Hey guys,
I'm learning Hair grooming in Houdini and i'm trying to animate the growth of my hair. However i don't see any length parameters to be edited on the Hair itself, only on the guides, but once those guides have been groomed, the length does not seem to be resize-able.
Could anyone please point at me the way to animate the growth of my groomed hair from 0 length to fully grown?
Cheers,
A.
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Houdini Indie and Apprentice » Animatng Hair growth / length?
- Adriano
- 408 posts
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Houdini Learning Materials » Cache particle points and Offset particle cache in time?
- Adriano
- 408 posts
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Thanks Enivob for confirming, and for the attribute delete tip, Cheers!
Thanks Jeff, much appreciated. I'm getting more and more familiar with the instancing process in Houdini, not so much with Mantra as i've never even rendered anything with it. But I've built a multi-GPU machine dedicated for Redshift and i'm very impressed by the powerful flexibility Houdini offers (especially compared to other packages i've used before), but also by the speed of geometry instancing rendering, especially since using Redshift, which also seems to pick up all attributes required as well to control instances at render time. Big big step up on so many levels for me.
Thanks again.
A.
Thanks Jeff, much appreciated. I'm getting more and more familiar with the instancing process in Houdini, not so much with Mantra as i've never even rendered anything with it. But I've built a multi-GPU machine dedicated for Redshift and i'm very impressed by the powerful flexibility Houdini offers (especially compared to other packages i've used before), but also by the speed of geometry instancing rendering, especially since using Redshift, which also seems to pick up all attributes required as well to control instances at render time. Big big step up on so many levels for me.
Thanks again.
A.
Edited by Adriano - March 19, 2017 10:23:07
Houdini Learning Materials » Cache particle points and Offset particle cache in time?
- Adriano
- 408 posts
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Thanks a lot. Pretty straight forward way to remap the animation with the time warp. Cheers.
However, quick question again about the ROP output driver and .bgeo.sc format. Isn't that meant for indeed outputing geometries? Does that also work with just “particle points”?
I'm trying to mimic my past workflow with 3ds max / Krakatoa where i'd save out PRTs and then instance geos onto points with Frost. Will the ROP Output driver export my points only with all priory created attributes?
Thanks again.
A.
However, quick question again about the ROP output driver and .bgeo.sc format. Isn't that meant for indeed outputing geometries? Does that also work with just “particle points”?
I'm trying to mimic my past workflow with 3ds max / Krakatoa where i'd save out PRTs and then instance geos onto points with Frost. Will the ROP Output driver export my points only with all priory created attributes?
Thanks again.
A.
Houdini Learning Materials » Cache particle points and Offset particle cache in time?
- Adriano
- 408 posts
- Offline
Hey Guys,
Noobs here. I'm using Houdini Indie and would like to know how to cache a POP and then duplicate it and offset it in time. The purpose of that being to loop the particle animation by overlapping identical POPs to match the first and last frame on my timeline.
So two questions really. What's the recommended way to cache POPs, knowing that i only want to cache points as the geometry is instanced at render time using Redshift “strands” and “point cloud instancing”.
And how to shift the time offset of the cached POP afterward?
I know it's an easy one, but i've never done it so far. Would be great to get some heads up.
Cheers,
A.
Noobs here. I'm using Houdini Indie and would like to know how to cache a POP and then duplicate it and offset it in time. The purpose of that being to loop the particle animation by overlapping identical POPs to match the first and last frame on my timeline.
So two questions really. What's the recommended way to cache POPs, knowing that i only want to cache points as the geometry is instanced at render time using Redshift “strands” and “point cloud instancing”.
And how to shift the time offset of the cached POP afterward?
I know it's an easy one, but i've never done it so far. Would be great to get some heads up.
Cheers,
A.
Edited by Adriano - March 19, 2017 09:15:19
Technical Discussion » Randomize POP particles orientation, spinning axis, and spinning speed? (Equivalent to 3ds max Pflow Spin operator)
- Adriano
- 408 posts
- Offline
Thanks a lot for taking the time to explain, it all makes sense. Much much appreciated.
I'll look into it and learn some right away.
Cheers,
A.
I'll look into it and learn some right away.
Cheers,
A.
Technical Discussion » Randomize POP particles orientation, spinning axis, and spinning speed? (Equivalent to 3ds max Pflow Spin operator)
- Adriano
- 408 posts
- Offline
Hey guys,
As the titles says, i'd like to have my particles spinning in different directions and different speeds, i was under the assumption that the POP Spin would do the trick off the shelf, but i couldn't have been more wrong.
Could anyone put me on the right path. Oh yeah… and I can't vex/code for S###…
Thanks a bunch in advance.
A.
As the titles says, i'd like to have my particles spinning in different directions and different speeds, i was under the assumption that the POP Spin would do the trick off the shelf, but i couldn't have been more wrong.
Could anyone put me on the right path. Oh yeah… and I can't vex/code for S###…
Thanks a bunch in advance.
A.
Edited by Adriano - March 16, 2017 18:52:19
Houdini Indie and Apprentice » Volume trail strand UVs?
- Adriano
- 408 posts
- Offline
Thanks a bunch, man. Great stuff. interesting approach. I was following that tuts from the Entagma guys, amazing resource as well. So many ways to go at it in Houdini, it's quite impressive.
Thanks for the tips.
A.
Thanks for the tips.
A.
Houdini Indie and Apprentice » Volume trail strand UVs?
- Adriano
- 408 posts
- Offline
Hey Man, thanks for the help. I'm somehow getting something now along the length of the strands following your inputs. Although i have no clue where those colors come from (see first pic).
I'm using an attribute from map to generate colors per strand, and it shows in my viewport. But somehow i'm not managing to forward that attribute color to the redshift user data color node (or even the redshift point attribute node). It just won't use that color at render time. I made sure to promote that Cd attribute in the RS obj parameters, but nothing.
Furthermore, i'm trying to mix what you helped me with, re-map /use a ramp on the length of the strands, and multiply / mix it with the color from the attribute from map. I've been tweaking things around but can't seem to get anywhere.
Cheers,
A.
I'm using an attribute from map to generate colors per strand, and it shows in my viewport. But somehow i'm not managing to forward that attribute color to the redshift user data color node (or even the redshift point attribute node). It just won't use that color at render time. I made sure to promote that Cd attribute in the RS obj parameters, but nothing.
Furthermore, i'm trying to mix what you helped me with, re-map /use a ramp on the length of the strands, and multiply / mix it with the color from the attribute from map. I've been tweaking things around but can't seem to get anywhere.
Cheers,
A.
Edited by Adriano - March 12, 2017 10:16:21
Houdini Indie and Apprentice » Volume trail strand UVs?
- Adriano
- 408 posts
- Offline
Hey guys, what is teh way to apply UVs on volume trail strand primitives please? TO get black at the start of the strand and white at the end for instance?
Cheers,
A.
Cheers,
A.
Houdini Indie and Apprentice » Pop birth rate by time intervals?
- Adriano
- 408 posts
- Offline
SO it appeared i was using it wrong, and in the wrong place. My bad.
Thanks man, it works just fine.
A.
Thanks man, it works just fine.
A.
Houdini Indie and Apprentice » Pop birth rate by time intervals?
- Adriano
- 408 posts
- Offline
Hey man, thanks. I tried it on the Const. Birth Rate, but nothing happens. NO emission.
Cheers,
A.
Cheers,
A.
Houdini Indie and Apprentice » Undo on a Ramp spline change causes crash?
- Adriano
- 408 posts
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Guys before i report a bug about it, could anyone confirm that it doesn't just happen to me?
Each time i edit a Ramp parameter spline flag, if i follow by an “Undo” (Ctrl + Z) Houdini Indie 16.0.504.20 crashes with this error message:
155184: Fatal error: Segmentation fault
Saving application data to CUsers/W2/AppData/Local/Temp/houdini_temp/crash.VolumeAdvect2.W2_155184.hiplc
Cheers,
A.
Each time i edit a Ramp parameter spline flag, if i follow by an “Undo” (Ctrl + Z) Houdini Indie 16.0.504.20 crashes with this error message:
155184: Fatal error: Segmentation fault
Saving application data to CUsers/W2/AppData/Local/Temp/houdini_temp/crash.VolumeAdvect2.W2_155184.hiplc
Cheers,
A.
Houdini Indie and Apprentice » Pop birth rate by time intervals?
- Adriano
- 408 posts
- Offline
Hi,
I hope the title is clear enough, but just to be sure, i'm trying to emit particles from a grid by bursts, time intervals, controlled by a vex expression. I could manually key it, but where would the fun in that, eh…
I was hoping to use a sin/cos or alike and alter it to fit / clamp it and add it some randomness, but it's a bit above my level still. Any help much appreciated.
Cheers,
A.
I hope the title is clear enough, but just to be sure, i'm trying to emit particles from a grid by bursts, time intervals, controlled by a vex expression. I could manually key it, but where would the fun in that, eh…
I was hoping to use a sin/cos or alike and alter it to fit / clamp it and add it some randomness, but it's a bit above my level still. Any help much appreciated.
Cheers,
A.
Houdini Indie and Apprentice » Alembic Cached Pflow system as source for Pyro?
- Adriano
- 408 posts
- Offline
Hey guys,
I created a Particle system in Pflow / 3ds max and exported it as an Alembic. I imported that Alembic file into Houdini 16 and tried to use some of the Pflow events to generate smoke with a Pyro whisp smoke. It creates smoke / volume on the first frame and right after it instantly crashes Houdini
Sorry i'm not sharing the file, the Alembic is too heavy for Upload.
Any help welcome.
Cheers,
A.
I created a Particle system in Pflow / 3ds max and exported it as an Alembic. I imported that Alembic file into Houdini 16 and tried to use some of the Pflow events to generate smoke with a Pyro whisp smoke. It creates smoke / volume on the first frame and right after it instantly crashes Houdini
Sorry i'm not sharing the file, the Alembic is too heavy for Upload.
Any help welcome.
Cheers,
A.
Technical Discussion » POP network / Cache point particles to disk? Or increase timeline caching capacity?
- Adriano
- 408 posts
- Offline
Hi,
I would like to cache only the points of my POP network sim to the hard drive. I'm instancing geo onto each points with Redshift at render time, so i don't want to cache the geo. What would be the best way to go at it please?
Also, I have a decent amount of RAM, 64GB, but somehow the timeline cache fills up pretty quickly, any chance i can improve / increase the amount of RAM used for that?
Thanks in advance.
A.
I would like to cache only the points of my POP network sim to the hard drive. I'm instancing geo onto each points with Redshift at render time, so i don't want to cache the geo. What would be the best way to go at it please?
Also, I have a decent amount of RAM, 64GB, but somehow the timeline cache fills up pretty quickly, any chance i can improve / increase the amount of RAM used for that?
Thanks in advance.
A.
Houdini Indie and Apprentice » Open Gl Texture refresh
- Adriano
- 408 posts
- Offline
I'm getting the same issue with Houdini 16. I create an attribute VOP with a turbulence noise and a ramp parameter plugged into the Cd output. It shows the noise (black and white) onto the object. but when i edit the flags on the ramp nothing updates in the viewport.
Any help much appreciated. Thanks.
A.
EDIT:
My bad. I was editing the ramp in the Attribute VOP node, apparently it's not in sync with the Ramp that promoted outside of the node. The later does show and update in the viewport. (not sure why there are two ramp parameter in HOudini 16, one in the attribute VOP and one promoted that are disconnected from one an other. ?!.
Any help much appreciated. Thanks.
A.
EDIT:
My bad. I was editing the ramp in the Attribute VOP node, apparently it's not in sync with the Ramp that promoted outside of the node. The later does show and update in the viewport. (not sure why there are two ramp parameter in HOudini 16, one in the attribute VOP and one promoted that are disconnected from one an other. ?!.
Edited by Adriano - Feb. 26, 2017 09:24:01
Houdini Indie and Apprentice » Houdini equivalent to the 3ds max "cut" tool?
- Adriano
- 408 posts
- Offline
Thank you, Tomas. Forgot to subscribe to my own post, so didn't get notified.
Cheers,
A.
Cheers,
A.
Houdini Indie and Apprentice » Houdini equivalent to the 3ds max "cut" tool?
- Adriano
- 408 posts
- Offline
tamte
actually thinking about it, just Curve SOP with viewport primitive snapping and geo geometry templated may work for you quite well
It does, but i still can't figure out how to have automatic groups once cutting the polys, like in this example, pretty much what i'm trying to do.
https://vimeo.com/39223895 [vimeo.com]
Cheers,
A.
Houdini Indie and Apprentice » Houdini equivalent to the 3ds max "cut" tool?
- Adriano
- 408 posts
- Offline
Thanks Tomas, I'll give it a try. Appreciated.
Any idea how to automatically split inside/outside groups after the Polysplit node? There's gotta be a way to extend the edge/poly selections procedurally on either side of the edge split, no?
Cheers,
A.
Any idea how to automatically split inside/outside groups after the Polysplit node? There's gotta be a way to extend the edge/poly selections procedurally on either side of the edge split, no?
Cheers,
A.
Edited by Adriano - Feb. 19, 2017 08:30:39
Houdini Indie and Apprentice » Houdini equivalent to the 3ds max "cut" tool?
- Adriano
- 408 posts
- Offline
Also, while i'm at it, When using polysplit, it creates a group “splitpathgroup” (in red in my image) that contains what the name says it does. Any easy way to create two groups from that, one for the polygons inside of the “splitpathgroup” and one for the polygons around that “splitpathgroup”? I'm obviously trying to keep it procedural here to send out the inside polygons to a RBD fracture sim, while keeping those around as collision object.
Cheers,
A.
Cheers,
A.
Edited by Adriano - Feb. 18, 2017 06:27:57
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