Hello all, how would I go about having my advected particles, in a DOP Network, flow back to their exact, original position? So they re-form the image that I have mapped to them, via an Attribute From Map.
Basically reversing the particle animation, but in a way where the particles are using the advection forces to flow back to original position. Not simply reversing the animation.
Thanks!
T
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Houdini Lounge » Particles back to original rest position?
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- Terence Ziegler
- 67 posts
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Technical Discussion » Menu order changed with Megascans
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- Terence Ziegler
- 67 posts
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I figured this out if anyone else has the same issue:
In the packages folder, you have to make sure the renderman.json file is read first, so put a “z” before the Megascans .json so it loads last.
T
In the packages folder, you have to make sure the renderman.json file is read first, so put a “z” before the Megascans .json so it loads last.
T
Technical Discussion » Renderman parameter issues in 18.0.416
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- Terence Ziegler
- 67 posts
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That's correct. I now only have the one Renderman .json file, and it's the only thing in the ENV file. So Renderman is now working properly.
Now I just need to figure out how to get Redshift and Arnold to co-exist with Renderman.
Cheers,
Terence
Now I just need to figure out how to get Redshift and Arnold to co-exist with Renderman.
Cheers,
Terence
Edited by Terence Ziegler - May 8, 2020 17:54:10
Technical Discussion » Menu order changed with Megascans
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- Terence Ziegler
- 67 posts
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Hello all,
I installed the Megascans Livelink plugin, and it's working. However it's menu order is to the left of the File menu. How did this happen? How can I rearrange it?
Screenshot attached.
Thanks!
T
Houdini 18.0.416
I installed the Megascans Livelink plugin, and it's working. However it's menu order is to the left of the File menu. How did this happen? How can I rearrange it?
Screenshot attached.
Thanks!
T
Houdini 18.0.416
Technical Discussion » Renderman parameter issues in 18.0.416
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- Terence Ziegler
- 67 posts
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Hello all,
I'm not seeing any of the spare parameters for objects or cameras in the Renderman tab.
Attached are screen shots, and the json file. I'm only using this, nothing in the ENV.
Any ideas would be appreciated.
Thanks!
T
I'm not seeing any of the spare parameters for objects or cameras in the Renderman tab.
Attached are screen shots, and the json file. I'm only using this, nothing in the ENV.
Any ideas would be appreciated.
Thanks!
T
Houdini Indie and Apprentice » Creating displacement map from geometry?
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- Terence Ziegler
- 67 posts
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Houdini Indie and Apprentice » Creating displacement map from geometry?
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- Terence Ziegler
- 67 posts
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Hello all,
I am trying to find a way to create a displacement map of a sphere that is covered with holes. Which I made by copying spheres to a sphere surface, and boolean-ing that.
I've seen ways of taking displacement maps and creating geo, but not the other way around.
Ideas?
Thanks!
T
I am trying to find a way to create a displacement map of a sphere that is covered with holes. Which I made by copying spheres to a sphere surface, and boolean-ing that.
I've seen ways of taking displacement maps and creating geo, but not the other way around.
Ideas?
Thanks!
T
Houdini Lounge » MapBox imagery resolution?
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- Terence Ziegler
- 67 posts
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3rd Party » MOPs: Motion Operators for Houdini
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- Terence Ziegler
- 67 posts
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3rd Party » MOPs: Motion Operators for Houdini
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- Terence Ziegler
- 67 posts
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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?
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- Terence Ziegler
- 67 posts
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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?
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- Terence Ziegler
- 67 posts
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Technical Discussion » Fluid particles, density driven by texture?
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- Terence Ziegler
- 67 posts
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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?
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- Terence Ziegler
- 67 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
- 67 posts
- Offline
Technical Discussion » Particle size based on texture?
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- Terence Ziegler
- 67 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?
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- Terence Ziegler
- 67 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?
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- Terence Ziegler
- 67 posts
- Offline
Technical Discussion » Particle movement and color based on image texture?
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- Terence Ziegler
- 67 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?
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- Terence Ziegler
- 67 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
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