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Houdini Lounge » MapBox imagery resolution?
- Terence Ziegler
- 60 posts
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3rd Party » MOPs: Motion Operators for Houdini
- Terence Ziegler
- 60 posts
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3rd Party » MOPs: Motion Operators for Houdini
- Terence Ziegler
- 60 posts
- Offline
Hi Mo,
thank you for MOPs. Really incredible.
I'm having a problem installing it though. It installs and works fine, but then Redshift won't load. And if I move Redshift last in the ENV, then MOPs won't load.
Thoughts?
Thank you
Terence
thank you for MOPs. Really incredible.
I'm having a problem installing it though. It installs and works fine, but then Redshift won't load. And if I move Redshift last in the ENV, then MOPs won't load.
Thoughts?
Thank you
Terence
Technical Discussion » Particle size based on texture?
- Terence Ziegler
- 60 posts
- Offline
I think the hue. The color value.
All RGB values would have a slightly different size, between .1-1.
I think I have a good idea of how to do it. But I'd love other ideas. Thx!
All RGB values would have a slightly different size, between .1-1.
I think I have a good idea of how to do it. But I'd love other ideas. Thx!
Technical Discussion » Fluid particles, density driven by texture?
- Terence Ziegler
- 60 posts
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Technical Discussion » Fluid particles, density driven by texture?
- Terence Ziegler
- 60 posts
- Offline
Hello all.
I've managed to get much further with a fluid particle approach, and am able to vary to point size of my particles. That was my first hurdle.
BUT, I still cannot get the texture to properly line up with the fluid. Instead of seeing the Mandril in this example, the UVs are wrong. And I have tried every combination of UV nodes, to no avail.
Frame 01 of the simulation should be the image of the Mandril, and the fluid particles emit from that and swirl around.
Any ideas?
Attached screenshot and project file.
Thanks! T
I've managed to get much further with a fluid particle approach, and am able to vary to point size of my particles. That was my first hurdle.
BUT, I still cannot get the texture to properly line up with the fluid. Instead of seeing the Mandril in this example, the UVs are wrong. And I have tried every combination of UV nodes, to no avail.
Frame 01 of the simulation should be the image of the Mandril, and the fluid particles emit from that and swirl around.
Any ideas?
Attached screenshot and project file.
Thanks! T
Technical Discussion » Particle size based on texture?
- Terence Ziegler
- 60 posts
- Offline
I have figured out how to have the colors of the particles from the color image. Using Attribute Map. And maintained throughout the sim.
Still haven't been able to vary the size of the particles based on the colors in the image. I see the VEX for varying the size of ONE color.
But how would the particles be sized based on the color info from the texture?
Thanks. T
Still haven't been able to vary the size of the particles based on the colors in the image. I see the VEX for varying the size of ONE color.
But how would the particles be sized based on the color info from the texture?
Thanks. T
Technical Discussion » Particle size based on texture?
- Terence Ziegler
- 60 posts
- Offline
Technical Discussion » Particle size based on texture?
- Terence Ziegler
- 60 posts
- Offline
Well the challenge right now is getting the UVs to transfer properly. I'm using a UV Texture after by box geo that is generating the particles. But no matter what option I choose in the texture, the image still only transfers as stripes. I see the actual image colors are in there, but it's not UVing onto the box. It's just the image, but stretched improperly.
I can get that stripped color pattern onto the flip solver using the Attribute Map node. And in my Redshift shader I'm using the RS Point Attribute.
However, that's where I'm stuck. How would I vary the size of the particles based on the color texture. I assume it's an Attribute Wrangle/VEX. But no not sure what that would be.
Thanks for your help!
T
I can get that stripped color pattern onto the flip solver using the Attribute Map node. And in my Redshift shader I'm using the RS Point Attribute.
However, that's where I'm stuck. How would I vary the size of the particles based on the color texture. I assume it's an Attribute Wrangle/VEX. But no not sure what that would be.
Thanks for your help!
T
Technical Discussion » Particle size based on texture?
- Terence Ziegler
- 60 posts
- Offline
Hi all.
I'm having good results using the flip solver and particles, using density to drive them mainly.
Now I can't seem to figure out how to vary the size of the particles based on a colored texture. So all the particles have a unique size based on the colors in the texture. And the colors from the texture would be represented in the particles.
As always, thank you for your advice. Such a great community.
T
I'm having good results using the flip solver and particles, using density to drive them mainly.
Now I can't seem to figure out how to vary the size of the particles based on a colored texture. So all the particles have a unique size based on the colors in the texture. And the colors from the texture would be represented in the particles.
As always, thank you for your advice. Such a great community.
T
Technical Discussion » Particle movement and color based on image texture?
- Terence Ziegler
- 60 posts
- Offline
Technical Discussion » Particle movement and color based on image texture?
- Terence Ziegler
- 60 posts
- Offline
Hello all.
I am trying to figure out how to have particle movement based on color, and the colors would be initially generated by an image texture. A flag with three colors, for example. How would I have the particles moving differently based on color? Different speeds, different flow, turbulence, etc. Yet still interacting with each other. The red particles would flow fast in one direction, while the green and blue particles would swirl in an opposite directions, for example.
I will be rendering in Redshift.
Any advice would be much appreciated.
Terence
I am trying to figure out how to have particle movement based on color, and the colors would be initially generated by an image texture. A flag with three colors, for example. How would I have the particles moving differently based on color? Different speeds, different flow, turbulence, etc. Yet still interacting with each other. The red particles would flow fast in one direction, while the green and blue particles would swirl in an opposite directions, for example.
I will be rendering in Redshift.
Any advice would be much appreciated.
Terence
Houdini Lounge » MapBox imagery resolution?
- Terence Ziegler
- 60 posts
- Offline
Has anyone figured out how to get the gamedev MapBox node to use higher resolution satellite imagery? Right now it's very low res.
Thanks
Terence
Thanks
Terence
Houdini Lounge » Adding noise, curves to PolyWire
- Terence Ziegler
- 60 posts
- Offline
Hello all,
I'm trying to find a way to add curves to a structure that is built by a polywire node.
I love how it looks, but I'd like to have the connections have variation, as opposed to straight lines. Bent lines, curved lines.
Please see attached how it is built at the moment. I'm scattering points from a sphere, then using voronoi fracture, then into a polywire node.
Thanks!
Terence
I'm trying to find a way to add curves to a structure that is built by a polywire node.
I love how it looks, but I'd like to have the connections have variation, as opposed to straight lines. Bent lines, curved lines.
Please see attached how it is built at the moment. I'm scattering points from a sphere, then using voronoi fracture, then into a polywire node.
Thanks!
Terence
Edited by Terence Ziegler - Nov. 7, 2018 11:13:02
Technical Discussion » Bending L-System branches?
- Terence Ziegler
- 60 posts
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Hello all,
How can I bend the L-System branch tubes?
Some could be quite curvy, some only slight bent.
Thank you for any insight.
T
How can I bend the L-System branch tubes?
Some could be quite curvy, some only slight bent.
Thank you for any insight.
T
Houdini Lounge » Speed ramp rate change
- Terence Ziegler
- 60 posts
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Houdini Lounge » Speed ramp rate change
- Terence Ziegler
- 60 posts
- Offline
Hello all. How would I change the speed of a simulation? For instance, a rigid body shattering in normal speed, then quickly ramping down to ultra slow motion.
Thanks!
T
Thanks!
T
Technical Discussion » Multiple materials/colors on single object?
- Terence Ziegler
- 60 posts
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Technical Discussion » Multiple materials/colors on single object?
- Terence Ziegler
- 60 posts
- Offline
Hello all,
I have a sphere, and I’d like one half of the sphere to have one material, and the other half to have another material/color. How would I achieve this? A sphere with two colors.
Thanks for any advice.
T
I have a sphere, and I’d like one half of the sphere to have one material, and the other half to have another material/color. How would I achieve this? A sphere with two colors.
Thanks for any advice.
T
Houdini Indie and Apprentice » Octane render not installing
- Terence Ziegler
- 60 posts
- Offline
Hello,
I just purchased Octane Render and I'm trying to install in Houdini Indie version 16.0705.
I'm using Octane version Octane_3.07.0.0_Houdini.
When I launch Houdini it says error, wrong version. (See attached)
What am I doing wrong?
Thanks for any advice.
Terence
I just purchased Octane Render and I'm trying to install in Houdini Indie version 16.0705.
I'm using Octane version Octane_3.07.0.0_Houdini.
When I launch Houdini it says error, wrong version. (See attached)
What am I doing wrong?
Thanks for any advice.
Terence
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