze to the point as it's created. Right now, the point numbers seem to be randomly assigned as the points grow in number and the resulting geometry jumps around over the course of the growth.
This seems like the way to go, I just don't know how to reference/recall that attribute to assign those numbers to the points after the delete node. Any help would be much appreciated.
The project I'm working on involves growth propagation of points (Basically this tutorial https://vimeo.com/149939158 [vimeo.com] )
and I got through that just fine. But, now I'm trying to modify it a bit using a “Find Shortest Path” and a couple groups to assign start and end points. It would require the point numbers to freeze to the point as it's created. Right now, the point numbers seem to be randomly assigned as the points grow in number and the resulting geometry jumps around over the course of the growth.
masquerade
Actually you dont have to convert them to particles. Right after the scatter sop put an attribute create node, use $PT for value, give it a unique name. Now even if you delete some points using expressions or whatever, the attribute you create before delete operation wont change and you can use that attribute instead of $PT
This seems like the way to go, I just don't know how to reference/recall that attribute to assign those numbers to the points after the delete node. Any help would be much appreciated.
Houdini Indie and Apprentice » Texture extraction
- RandomGex
- 29 posts
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Ah, I missed that part of the bake node. After playing with it for a bit and trying to get what I want, it's not working like I need. What I need is more like the image I see in the UV viewport (without the geometry lines.)What I get when I bake it out has a lot of reflections even if I turn off all the lights, reflections on the material, specular highlights, etc. I've included a couple images for examples.
Edited by RandomGex - Feb. 17, 2017 14:03:19
Houdini Indie and Apprentice » Texture extraction
- RandomGex
- 29 posts
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Hi again, guys.
I have a shader set up that controls the opacity of a piece of geometry, animated with noise so that the geometry appears to dissolve away. Any ideas on how to export alpha information from the shader for use in V-Ray? I've looked into texture baking, but that seems to be more for making occlusion, light info, etc. What I'm after is more a direct export of the animated diffuse or alpha information even if its a sequence of baked out jpegs.
I have a shader set up that controls the opacity of a piece of geometry, animated with noise so that the geometry appears to dissolve away. Any ideas on how to export alpha information from the shader for use in V-Ray? I've looked into texture baking, but that seems to be more for making occlusion, light info, etc. What I'm after is more a direct export of the animated diffuse or alpha information even if its a sequence of baked out jpegs.
Houdini Indie and Apprentice » Houdini Rendering issue.
- RandomGex
- 29 posts
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That got it. Thanks a bunch and I'll keep the other shader advice in mind as well.
Edited by RandomGex - Feb. 16, 2017 15:22:40
Houdini Indie and Apprentice » Houdini Rendering issue.
- RandomGex
- 29 posts
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Hey guys. Hopefully someone here can help. I'm running into this issue where I have an animated texture on two separate objects. It controls the opacity of the object so that one object appears to dissolve and the other object grows. The map works correctly on the first object, showing white at first and disappearing over the course of the animation. The second object should just be a straight up reverse. It looks correct in the viewport, but all that renders is the edge color of the texture.
I've included the file for you guys.
I've included the file for you guys.
Edited by RandomGex - Feb. 15, 2017 16:16:50
Houdini Indie and Apprentice » Streamers effect question
- RandomGex
- 29 posts
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Hello!
I went through the Streamers effect tutorial (https://sidefx.com/tutorials/houdini-streamers-effect/ [sidefx.com]) and I wanted to apply the effect to a more complex piece of geometry. Right now, all the streamers are aligned to the Z-axis, which is fine for a flat object. I'm wondering if anyone has any ideas on how to align the streamers to the object face rather than to the axis.
Any help would be appreciated!
I went through the Streamers effect tutorial (https://sidefx.com/tutorials/houdini-streamers-effect/ [sidefx.com]) and I wanted to apply the effect to a more complex piece of geometry. Right now, all the streamers are aligned to the Z-axis, which is fine for a flat object. I'm wondering if anyone has any ideas on how to align the streamers to the object face rather than to the axis.
Any help would be appreciated!
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