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Houdini Lounge » ATI Radeon™ HD 3400
- sascha
- 158 posts
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Houdini Lounge » Feather Ray Lift offline
- sascha
- 158 posts
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Houdini Lounge » Feather Ray Lift offline
- sascha
- 158 posts
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Where can I get Creating Rest and Deforming Skin? The .mov seems to be offline: http://www.sidefx.com/images/stories/tutorials/feather_ray_lift/1.creating_rest.mov [sidefx.com]
Houdini Lounge » Training Courses
- sascha
- 158 posts
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JColdrick
The way these things work is much like release dates - you won't hear a peep out of SESI unless/until they're prepared to offer it. I'm unclear about the economics of it - being able to charge $xx/live attendee vs a significantly smaller fee for (supposedly) more people to purchase the DVD. I do know that I'd probably be pissed as someone paying(say) $1000 to go to a presentation which is available the next week as a $100 purchase(interactivity aside). I suspect a better relationship between those two prices would need to be figured out first.
If there were more really good tutorial books/DVDs out there, I doubt there would be an issue. I'm hoping they're leaning towards broader access to more material.
Cheers,
J.C.
Autodesk is doing it during the Siggraph with their master classes for Maya. You can buy them on DVD a few weeks/months later.
Houdini Lounge » Mac OSX Port?
- sascha
- 158 posts
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rmagee
Happy new year to everyone in the Houdini community. The release of Houdini 9 and the new Apprentice HD initiative helped make 2007 a busy year. We look forward to making 2008 even more exciting!
Robert
:shock: Great news!
Linux is the best system at work but I don't want to mess with it on my own machine. I definitely would buy a copy for OSX.
Technical Discussion » Chan import does not match to frame numbers in Houdini
- sascha
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Technical Discussion » Chan import does not match to frame numbers in Houdini
- sascha
- 158 posts
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If I import a chan file with baked camera data for every frame and if I export the cahnnels inside Houdini to the camera the keyframes in the file do not match to the frames in Houdini. My timeline goes from 0 to 149 but the values on frame 149 in Houdini corresponds to a value between 144 and 145 in the chan file. How can I fix that? Unfortunately it's not only a shift and a resample does brake the exact values.
Technical Discussion » Modify POP render attributes after simulation
- sascha
- 158 posts
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Wolfwood
Or you could use a VOP SOP solution. Look at this thread for an example.
How to get UVs into a Vex Geometry Vop?
[sidefx.com]
The VOP SOP solution is much faster. Why is that so?
Technical Discussion » Modify POP render attributes after simulation
- sascha
- 158 posts
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Wolfwood
Use the Point SOP, add a Color Attribute (Cd), and use the pic() expression to lookup the color from the COP.
It works. But why is the pic expression so slow? It takes over 30 seconds to colorize 20.000 particles.
pic(“/img/img1/hsv1”, rand($ID), rand($ID), D_CR)
If I do it with the color POP it's nearly for free. How can I speed it up in the SOP level?
Technical Discussion » Modify POP render attributes after simulation
- sascha
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Wolfwood
Yes, particles are nothing more than points with extra attributes. You can add, modify and remove any attributes you want, including color.
But how can I use a COP in a color or vertex SOP as you can do it in a color POP?
Technical Discussion » Modify POP render attributes after simulation
- sascha
- 158 posts
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That's very cool, I like that. Can I do the same with the color on the SOP level before I use it in a VEX shader's Cd parameter?
Currently I use a color POP. Then I use the particle id to assign a color over the uv coordinates. I would like to do that also in the SOP level.
Currently I use a color POP. Then I use the particle id to assign a color over the uv coordinates. I would like to do that also in the SOP level.
Technical Discussion » How can I set the POP blur strength?
- sascha
- 158 posts
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Wolfwood
The amount of “blur” is determined by two things, the shutter speed of the camera and the velocity of the particle. Tweaking both these things will change the blur. Changing the shutter speed will effect the blur on all your objects. On the other hand scaling the velocity of the particles can give you more control.
Okay. Only the velocity attribute blur does work with particles. Is that right? So if it can be controlled only by the velocity why do I have a particle blur attribute in the render POP? As I understand it modifying the velocity will also change the particle speed. In that case it would be no valid option. So the only way seems to be doing it over the shutter speed. But that's okay, that's exactly what I need.
Technical Discussion » How can I set the POP blur strength?
- sascha
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How can I set the strength of the particle motion blur? I thought I can set it through the Particle Blur parameter in the render POP but unfortunately this parameter has no effect in my renderings. Even if I set it to zero I get motion blur.
Currently the speed lines in the viewport have nothing to do with the rendered motion blur in the output image.
Currently the speed lines in the viewport have nothing to do with the rendered motion blur in the output image.
Technical Discussion » POP Disk Cache
- sascha
- 158 posts
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JColdrick
Nope, the bgeo's are simply the result of the simulation. If you think about it, that would require storing the entire *state* of the simulation every frame. You think you'd want that sort of disk activity every time you cook a sim? You'd be screaming bloody murder at the frame rates.
J.C.
Why? It does work well in RealFlow and Maya!
There's no hack around it without writing an own cache node?
Technical Discussion » Modify POP render attributes after simulation
- sascha
- 158 posts
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How can I modify the particle render attributes like color, size and blur after I simulated the POP graph already? At the moment I'm baking the information into the cache (memory or disk) but I cannot re-simulate the POP network again and again just to modify the particle size. So how can I do that after the simulation is cached?
Technical Discussion » Particles with motion blur?
- sascha
- 158 posts
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Is it possible to get non-linear motion blur with particles in Houdini? The velocity attribute blur is just linear and I'm looking more for a radial motion blur.
Technical Discussion » POP Disk Cache
- sascha
- 158 posts
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jesta
append a ROP SOP and write to disk as a .bgeo sequnce which you can then read in using a file SOP.
Of course if you're in apprentice you might be screwed.
But what if I want to resume a particle simulation after Houdini crashed 10 frames before the last frame? How can I resume a simulation from a .bgeo file sequence?
Technical Discussion » Inter-Particle Shadows
- sascha
- 158 posts
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Technical Discussion » Pixel Parser
- sascha
- 158 posts
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I made a VEX shader with the Cd parameter as the diffuse input for a blinn model and it works.
Technical Discussion » Pixel Parser
- sascha
- 158 posts
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But how can I render the ‘colors’ with Mantra? As far I can see them only in the OpenGL viewport. If I have some particles emmited from a source and pipe them into a color POP Mantra renders them only as uniform colored spheres. How can I get the colors into the software shading?
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