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Technical Discussion » Sound Driven Animation - move individual objects in a group
- chopstix
- 27 posts
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Not sure if this is what you're looking for, but here's a file with a couple examples that use the chopf() function.
Technical Discussion » Illuminance loop loopiness (VOPs)
- chopstix
- 27 posts
- Offline
Hello,
I'm trying to setup an illuminance loop that can handle several lights at a time. Currently I have:
1 key light
4 fill lights
1 rim light
I want to be able to build out additional image planes isolated for each type of light:
key*
fill*
rim*
…Without having to specify individual lights.
Currently, if I put “fillLight_01_MAIN” into the string I am able to isolate that light. But if I put “fill*” I am not able to isolate a group of lights.
Does anyone know if there's a way to call multiple lights in the light mask string?
String qualifier is currently set to “just a string.”
There is an option to use a “list of objects” but I have not been able to get that to work either.
Under help it says “Light Mask – Specifies a string listing names of light objects that can influence the surface. If no input is specified, the light mask specified in the parameters for the object being rendered is used.”
The help description leads me to believe it should be possible to isolate more than one light at a time.
Does anybody have an example file where this kind of thing is setup and working or does anyone have any advice?
*another problem*
Even when i am able to isolate just one light, all objects that are in the scene and NOT affected by the light render constant instead of black. Any idea why this may be?
Thanks in advance for any help
I'm trying to setup an illuminance loop that can handle several lights at a time. Currently I have:
1 key light
4 fill lights
1 rim light
I want to be able to build out additional image planes isolated for each type of light:
key*
fill*
rim*
…Without having to specify individual lights.
Currently, if I put “fillLight_01_MAIN” into the string I am able to isolate that light. But if I put “fill*” I am not able to isolate a group of lights.
Does anyone know if there's a way to call multiple lights in the light mask string?
String qualifier is currently set to “just a string.”
There is an option to use a “list of objects” but I have not been able to get that to work either.
Under help it says “Light Mask – Specifies a string listing names of light objects that can influence the surface. If no input is specified, the light mask specified in the parameters for the object being rendered is used.”
The help description leads me to believe it should be possible to isolate more than one light at a time.
Does anybody have an example file where this kind of thing is setup and working or does anyone have any advice?
*another problem*
Even when i am able to isolate just one light, all objects that are in the scene and NOT affected by the light render constant instead of black. Any idea why this may be?
Thanks in advance for any help
Technical Discussion » HOT: Houdini Ocean Toolkit ...on Win64?
- chopstix
- 27 posts
- Offline
Technical Discussion » HOT: Houdini Ocean Toolkit ...on Win64?
- chopstix
- 27 posts
- Offline
Hey guys,
I'm over at a smaller FX house running on Windows XP 64 bit and have not been able to get the HOT (Houdini Ocean Toolkit) to work in our pipeline.
If you're not familiar with HOT, check it out:
http://odforce.net/wiki/index.php/HoudiniOceanToolkit [odforce.net]
I know Digital Domain used it pretty recently and it's worked well for a lot of people. Unfortunately, I think there are some problems with the XP64 build.
Anyone else out there experiencing this?
If I can't get it working, anyone have any good advice for creating a custom ocean surface solver? I could use a lot of layered noise, but we want something with more realistic motion like the stuff Tessendorf has developed.
Any help, examples, links, etc would be great! We only have 2 Houdini TD's, myself and one other artist who primarily uses MAX but also knows Houdini pretty well. I'm not looking for a plugin solution or a hand out at all but any info to point me in the right direction would be great.
Thanks in advance!
I'm over at a smaller FX house running on Windows XP 64 bit and have not been able to get the HOT (Houdini Ocean Toolkit) to work in our pipeline.
If you're not familiar with HOT, check it out:
http://odforce.net/wiki/index.php/HoudiniOceanToolkit [odforce.net]
I know Digital Domain used it pretty recently and it's worked well for a lot of people. Unfortunately, I think there are some problems with the XP64 build.
Anyone else out there experiencing this?
If I can't get it working, anyone have any good advice for creating a custom ocean surface solver? I could use a lot of layered noise, but we want something with more realistic motion like the stuff Tessendorf has developed.
Any help, examples, links, etc would be great! We only have 2 Houdini TD's, myself and one other artist who primarily uses MAX but also knows Houdini pretty well. I'm not looking for a plugin solution or a hand out at all but any info to point me in the right direction would be great.
Thanks in advance!
Houdini Lounge » what is houdini
- chopstix
- 27 posts
- Offline
I am sure you could find out a lot about Houdini and what it is through the website you're on www.sidefx.com.
If you need assistance browsing the website, Houdini is probably not for you as it is seen by many as being very complicated.
If you need assistance browsing the website, Houdini is probably not for you as it is seen by many as being very complicated.
Technical Discussion » Paint SOP suggestion
- chopstix
- 27 posts
- Offline
Yes, you can do this currently and scale the values however you choose (sops, chops, vops.)
The suggestion however is to be able to explicitly set the value from within the paint tool without ever having to scale it afterwards.
The suggestion however is to be able to explicitly set the value from within the paint tool without ever having to scale it afterwards.
Technical Discussion » Paint SOP suggestion
- chopstix
- 27 posts
- Offline
Hey guys,
I have a suggestion. Currently you can use the paint sop to paint color values. This is great for certain situations.
However, it would also be great if we were able to bypass colors, and instead set our own range and values to paint.
For example. Let's say you wanted to paint emission frame information on a 2,000 frame shot. You would be able to set your range to 1-2000, then paint values like 24, 67, 235, 567 which could then be used to trigger emissions on those frames and in those locations.
You can do this currently by using hue values but then you're limited to a range of 0-360. You could paint floating point hsv values like 6.75 then multiple that by 100 to get 675, etc. But that would require scaling the values in some way after the fact.
Anyhow, this seems like something that would be easy to implement. An option that lets you paint the specific values you want to paint without ever having to scale them afterwards.
-D
I have a suggestion. Currently you can use the paint sop to paint color values. This is great for certain situations.
However, it would also be great if we were able to bypass colors, and instead set our own range and values to paint.
For example. Let's say you wanted to paint emission frame information on a 2,000 frame shot. You would be able to set your range to 1-2000, then paint values like 24, 67, 235, 567 which could then be used to trigger emissions on those frames and in those locations.
You can do this currently by using hue values but then you're limited to a range of 0-360. You could paint floating point hsv values like 6.75 then multiple that by 100 to get 675, etc. But that would require scaling the values in some way after the fact.
Anyhow, this seems like something that would be easy to implement. An option that lets you paint the specific values you want to paint without ever having to scale them afterwards.
-D
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