yes.
the basic groom setup i made with the shelf tool. then i changed the source to "external".
when switching back to "scatter from surface" the guides move properly...
Found 45 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » alembic curves to groom guides follow mesh
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » alembic curves to groom guides follow mesh
- soulcage_dpt
- 45 posts
- Online
hi,
i have some alembic curves and want to use them as guides for a groom.
i created the roots group on the curves and also the id prim attribute (with a connectivity node).
when i then point to this curves in the guide groom as external source, i see the curves as guides and can grow hair from it.
but the guides doesnt follow the mesh (also not when providing a groom deform).
is there a way to get this "external" guide curves follow the mesh? maybe by converting them to "real" guides? or how can i bind it to the mesh?
any hints are welcome
i have some alembic curves and want to use them as guides for a groom.
i created the roots group on the curves and also the id prim attribute (with a connectivity node).
when i then point to this curves in the guide groom as external source, i see the curves as guides and can grow hair from it.
but the guides doesnt follow the mesh (also not when providing a groom deform).
is there a way to get this "external" guide curves follow the mesh? maybe by converting them to "real" guides? or how can i bind it to the mesh?
any hints are welcome
Houdini Indie and Apprentice » blendshape on uv and painting
- soulcage_dpt
- 45 posts
- Online
hi,
i have two identical meshes with different uv (vertex attribute)
i can use the blendshape on the uv attribute to blend between the uvs...
i now want to paint the blending areas. for that i used the attribute paint sop, but when i add @mask to the blend value slider in the blenshape sop, i get an error that the @mask variable does not exists.
how can i use the attribute paint on such a scenario? does somebody has a hint?
i have two identical meshes with different uv (vertex attribute)
i can use the blendshape on the uv attribute to blend between the uvs...
i now want to paint the blending areas. for that i used the attribute paint sop, but when i add @mask to the blend value slider in the blenshape sop, i get an error that the @mask variable does not exists.
how can i use the attribute paint on such a scenario? does somebody has a hint?
Edited by soulcage_dpt - April 14, 2021 04:43:39
MARDINI Daily Challenge 2021 » Day 9 Image | Nature | Beach
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » how to camera project meshes
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » how to camera project meshes
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » how to camera project meshes
- soulcage_dpt
- 45 posts
- Online
thanx for the replys…
it should be perspective projection…
at the moment with the ray sop and and the normalized camera position as a vector i get ortho projection, so i have to take the fov (or focal length?) in to account to get perspective projection…
or shoot a projection ray per mesh point from the cam position…like a raytracer with a virtual screen…
(in xsi ice i would do this with the raytrace node, feeding mesh points, a direction vector and the test geo, but it would shoot rays for every point of the geo)
any hints where to start?
@jsmack would this projection direction (cam pos minus mesh points) be done in a for loop with a ray sop inside?
it should be perspective projection…
at the moment with the ray sop and and the normalized camera position as a vector i get ortho projection, so i have to take the fov (or focal length?) in to account to get perspective projection…
or shoot a projection ray per mesh point from the cam position…like a raytracer with a virtual screen…
(in xsi ice i would do this with the raytrace node, feeding mesh points, a direction vector and the test geo, but it would shoot rays for every point of the geo)
any hints where to start?
@jsmack would this projection direction (cam pos minus mesh points) be done in a for loop with a ray sop inside?
Edited by soulcage_dpt - July 29, 2020 15:55:10
Houdini Indie and Apprentice » how to camera project meshes
- soulcage_dpt
- 45 posts
- Online
hi,
i am trying to camera project meshes (like a texture, but with geometry) onto another geometry…
i tried to use the ray sop with the camera pivot as a projection vector, but this not seems to work correctly because i somehow have to take the focal length in account…
is there a way how to correctly camera project meshes onto other meshes?
i am trying to camera project meshes (like a texture, but with geometry) onto another geometry…
i tried to use the ray sop with the camera pivot as a projection vector, but this not seems to work correctly because i somehow have to take the focal length in account…
is there a way how to correctly camera project meshes onto other meshes?
Technical Discussion » View Redshift textures in viewport.
- soulcage_dpt
- 45 posts
- Online
redshift material viewport representation is not only a houdini problem…also in maya vp2.0 it is not really (fully) supported…
but if you search the redshift-forum, there are some tools (hda) for houdini, to setup rs material builder also show up textures in viewport….
hope this helps.
but if you search the redshift-forum, there are some tools (hda) for houdini, to setup rs material builder also show up textures in viewport….
hope this helps.
Edited by soulcage_dpt - May 3, 2020 04:18:13
Technical Discussion » 3D wave function collapse?
- soulcage_dpt
- 45 posts
- Online
how can we extend the wfc to work also in the third dimension (like the levels in bad north, or for a buildings generator)?
Houdini Indie and Apprentice » cut hair by sdf volume
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » cut hair by sdf volume
- soulcage_dpt
- 45 posts
- Online
hi,
maybe this was asked already somewhere…
but is there a way to cut hair/fur by an sdf volume?
i want to achieve that render hair wont go through an overlaying object (like cloth, etc.)
any hints are welcome…
maybe this was asked already somewhere…
but is there a way to cut hair/fur by an sdf volume?
i want to achieve that render hair wont go through an overlaying object (like cloth, etc.)
any hints are welcome…
Edited by soulcage_dpt - March 28, 2020 13:42:46
Houdini Indie and Apprentice » Karma licence changes
- soulcage_dpt
- 45 posts
- Online
same thing here. hip-files will save as hipnc instead of hiplc…
(also not convinced with karma render speed…in viewport its ok for lookdev, but final renders is too slow for production at the moment, hopefully it will run soon on gpus…waiting for redshift update)
(also not convinced with karma render speed…in viewport its ok for lookdev, but final renders is too slow for production at the moment, hopefully it will run soon on gpus…waiting for redshift update)
Edited by soulcage_dpt - Dec. 1, 2019 04:59:47
Houdini Indie and Apprentice » houdini 18 - karma renderer DSO errors
- soulcage_dpt
- 45 posts
- Online
oh its set to 2…because of a synology-nas server that i use…
disabling the variable helps not getting that dso error…thanx for the hint.
disabling the variable helps not getting that dso error…thanx for the hint.
Edited by soulcage_dpt - Nov. 27, 2019 16:49:54
Houdini Indie and Apprentice » houdini 18 - karma renderer DSO errors
- soulcage_dpt
- 45 posts
- Online
Houdini Indie and Apprentice » houdini 18 - karma renderer DSO errors
- soulcage_dpt
- 45 posts
- Online
hi,
i installed v18.0.287 today and i get error when selecting karma.
it says that it cant load all the “BRAY_xxx.dll”´s in ../dso/kamera/ “missing symbol in ”newBRAYSampleFilter" …
is there something missing?
i installed v18.0.287 today and i get error when selecting karma.
it says that it cant load all the “BRAY_xxx.dll”´s in ../dso/kamera/ “missing symbol in ”newBRAYSampleFilter" …
is there something missing?
Edited by soulcage_dpt - Nov. 27, 2019 16:41:38
Houdini Indie and Apprentice » rigid body - objects dont come to rest
- soulcage_dpt
- 45 posts
- Online
i tried also with a pop drag force, but its not better.
i also tried to set up a pop solver in combination with the rbd solver for emitting particles one by one that behaves like rbd, but i failed. couldnt even get the setup work…
i ended now making it all in maya with mash-dynamics wich works very good out of the box…
i also tried to set up a pop solver in combination with the rbd solver for emitting particles one by one that behaves like rbd, but i failed. couldnt even get the setup work…
i ended now making it all in maya with mash-dynamics wich works very good out of the box…
Houdini Indie and Apprentice » rigid body - objects dont come to rest
- soulcage_dpt
- 45 posts
- Online
hi,
i am prototyping a rigid body simulation and running in some problems.
i want to fill up a container with simple boxes. a character is also in this container, which will move the boxes later around in animation…
my setup is like that:
-a grid above the container scatters points, then copy to points boxes with random orient attribute. this is turned into rbd.
when i simulate, the boxes fall into the container but they never come to rest, they move all the time, like trying to find their rest…
i tried almost every parameter in the rbd solver without success. also tried the collision and physical parameters…
does anybody have a hint how get a stable sim?
i am prototyping a rigid body simulation and running in some problems.
i want to fill up a container with simple boxes. a character is also in this container, which will move the boxes later around in animation…
my setup is like that:
-a grid above the container scatters points, then copy to points boxes with random orient attribute. this is turned into rbd.
when i simulate, the boxes fall into the container but they never come to rest, they move all the time, like trying to find their rest…
i tried almost every parameter in the rbd solver without success. also tried the collision and physical parameters…
does anybody have a hint how get a stable sim?
Houdini Indie and Apprentice » smoke color by particle nage
- soulcage_dpt
- 45 posts
- Online
ok,
i think i found it out…
volume_from_attribute…
also a volume blur helps also to get smoother color transitions…
i think i found it out…
volume_from_attribute…
also a volume blur helps also to get smoother color transitions…
Houdini Indie and Apprentice » smoke color by particle nage
- soulcage_dpt
- 45 posts
- Online
hi,
i have a cached smoke sim and a cached advected particles sim from that smoke sim.
the particles have color by nage, so they are red at beginning and green at the end…
now i need to transfer this colors to the smoke so i can use the colored smoke as a rgb matte for further modification in post…
is there a way to colorize the smoke after caching with the advected particles colors?
any hints are welcome…
i have a cached smoke sim and a cached advected particles sim from that smoke sim.
the particles have color by nage, so they are red at beginning and green at the end…
now i need to transfer this colors to the smoke so i can use the colored smoke as a rgb matte for further modification in post…
is there a way to colorize the smoke after caching with the advected particles colors?
any hints are welcome…
-
- Quick Links