can't exactly gauge the issue you're having with it from this post. But .. I've found the most straightforward way to read in animated geometry is to first go to the common tab, and set to frames.
From there go to the channel tab and set the sample rate to whatever you'd like. When animated is specified than you'll also see the start and end parameters become available so you can set the correct frame to start and end on.
hope that helps
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Houdini Lounge » geometry CHOP habits
- andrewlowell
- 537 posts
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Technical Discussion » audio acoustic node, transmit, reflect absorb sound
- andrewlowell
- 537 posts
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Houdini Lounge » New to Houdini and loving it.
- andrewlowell
- 537 posts
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interested in CHOPs eh? shameless self-plug
http://www.sidefx.com/index.php?option=com_content&task=view&id=1268&Itemid=66 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1268&Itemid=66 [sidefx.com]
Technical Discussion » audio acoustic node, transmit, reflect absorb sound
- andrewlowell
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yeah please put the sound material out of the obsolete !!!
Here's an odforce thread where I hacked into these features.
http://forums.odforce.net/index.php?showtopic=6244&hl=acoustic [forums.odforce.net]
Spatial recording is covered in depth in the book but I didn't get into the sound absorption stuff since the chapters were so large anyway and it isn't as valuable as good stereo placement. It's working in that hip file on the thread though, works great.
The trick is to get the softness very low so the occlusion object actually absorbs sound, a value of 1 will absorb very little which might make you think it's broken (but it is working fine).
It certainly shouldn't be obsolete though there's tons of applications for it .. there was just too much to cover
:twisted:
Here's an odforce thread where I hacked into these features.
http://forums.odforce.net/index.php?showtopic=6244&hl=acoustic [forums.odforce.net]
Spatial recording is covered in depth in the book but I didn't get into the sound absorption stuff since the chapters were so large anyway and it isn't as valuable as good stereo placement. It's working in that hip file on the thread though, works great.
The trick is to get the softness very low so the occlusion object actually absorbs sound, a value of 1 will absorb very little which might make you think it's broken (but it is working fine).
It certainly shouldn't be obsolete though there's tons of applications for it .. there was just too much to cover
:twisted:
Houdini Lounge » how to load subframes in COPs
- andrewlowell
- 537 posts
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reverb-driven motion blur system is working great now! thanks guys
One thing with the new File COP however. It's still necessary to do the sample rate after loading in the subframes. This is a bit confusing since it actually tells you you're loading in a different image than you really are.
So, is there any way the user could actually specify the sample rate on the file COP itself?
One thing with the new File COP however. It's still necessary to do the sample rate after loading in the subframes. This is a bit confusing since it actually tells you you're loading in a different image than you really are.
So, is there any way the user could actually specify the sample rate on the file COP itself?
Houdini Lounge » render Houdini volumetrics
- andrewlowell
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Houdini Lounge » render Houdini volumetrics
- andrewlowell
- 537 posts
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So, I've gone through the fluids tutorial vids … still have a few questions about the rendering of volumes.
Generally, I see a few of the component pieces to render volumes, but does anyone have a good workflow for rendering smoke/puffs etc.
It's easy enough to get the look with still geometry, but what is a good workflow with particles? Is it possible to set up anything similar to Afterburn etc?
So, should I be …
a. copying spheres onto particles and making “clouds” from that
b. using the “point cloud” feature of the Iso Offset
c. Doing the volume simulation in DOPs to generate the cool looking motion
d. something else entirely?
So, making smoke; can it be done efficiently and what's a good way to do it.
Generally, I see a few of the component pieces to render volumes, but does anyone have a good workflow for rendering smoke/puffs etc.
It's easy enough to get the look with still geometry, but what is a good workflow with particles? Is it possible to set up anything similar to Afterburn etc?
So, should I be …
a. copying spheres onto particles and making “clouds” from that
b. using the “point cloud” feature of the Iso Offset
c. Doing the volume simulation in DOPs to generate the cool looking motion
d. something else entirely?
So, making smoke; can it be done efficiently and what's a good way to do it.
Houdini Lounge » how to load subframes in COPs
- andrewlowell
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Houdini Lounge » how to load subframes in COPs
- andrewlowell
- 537 posts
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I think I've got it working by rendering out image_$FF*10 at 1/10 steps .. then using the timescale COP to change the frame rate. This is a dirty hack though; tell me this isn't the best way to go
Houdini Lounge » how to load subframes in COPs
- andrewlowell
- 537 posts
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Houdini Lounge » how to load subframes in COPs
- andrewlowell
- 537 posts
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This is driving me batty.
:shock:
Ok, I have frames like this …
121.1
121.2
121.3
121.4
..
122
122.1
on and on .. I'm writing out these images with $FF in the file name. I want to load these back into COPs. I middle click on the name and it gives me every indication it's pointing to the correct file but can't seem to load.
So, any ideas? How do I do subframes in COPs ?? I actually need this for an effect I want to do. Thanks in advance!!
:shock:
Ok, I have frames like this …
121.1
121.2
121.3
121.4
..
122
122.1
on and on .. I'm writing out these images with $FF in the file name. I want to load these back into COPs. I middle click on the name and it gives me every indication it's pointing to the correct file but can't seem to load.
So, any ideas? How do I do subframes in COPs ?? I actually need this for an effect I want to do. Thanks in advance!!
Technical Discussion » Rigging obj. or fbx. characters
- andrewlowell
- 537 posts
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haha, ok .. now I'm really curious. I've used 3ds Max and Houdini for rigging. They both seem to have the same idea going with the bones etc. What exactly are joint based systems; which applications use them?
Houdini Lounge » New to Houdini and loving it.
- andrewlowell
- 537 posts
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ah … well
Yeah you can go crazy with expressions in Houdini if you like. However, changing the name of a node .. will update all of the dependents/expressions that reference it automatically.
Yeah you can go crazy with expressions in Houdini if you like. However, changing the name of a node .. will update all of the dependents/expressions that reference it automatically.
Houdini Lounge » New to Houdini and loving it.
- andrewlowell
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well, having done a lot of Maxscript myself .. believe me … you'd definatly want to tie together a bunch of nodes in Houdini to do the same stuff.
A script can be very limiting in it's extendability. Because unless it's originally built into the script you'd have to wade through code to figure out how to extend the script for other purposes.
With Houdini-node-based .. you can swap stuff out and see what happens. Very intuitive, very fast, and much easier and more powerful than scripting IMO
A script can be very limiting in it's extendability. Because unless it's originally built into the script you'd have to wade through code to figure out how to extend the script for other purposes.
With Houdini-node-based .. you can swap stuff out and see what happens. Very intuitive, very fast, and much easier and more powerful than scripting IMO
Houdini Lounge » New to Houdini and loving it.
- andrewlowell
- 537 posts
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I don't recommend abandoning good ole' 3ds however. I've found I can use the two software packages in unison for many things. I still prefer to model, unwrap, and do previz stuff with lighting in Max. And, while Fumefx might not be able to talk to other parts of Max, it's defiantly light-years faster than any equivalent Houdini technique for rendering those type of effects.
But, Houdini is a much more complete overall system. You can use it to accommodate any 3d task without any custom code, or dreaded max-script. Every part of Houdini can talk to every other part of Houdini . which is what makes it great. And, that is sorely lacking in Max. The other disappointing thing about Max lately is the fact that they haven't improved their particles in quite a few years. And, dynamics and effects are probably the most-improved area since I've been using Houdini.
But, Houdini is a much more complete overall system. You can use it to accommodate any 3d task without any custom code, or dreaded max-script. Every part of Houdini can talk to every other part of Houdini . which is what makes it great. And, that is sorely lacking in Max. The other disappointing thing about Max lately is the fact that they haven't improved their particles in quite a few years. And, dynamics and effects are probably the most-improved area since I've been using Houdini.
Houdini Lounge » trying to get out light passes in VOPs
- andrewlowell
- 537 posts
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ahhh .. ok that makes sense now thanks
Those embedded functions are really useful thanks Peter!
Those embedded functions are really useful thanks Peter!
Houdini Lounge » What to put in a Houdini Reel ?
- andrewlowell
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I've never been happy with the whole idea / standard of a demo reel. I don't see it being used anywhere in any equivalent feilds such as science, programming, etc etc.
I'd really like if employers would look for long-term investments in hires. To real experience or artistic motivations .. instead of very short term can you show this/this/ and this.
Presuming everyone here are visual artists the notion of producing artwork solely to get a job with seems very wrong/pointless to me. Art projects are almost always long term investments and may cost more than the sum of the work you'll get with it, or at least the first few gigs.
So, I tried a few times, struggled with it .. never successful .. and eventually just started splicing in my own personal projects into something that looked like a demo. Most of the projects aren't even done yet but were enough to get some Houdini gigs.
There .. I said it. :evil:
I'd really like if employers would look for long-term investments in hires. To real experience or artistic motivations .. instead of very short term can you show this/this/ and this.
Presuming everyone here are visual artists the notion of producing artwork solely to get a job with seems very wrong/pointless to me. Art projects are almost always long term investments and may cost more than the sum of the work you'll get with it, or at least the first few gigs.
So, I tried a few times, struggled with it .. never successful .. and eventually just started splicing in my own personal projects into something that looked like a demo. Most of the projects aren't even done yet but were enough to get some Houdini gigs.
There .. I said it. :evil:
Houdini Lounge » trying to get out light passes in VOPs
- andrewlowell
- 537 posts
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Houdini Lounge » trying to get out light passes in VOPs
- andrewlowell
- 537 posts
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That's cool .. but a little more elaborate than what I was looking for. I guess my question is a little more basic than that.
so, question is .. why does the number of lights active change the result of a single light export in an illuminance loop?
Here I'm simply feeding in the lighting model, and exporting that as the variable. What am I missing?
so, question is .. why does the number of lights active change the result of a single light export in an illuminance loop?
Here I'm simply feeding in the lighting model, and exporting that as the variable. What am I missing?
Houdini Lounge » trying to get out light passes in VOPs
- andrewlowell
- 537 posts
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Can anyone point me in the right direction. I'm trying to get some luminance passes up and running with VOPs. For some reason I'm getting different results when I have 1 light enabled vs. both lights enabled.
When only 1 light is enabled my deep pass looks fine, however, when both are enabled there seems to be a harsh cut-off in the shading contribution to that area.
Any ideas?
(hip attached, hit render and look at deep layers in mplay)
When only 1 light is enabled my deep pass looks fine, however, when both are enabled there seems to be a harsh cut-off in the shading contribution to that area.
Any ideas?
(hip attached, hit render and look at deep layers in mplay)
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