Found 95 posts.
Search results Show results as topic list.
Technical Discussion » connecting all points to all other points
- puma.snyder
- 121 posts
- Offline
Technical Discussion » connecting all points to all other points
- puma.snyder
- 121 posts
- Offline
hey dave,
thank you, nice idea with the two add sops. It just has problem with input curves with an even number of point, as it will connect the last to the first point then. I managed to fix this with a dissolve sop and p0-`npoints(“../thecurve”)`. So this is working now
Any ideas about the connect all points to all others question?
thank you, nice idea with the two add sops. It just has problem with input curves with an even number of point, as it will connect the last to the first point then. I managed to fix this with a dissolve sop and p0-`npoints(“../thecurve”)`. So this is working now
Any ideas about the connect all points to all others question?
Technical Discussion » connecting all points to all other points
- puma.snyder
- 121 posts
- Offline
Hi,
is there any way to connect all points of an object with all other points in the object?
Is there a way to procedurally split a curve which consists of, let's say 1 primitive and 5 points into a curve that consists of 4 primitives (and 8 points).
Basicly I just want each segment of a curve to be a primitive for it's own.
Thanks again,
Achim
is there any way to connect all points of an object with all other points in the object?
Is there a way to procedurally split a curve which consists of, let's say 1 primitive and 5 points into a curve that consists of 4 primitives (and 8 points).
Basicly I just want each segment of a curve to be a primitive for it's own.
Thanks again,
Achim
Technical Discussion » object chop, path animation and manual rotations
- puma.snyder
- 121 posts
- Offline
Technical Discussion » object chop, path animation and manual rotations
- puma.snyder
- 121 posts
- Offline
When I animate an object to follow a path, and additionally keyframe the rotation parameters of that object, the translation and rotation values the object chop calculates don't match the “actual” ones.
As an example, set up a camera to follow a path (just a basic circle). Use an object chop to calc transformations and rotations and export those values back to another camera. All is good, both are “synced”.
Now, when you change the ry parameter of the original camera, the second camera (the one controlled by chops) rotates differently.
Any ideas why this is happening and how to fix it?
Thanks,
Achim
As an example, set up a camera to follow a path (just a basic circle). Use an object chop to calc transformations and rotations and export those values back to another camera. All is good, both are “synced”.
Now, when you change the ry parameter of the original camera, the second camera (the one controlled by chops) rotates differently.
Any ideas why this is happening and how to fix it?
Thanks,
Achim
Technical Discussion » Render each object in a group seperatley
- puma.snyder
- 121 posts
- Offline
Technical Discussion » export OBJ files with additional MTL file
- puma.snyder
- 121 posts
- Offline
Is there any way (or trick) to export an additional MTL file (for obj's) containing
the filenames for the textures for each object inside the obj file?
Thanks again
Achim
the filenames for the textures for each object inside the obj file?
Thanks again
Achim
Technical Discussion » Render each object in a group seperatley
- puma.snyder
- 121 posts
- Offline
Hi, I'm back into Houdini land and allready stuck :?:
So, I want to build a system which allows me to automatically do some ShaderUnwrapping for all Objects in my scene that use a pointcloud/occlusion fake. I don't want to create one huge unwrapped texture, instead I'd prefer individual (small) textures for all objects in my scene.
So my current plan is to have all my objects in an object subnet, and inside another object I objectmerge the “root” subnet containing all the other objects. Each of the “source” objects has one primitivegroup defined.
Now I need to render each “object” seperately: for each primitivegroup available, delete all the other groups and then render the scene with mantra -u and use the primitive_groups name as the filename, and so on
How can I achieve this without having to manually create a bunch of output drivers and delete sops?
Or this there a much better approach for this situation?
Thanks in advance
Achim
So, I want to build a system which allows me to automatically do some ShaderUnwrapping for all Objects in my scene that use a pointcloud/occlusion fake. I don't want to create one huge unwrapped texture, instead I'd prefer individual (small) textures for all objects in my scene.
So my current plan is to have all my objects in an object subnet, and inside another object I objectmerge the “root” subnet containing all the other objects. Each of the “source” objects has one primitivegroup defined.
Now I need to render each “object” seperately: for each primitivegroup available, delete all the other groups and then render the scene with mantra -u and use the primitive_groups name as the filename, and so on
How can I achieve this without having to manually create a bunch of output drivers and delete sops?
Or this there a much better approach for this situation?
Thanks in advance
Achim
Houdini Lounge » New Site Feedback
- puma.snyder
- 121 posts
- Offline
the new site is really nice! Congratulations
Just some quick notes, on the journal page, the links to the product pages and mailing list archieve are not updated.
Also, when writing a post, the “view more Emoticons” link does not work in firefox.
Just some quick notes, on the journal page, the links to the product pages and mailing list archieve are not updated.
Also, when writing a post, the “view more Emoticons” link does not work in firefox.
Houdini Lounge » Houdini & Games
- puma.snyder
- 121 posts
- Offline
DaJuiceI think it would be cool if Side Effects eventually just made a freely distributable player so that we could make a .hip file with our virtual walkthrough/simulation or whatever running and allow the user to manipulate the camera and whatever other “controllers” we provide without being able to edit the hip file at all.
Not a bad idea at all, and sounds pretty doable.
Maybe something like the browser plugin for touch designer, with the ability to use javascript in the html to control some of the parameters. This could also be used to get a quick preview of what an otl/DA does, like when you have a big library of digital assets, which can be accessed via any browser and you could even see what the Asset does, along with some description or even some basic editing/database features in the html part.
Houdini Lounge » candle tutorial problems
- puma.snyder
- 121 posts
- Offline
It's again some typing error, your carve sop is named “top_curve” , and your original expression was centroid(“../Top_curve”,D_Y), with uppercase T. So if you change it to centroid(“../top_curve”,D_Y) you get the expected value.
Technical Discussion » rotational motion blur
- puma.snyder
- 121 posts
- Offline
Hey jeff, thank you for the clarification , you got me thinking in the right direction. I think I will be able to figure out the remaining parts myself :roll:
Technical Discussion » rotational motion blur
- puma.snyder
- 121 posts
- Offline
Can't figure out how to do this. :?:
I have particles which follow a path and rotate around it. When I render velocity blut, I just get a straight blur, but I want it to be curved.
In the mailing list archive I found a solution from Caleb Howard, but I'm not sure how to set this up.
Can someone please show me how to set up this solution or describe another possible approach
Thanks
Achim
I have particles which follow a path and rotate around it. When I render velocity blut, I just get a straight blur, but I want it to be curved.
In the mailing list archive I found a solution from Caleb Howard, but I'm not sure how to set this up.
We have done this on a couple of shows - most demandingly on “The Sum of All Fears”.
We used a copy SOp with a time param stamped onto each copy, and each copy shifted in time to a subframe position. We used six subframes, but could have used as many as we wanted. Then we stuffed the difference in position from one copy of a point to the next into the velocity
attribute, and rendered with velocity motion blur.
It was trick to accomodate camera movement, but we did so by
transforming everything to a fixed referance coordinate frame.
We had to consider the FPS in stuffing the velocity.
It wasn't trivial, but it wasn't too hard, and it worked perfectly.
Can someone please show me how to set up this solution or describe another possible approach
Thanks
Achim
Technical Discussion » particles triggered by camera
- puma.snyder
- 121 posts
- Offline
Hey Henster, thank you so much. I really like the way you achieved this and learned a lot concerning pops. Took me a while to figure out whats happening there, but thats exactly how I wanted it.
In the meantime I tried it by copy stamping a pregenerated particle system (read from disk), and this works quite good, but with your solution the particles will be able to interact, which is perfect. So again, big thanks!!
I just hope that my computer will be able to handle all those particles
Cheers Achim
In the meantime I tried it by copy stamping a pregenerated particle system (read from disk), and this works quite good, but with your solution the particles will be able to interact, which is perfect. So again, big thanks!!
I just hope that my computer will be able to handle all those particles
Cheers Achim
Technical Discussion » particles triggered by camera
- puma.snyder
- 121 posts
- Offline
Hey Henster, thanks for that file.
I see you also used the popstate approach. I think I could use it, but hoped for a more efficient way, as with this approach I have all particles present all the time, even if they will only be visable 5 seconds later.
In addition, I see two other problem with this approach
1. How can I handle particle lifetime in this setup. If I set lifetime to two seconds, they will die before they get released. I guess I would have to freeze their Life varibale while they are in stopped state. If this is possible.
2. Right now, all particles (for a certain hole) get released/born at once. But I want them to be born/released over a period of 10 frames. I have no idea how to get around this.
Any more ideas?
I see you also used the popstate approach. I think I could use it, but hoped for a more efficient way, as with this approach I have all particles present all the time, even if they will only be visable 5 seconds later.
In addition, I see two other problem with this approach
1. How can I handle particle lifetime in this setup. If I set lifetime to two seconds, they will die before they get released. I guess I would have to freeze their Life varibale while they are in stopped state. If this is possible.
2. Right now, all particles (for a certain hole) get released/born at once. But I want them to be born/released over a period of 10 frames. I have no idea how to get around this.
Any more ideas?
Technical Discussion » particles triggered by camera
- puma.snyder
- 121 posts
- Offline
Got another problem
Imagine a rocky landscape with some holes at random positions. The camera moves backwards over the surface.
I want each hole to emit particles (for 10 Frames), but only when the camera has just passed over one of the holes.
I first though copy/stamping is the way to go, but from what I've read in the mailing list archive I can't stamp
into a pop network. So I guess there another way to do this. The only idea I have for now is to birth all particles
at the first 10 frames, then set their state to stopped and then trigger the release somehow, maybe with somekind of
distance expression (using a single particle following the camera). Not sure if this works, but it doesn't seems
to be very effektive.
Any better ideas how to achieve this
Thanks!
Achim
Imagine a rocky landscape with some holes at random positions. The camera moves backwards over the surface.
I want each hole to emit particles (for 10 Frames), but only when the camera has just passed over one of the holes.
I first though copy/stamping is the way to go, but from what I've read in the mailing list archive I can't stamp
into a pop network. So I guess there another way to do this. The only idea I have for now is to birth all particles
at the first 10 frames, then set their state to stopped and then trigger the release somehow, maybe with somekind of
distance expression (using a single particle following the camera). Not sure if this works, but it doesn't seems
to be very effektive.
Any better ideas how to achieve this
Thanks!
Achim
Technical Discussion » Hair-like rendering / noise
- puma.snyder
- 121 posts
- Offline
Thank you deecue, I'll try it with shading quality 3 and point instancing instead of copy sop solution.
Technical Discussion » Hair-like rendering / noise
- puma.snyder
- 121 posts
- Offline
Do you mean to apply DOF and then scale the image down, or first to scale it down and then apply the DOF to it?
I already render the z-depth map at floating point, so no room for improvement there. I tried rendering with mantra DOF, but the render doesn't even start after 10 minutes, so I guess the larger rendering/scaling down option is the only thing I can do.
I already render the z-depth map at floating point, so no room for improvement there. I tried rendering with mantra DOF, but the render doesn't even start after 10 minutes, so I guess the larger rendering/scaling down option is the only thing I can do.
Technical Discussion » Hair-like rendering / noise
- puma.snyder
- 121 posts
- Offline
I had a look at that file, but I forgot to mention previously, that I'm using cops for the DOF effekt, not the mantra build in version.
Technical Discussion » Hair-like rendering / noise
- puma.snyder
- 121 posts
- Offline
Thank you for the suggestions Henster
I rendered at 2 x the solution, and this certainly reduces the noise, but renders way to slow.
I'll also try to render a seperate pass and blur it, but I guess this will result in the same problem, as DOF is basicly also a blur effect. But I'll try it anyway.
I rendered at 2 x the solution, and this certainly reduces the noise, but renders way to slow.
I'll also try to render a seperate pass and blur it, but I guess this will result in the same problem, as DOF is basicly also a blur effect. But I'll try it anyway.
-
- Quick Links