Yes, you need to generate the scatter files as a separate pass, then your render will pick those up.
It would be best if you could provide an example file, with pyro tools there are so many variables it can be hard to offer suggestions.
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Technical Discussion » Pyro FX shader
- probbins
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Technical Discussion » VopSop selection based problem
- probbins
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Two ways that I would likely use,
In your curve example I would use Attribute transfer; colour the curve and use the colour value as a grouping value and the Attribute transfer is where you can control the fall-off.
The other way would be somewhat similar in that you use colour as a grouping value, but then use a Paint sop to paint the area that you wish identify.
You can override the colour value in the Paint sop and paint with any variable that you wish to create.
In your curve example I would use Attribute transfer; colour the curve and use the colour value as a grouping value and the Attribute transfer is where you can control the fall-off.
The other way would be somewhat similar in that you use colour as a grouping value, but then use a Paint sop to paint the area that you wish identify.
You can override the colour value in the Paint sop and paint with any variable that you wish to create.
Technical Discussion » copy node question
- probbins
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That would be a stamp function in the Copy sop.
Create a local variable like, rand_rot,
then a value ie: rand($PT*4)
This will give you a static random value, if you want the tubes to rotate randomly over time the substitute the $PT (point number) with $F (current frame number).
Make sure you turn the stamp function on in the Copy sop.
I would put a Transform below the Tube sop; then in the rotation fields you assign the stamp function;
stamp(“../copy1”,“rand_rot”,0)*100,
The *100 at the end is to expand the random value to something that is noticeable.
The stamp function goes into each rotation field you want to influence.
Create a local variable like, rand_rot,
then a value ie: rand($PT*4)
This will give you a static random value, if you want the tubes to rotate randomly over time the substitute the $PT (point number) with $F (current frame number).
Make sure you turn the stamp function on in the Copy sop.
I would put a Transform below the Tube sop; then in the rotation fields you assign the stamp function;
stamp(“../copy1”,“rand_rot”,0)*100,
The *100 at the end is to expand the random value to something that is noticeable.
The stamp function goes into each rotation field you want to influence.
Technical Discussion » Need help to UV this
- probbins
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What is it you are looking for?
A UVUnwrap sop by default seems work.
Do you want the whole thing unwrapped as one piece?
Use the UVPelt sop for that.
What kind of projection do you need. You could group specific surfaces, such as the top of the cap, and use UVProject sops.
A UVUnwrap sop by default seems work.
Do you want the whole thing unwrapped as one piece?
Use the UVPelt sop for that.
What kind of projection do you need. You could group specific surfaces, such as the top of the cap, and use UVProject sops.
Technical Discussion » Pyro FX shader
- probbins
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I would work in low res exclusively while you are working on this.
Which pyro tool are you using?
What kind of lighting are you using?
Have you got the scattering turned on?
Which pyro tool are you using?
What kind of lighting are you using?
Have you got the scattering turned on?
Technical Discussion » Change Creep Handle Apperance?
- probbins
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Houdini Lounge » Recommended Laptop graphics cards for use with Houdini
- probbins
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Small HP laptop for teaching while I'm traveling, although I also use it to create training videos.
AMD athlonx2 64bit, 4gb ram. Nvidia 7150M Go graphics card, works just fine. Ubuntu 9.04
I also have an Asrock 330 mini computer. Dual Atom chips, 4gb ram and an embedded Nvidia Ion chip. Works well also.
AMD athlonx2 64bit, 4gb ram. Nvidia 7150M Go graphics card, works just fine. Ubuntu 9.04
I also have an Asrock 330 mini computer. Dual Atom chips, 4gb ram and an embedded Nvidia Ion chip. Works well also.
Houdini Indie and Apprentice » why use .rat?
- probbins
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You can use Houdini's internal compositor to convert your images to .rat and automate most of that.
Technical Discussion » Bird wing rigging
- probbins
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diana
Hi, I am having some trouble with rigging bird wings that have to fold. I don't have any problem with rigging wings that are just open. This is for a school group project. I'm not sure where to use IK/FK. Any help is appreciated.
This might also help;
http://www.sidefx.com/index.php?option=com_content&task=view&id=879&Itemid=132 [sidefx.com]
I would likely not use IK at all, rotations are your friend.
Houdini Lounge » metaball doesn´t work with 10.0.523?
- probbins
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Two things to check.
1. what is the Weight setting of your metaball sop? If it is a negative number then the metaball won't display.
2. Once you have a metaball in place, whether it is visible or not, turn on the hull display option for the viewport. If the metaball is working at all the hulls will show up.
The Hull display switch is on the right hand tab in the viewport, right below Display Primitive Numbers.
1. what is the Weight setting of your metaball sop? If it is a negative number then the metaball won't display.
2. Once you have a metaball in place, whether it is visible or not, turn on the hull display option for the viewport. If the metaball is working at all the hulls will show up.
The Hull display switch is on the right hand tab in the viewport, right below Display Primitive Numbers.
Houdini Indie and Apprentice » exploding a polyline
- probbins
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If you have a triangle use a Carve sop.
Use 1st and 2nd U to position your cut points (at two of the corners) and change the U Divisions to 3.
Use 1st and 2nd U to position your cut points (at two of the corners) and change the U Divisions to 3.
Houdini Indie and Apprentice » Noob Questions
- probbins
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Regarding the alpha texture, use a Vex Layered Surface instead of the Supermaterial.
The layered surface allows for “compositing” textures. So you can have the gold as the Base then the #2 layer is perhaps Multiplied.
The layered surface allows for “compositing” textures. So you can have the gold as the Base then the #2 layer is perhaps Multiplied.
Houdini Indie and Apprentice » Noob Questions
- probbins
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Not sure yet about the rendering problem but your approach is terribly complicated. Take a look at this procedural approach to constructing the thread. It renders fine.
Technical Discussion » How to make Clusters
- probbins
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zarroun
Those are two good suggestions, thank you. And there I was already setting up muscles with the nulls as anchors.
I think the capture region one is probably the better way because it would give me more control over the shape of the influence area.
Thanks again!
As you've probably already discovered you have limited options regarding the shape of the capture regions (the default pill shape).
If you need to have a greater degree of control over the shapes then I would recommend the metaballs that NobodyInParticular has mentioned.
Definitely listen to that guy, he knows stuff.
Technical Discussion » How to make Clusters
- probbins
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pelos
Hi probbins i was reading the post with the tips, and i was wonder what you mean with the “Extra” on the second input of the capture node?
thanks
At sop level you can call in Capture region sops (one or many depending on your needs) and those get plugged into the right hand input of the Capture sop.
Technical Discussion » importing in UV maps from 3rd part programs
- probbins
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Looks good and I'm glad you've sorted out the workflow. One thing that came to mind regarding the UVPelt tool you may have missed. You can change the shape of the “stretcher” frame, it doesn't have to be a circle.
Technical Discussion » How to make Clusters
- probbins
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A couple of ideas off the top of my head ( I haven't thought them through to decide how much work they are).
You could take your mo-cap null points, copy Capture regions to them and Deform the surface with those. You would use the second input of the Capture sop for the “extra” capture regions.
Or, you could bring in the null points to the sop level of your geometry, give each point a unique colour, do Attribute Transfers (which is based on proximity and has a fall-off control), use these transfer values to generate point groups based on the colours and use Softpeak or Softtransforms to move the geometry surface.
This method would give you two levels of control over the fall-off of each point; in the Attribute Transfer and the Softtransfroms, and thus good control over the surface deformation. However, this would also be computationally more expensive that using Capture regions.
You could take your mo-cap null points, copy Capture regions to them and Deform the surface with those. You would use the second input of the Capture sop for the “extra” capture regions.
Or, you could bring in the null points to the sop level of your geometry, give each point a unique colour, do Attribute Transfers (which is based on proximity and has a fall-off control), use these transfer values to generate point groups based on the colours and use Softpeak or Softtransforms to move the geometry surface.
This method would give you two levels of control over the fall-off of each point; in the Attribute Transfer and the Softtransfroms, and thus good control over the surface deformation. However, this would also be computationally more expensive that using Capture regions.
Houdini Indie and Apprentice » Using Paint node to control limit mask of Displacement?
- probbins
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At the bottom of the Paint Sop parameters you'll see a toggle to allow you to override the Colour. Turn that on and create a unique name for the painting you want to do.
Have the limit mask recognize that unique name. Use an Import Attribute vop for that.
Have the limit mask recognize that unique name. Use an Import Attribute vop for that.
Technical Discussion » UVpelting question
- probbins
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Take a look at the UVUnwrap sop instead. It will do a nice job on boxy geometry and you have the option of how the projection is generated and the pieces are arranged.
Technical Discussion » problem with UV Texture sop node
- probbins
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Ah, I think that means the browser isn't recognizing the file. Hold down the Control key and click on the file to download.
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