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Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
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also .. my scene doesn't start until 1190, my reset frame is at 1, should it be on or after object creation to initialize correctly?
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
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yeah used the inline .. hmmmm seeming to get identical results wether I use 0 or 1 (instead of the mix), makes me think my rest and rest2 are a bit weird.
I'm using the billowy smoke material, I put two identical AA noises (with the -.5 .5 smooth) .. but the only difference was the rest and rest2 being used. Rendering out a sequence now to see what happens.
Has anyone else made their own rest/rest2 interpreter? Just want to make sure I'm not spinning my wheels here :p
I'm using the billowy smoke material, I put two identical AA noises (with the -.5 .5 smooth) .. but the only difference was the rest and rest2 being used. Rendering out a sequence now to see what happens.
Has anyone else made their own rest/rest2 interpreter? Just want to make sure I'm not spinning my wheels here :p
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
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ah awesome I was digging all around looking for that, thanks for the explanation 8)
With the lerp, is there a way to do that with VOPs?
With the lerp, is there a way to do that with VOPs?
Houdini Indie and Apprentice » pyro FX animation skipping
- andrewlowell
- 537 posts
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I'm actually using a smoke shader (made of VOPs) to shade something using a Pyro solver. So, I'm wondering how easy or hard it would be to replicate the dual rest computation with VOPs (can't follow the vex too well in the pyro vex pyro shader).
I can see where I need to plug in the dual computed rest instead of the plain rest, Can anyone outline the blending method the pyro shader uses for me?
I can see where I need to plug in the dual computed rest instead of the plain rest, Can anyone outline the blending method the pyro shader uses for me?
Technical Discussion » Need Help in CHOPs for (Converting from Mpeg to MIDI)
- andrewlowell
- 537 posts
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I think Adobe Audition is a great program for that stuff, and can also batch. Of course it's around $500. For the free stuff just do a google search whatever to whatever and see what you get 8)
Technical Discussion » Need Help in CHOPs for (Converting from Mpeg to MIDI)
- andrewlowell
- 537 posts
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I don't exactly know what would be best for your needs, I was just suggesting something “outside” of Houdini. Houdini is great at fx / animation / synthesis etc, but it's not a file i/o program per say.
So, there's probably lots of hacky free programs you can use, you could also maybe use a video or sound editing program for this. Not sure what will work with your codecs etc
So, there's probably lots of hacky free programs you can use, you could also maybe use a video or sound editing program for this. Not sure what will work with your codecs etc
Technical Discussion » Need Help in CHOPs for (Converting from Mpeg to MIDI)
- andrewlowell
- 537 posts
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yeah, I think workflow wise it's important to keep a good separation between file i/o and conversion, and the artist's workflow, scenes etc.
So, there's much more efficient ways to convert all the input files outside of Houdini. First find the best solution for converting your files into .wav or image sequences, then pipe them into CHOPs 8)
Memory is an issue with CHOPs since it has to contain the entire file in memory, remember the unload feature.
As for converting a file into MIDI this will always only be an approximation, because in audio data the start of a note, exact frequency of a tone, things like that are “wishy washy” and not exact. But, probably a triggering system would be a good first step if it's absolutely necessary to convert to MIDI. If you're just looking for a peice of information from the data, like frequencies .. MIDI conversion might not be necessary.
So, there's much more efficient ways to convert all the input files outside of Houdini. First find the best solution for converting your files into .wav or image sequences, then pipe them into CHOPs 8)
Memory is an issue with CHOPs since it has to contain the entire file in memory, remember the unload feature.
As for converting a file into MIDI this will always only be an approximation, because in audio data the start of a note, exact frequency of a tone, things like that are “wishy washy” and not exact. But, probably a triggering system would be a good first step if it's absolutely necessary to convert to MIDI. If you're just looking for a peice of information from the data, like frequencies .. MIDI conversion might not be necessary.
Technical Discussion » Pyro, Voxels & Particles, Time based effects.
- andrewlowell
- 537 posts
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This is pretty much exactly what I'm trying to do … you're explanation is great but a little over my head. I'd like to use particles as a fuel source, would also be great to use their velocity for the smoke velocity and a density attribute as well.
Looking around for an example hip or video tut for and can't seem to find one .. could someone point me in the right direction as to the bare-bones of this technique? Using the shelf fire-ball tool get's me the visual effect I want but I'm very unclear on how to use animated geometry / geometry sourcing for fuel in a pyro sim
Looking around for an example hip or video tut for and can't seem to find one .. could someone point me in the right direction as to the bare-bones of this technique? Using the shelf fire-ball tool get's me the visual effect I want but I'm very unclear on how to use animated geometry / geometry sourcing for fuel in a pyro sim
Houdini Lounge » VHUG: Vancouver Houdini User's Group: meeting tonight!
- andrewlowell
- 537 posts
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Technical Discussion » Slow Motion DOP Animation
- andrewlowell
- 537 posts
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There are various features in DOPs to control the simulation rate etc. However, just reading this my first guess would be to try to bake out geometry at .. geo_$F4.bgeo .. with the increment at .1
Make sure you're substeps with DOPs are at least 1/10th. This way you can read back the geometry from your DOPs sim and manipulate it however you want. You can play it back at normal speed, or slow it down (bullet time etc).
Make sure you're substeps with DOPs are at least 1/10th. This way you can read back the geometry from your DOPs sim and manipulate it however you want. You can play it back at normal speed, or slow it down (bullet time etc).
Houdini Lounge » VHUG: Vancouver Houdini User's Group: meeting tonight!
- andrewlowell
- 537 posts
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yeah sorry I couldn't make it … too short of notice but will be sure to make the next one. Hmmm, first post and you're Houdini bashing huh Nick B ?
<sarcasm>Maybe you should stick with lightwave which is way cooler than Houdini lol </sarcasm>.
PS .. here ya go, http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
<sarcasm>Maybe you should stick with lightwave which is way cooler than Houdini lol </sarcasm>.
PS .. here ya go, http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
Houdini Lounge » Houdini class at fxphd
- andrewlowell
- 537 posts
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Hey guys .. here's a class I'll be teaching for the January term at fxphd. They also offer introductory Houdini classes as well. Check it out and spread the word 8)
http://www.fxphd.com/courses#HOU202 [fxphd.com]
http://www.fxphd.com/courses#HOU202 [fxphd.com]
Houdini Lounge » [solved]animal fur - brushing/combing fur away from the nose
- andrewlowell
- 537 posts
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There's various point attributes on the surface of the geometry that controls fur generation. Haven't looked at in in a few months but I'm pretty sure there's lots of direction controls in there.
Since the head of the animal is pretty standardized in terms of direction, you could try placing a node that would cause the furDirection attribute to point away from it over a certain distance. And, if this little node was a digital asset, you could use it to semi-procedurally comb a variety of animals quickly. Or, you could open it up to where the same node could influence whatever things the user would specify, might be more intuitive than using a bunch of maps.
PS* I sit behind you .. where' s my carrots
Since the head of the animal is pretty standardized in terms of direction, you could try placing a node that would cause the furDirection attribute to point away from it over a certain distance. And, if this little node was a digital asset, you could use it to semi-procedurally comb a variety of animals quickly. Or, you could open it up to where the same node could influence whatever things the user would specify, might be more intuitive than using a bunch of maps.
PS* I sit behind you .. where' s my carrots
Houdini Lounge » Audio and MIDI from 3D shapes
- andrewlowell
- 537 posts
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sounds like a job for the geometry chop. Just read that into CHOPs and you have a curve representing the coordinates of your line or whatever other geometry you might have.
Once it's in CHOPs is just pure data, and can be resampled, or turned into, or used for controlling whatever else you'd like, such as generated synthesis or MIDI
Once it's in CHOPs is just pure data, and can be resampled, or turned into, or used for controlling whatever else you'd like, such as generated synthesis or MIDI
Houdini Lounge » will be in LA on 10th and teaching a class ;)
- andrewlowell
- 537 posts
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Hi everyone, sorry for my long absence in the forums; been a bit busy since moving to Vancouver and working on a fairly demanding Houdini project.
I'll be in LA next weekend and thought it would be nice to teach a Houdini audio class! ..
http://www.sidefx.com/index.php?option=com_content&task=view&id=1606&Itemid=215 [sidefx.com]
should be fun 8)
I'll be in LA next weekend and thought it would be nice to teach a Houdini audio class! ..
http://www.sidefx.com/index.php?option=com_content&task=view&id=1606&Itemid=215 [sidefx.com]
should be fun 8)
Technical Discussion » audio acoustic node, transmit, reflect absorb sound
- andrewlowell
- 537 posts
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hmmm, they should be working .. sorry I wasn't able to check out that file but I'll try to sometime this week
Technical Discussion » audio acoustic node, transmit, reflect absorb sound
- andrewlowell
- 537 posts
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Houdini Lounge » More Step-by-Step user friendly Tutorials PLEASE :)
- andrewlowell
- 537 posts
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great about the audio stuff! good luck
when I was picking up Houdini I think the best “hands on” stuff was certainly derived from the classes at the Side FX office (which is unfortunate if you aren't in distance of those classes). Other than that probably the best overall introduction to software usage came from Garman's Houdini 101 DVD
It's of course for Houdini 8 but I'm pretty sure all the techniques can still be done in 9 without any issues.
http://www.thegnomonworkshop.com/dvds/ghe01.html [thegnomonworkshop.com]
when I was picking up Houdini I think the best “hands on” stuff was certainly derived from the classes at the Side FX office (which is unfortunate if you aren't in distance of those classes). Other than that probably the best overall introduction to software usage came from Garman's Houdini 101 DVD
It's of course for Houdini 8 but I'm pretty sure all the techniques can still be done in 9 without any issues.
http://www.thegnomonworkshop.com/dvds/ghe01.html [thegnomonworkshop.com]
Technical Discussion » no camera option in obj subnets
- andrewlowell
- 537 posts
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hmmm for some reason when I have object networks inside of COPs and cameras within those I can't seem to select the camera from the view pane list. Is this a bug or is there a preference somewhere?
Houdini Lounge » More Step-by-Step user friendly Tutorials PLEASE :)
- andrewlowell
- 537 posts
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whoa .. just caught this thread. Yikes. I think one of the fundamental issues here is that Houdini is much more abstract and powerful than other programs. There IS no established workflow. A better question would be “what would you like to do with it;” and start from there.
If Houdini is like a programming language (which I really don't think it is but). than learn it like a programming language. There is no step by step guide for learning to program because scope and function of the program is very variable.
So, maybe approach it this way:
a. Maybe reference from the many good basics videos on the SESI tutorials section and work through them a few times.
b. From there make variations of those methods until you are certain you understand the workflow in those lessons.
c. Assign yourself a new project; very simple; and see if you can combine those workflows to give yourself what you need.
After a while of using Houdini you'll never want to use any other application for the “core” workflow of an effect's shot. The reason for this is that with Houdini you don't have to get in and wonder if the feature set can handle your task, don't have to learn any new features, and overall don't have to worry about “how” it will be done. You can set up the basic pieces of the effect/system any way you like and mix them together. Having worked like this for a while now I think it's almost a completely different mindset than other 3d programs; and this is the fundamental reason why you're seeing different types of learning materials, workflows and processes compaired to step-by-step approaches in other programs. 8)
If Houdini is like a programming language (which I really don't think it is but). than learn it like a programming language. There is no step by step guide for learning to program because scope and function of the program is very variable.
So, maybe approach it this way:
a. Maybe reference from the many good basics videos on the SESI tutorials section and work through them a few times.
b. From there make variations of those methods until you are certain you understand the workflow in those lessons.
c. Assign yourself a new project; very simple; and see if you can combine those workflows to give yourself what you need.
After a while of using Houdini you'll never want to use any other application for the “core” workflow of an effect's shot. The reason for this is that with Houdini you don't have to get in and wonder if the feature set can handle your task, don't have to learn any new features, and overall don't have to worry about “how” it will be done. You can set up the basic pieces of the effect/system any way you like and mix them together. Having worked like this for a while now I think it's almost a completely different mindset than other 3d programs; and this is the fundamental reason why you're seeing different types of learning materials, workflows and processes compaired to step-by-step approaches in other programs. 8)
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