Thanx very much for taking your time dobe, and DaJuice, too. It's clearer for me now how things work in Houdini, it's always mentioned that there are many different ways to do things, but I see they are also different from other softs around.
The idea and the scene file is cool, as DaJuice mentioned the biggest problem for me was to “get/import values of the displace VOPs into the surface context”.
—"A gradient ramp vop with multiple inputs would be nice,"
That's for sure, I'm very surprised that there is none..
Again thanks all,
Diya.
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Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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Hi DaJuice, no problem. I made them in Lightwave3d and Softimage-XSI. I'm currently a Lw user, and its texturing method is very basic and straight forward. For example you model a geometry (like the valleys and peaks), enter its surface color texture attributes, apply a gradient layer that is based on a distance from object's origin or a null if you like, enter the ‘range’ value in meters (it should be the distance between the lowest and the highest point of your geometry, logically) and apply ‘color keys’ to your desired heights. For example you can say start as white in 0 meters, turn blue at 10 meters and become yellow between 15 and 25 meters, so on… Lw3D is layer based and you append layers that calculates (adds, multiplies, subtracts etc.) their preceding layers.
I made the same effect in XSI, which is node based and similar to Houdini. But there you don't even have to enter or calculate the distance values. I've used gradients node appended to texture that creates the displacement or bump, and output the node to the displacement input of the output shader.
I'm sorry I can't upload a picture ‘cause I’ve got no webspace. But the previous effect you made is the same, with a different method.
Thank you again for your interest.
Later,
Diya.
I made the same effect in XSI, which is node based and similar to Houdini. But there you don't even have to enter or calculate the distance values. I've used gradients node appended to texture that creates the displacement or bump, and output the node to the displacement input of the output shader.
I'm sorry I can't upload a picture ‘cause I’ve got no webspace. But the previous effect you made is the same, with a different method.
Thank you again for your interest.
Later,
Diya.
Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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:?
So once more I couldn't find the direct answer that is pointing my problem. Thanks for Dajuice and two others for their great help and taking their time. Now I'm curious about why my question is answerless? Is it that I'm totally in a wrong direction and out of logic with my desired approach, or there's no one in the community tried or used this method before? If it's the first probability, I'd like to know it and totally forget about this and say: “Oooh, it is poosible all in Lw, XSI and Maya but you can't do it in Houdini :? ”
Later,
Diya.
So once more I couldn't find the direct answer that is pointing my problem. Thanks for Dajuice and two others for their great help and taking their time. Now I'm curious about why my question is answerless? Is it that I'm totally in a wrong direction and out of logic with my desired approach, or there's no one in the community tried or used this method before? If it's the first probability, I'd like to know it and totally forget about this and say: “Oooh, it is poosible all in Lw, XSI and Maya but you can't do it in Houdini :? ”
Later,
Diya.
Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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Thanks DaJuice, I'm happy that I could express my thought. I use this effect in so many situations with my software. It's great for bacteria like objects, landscapes, dirtying up surfaces, lava like things and many more… Some using displacement and some using bumps. Sure there should be many other ways for those effects, but I see that it suits me the best for the sake of speed and flexibility.
Looking forward for your new ideas
Later,
Diya.
Looking forward for your new ideas
Later,
Diya.
Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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hey DaJuice,
I'm very grateful for your such great effort. Thank you for your interest. Your example is very clear and the comment line made me understand better to the use of ‘shift op’. I see the logic to control the colors of displ. shader with referencing. But I was thinking of a more versatile or flexible approach, if yours is not the only way. I think that with your example you have to change or update the network of the surface shader according to the changes made in the displ. shader. Ok, they are referenced but what if I change the type of the displacement ops or add new operators in displ. VOP network? So I had to copy all the same and rearrange in the surface shader network. I was thinking (or dreaming ) of a way where I somehow get the displaced height values on the object, and use them as range for controlling the color values via a gradient type interface. So I could be able to divide this ‘range’ as much sections as I like and define a color for each. This should be independent of the displ. network in ‘shapevice’, but using its displacement values as ‘range meter’ for color control. Hope I could make it clear and understandable with my limited English.
Again I thank you for your great help.
And puma snyder, thanks for the tip, I'm looking for it right now.
See you all,
Diya.
I'm very grateful for your such great effort. Thank you for your interest. Your example is very clear and the comment line made me understand better to the use of ‘shift op’. I see the logic to control the colors of displ. shader with referencing. But I was thinking of a more versatile or flexible approach, if yours is not the only way. I think that with your example you have to change or update the network of the surface shader according to the changes made in the displ. shader. Ok, they are referenced but what if I change the type of the displacement ops or add new operators in displ. VOP network? So I had to copy all the same and rearrange in the surface shader network. I was thinking (or dreaming ) of a way where I somehow get the displaced height values on the object, and use them as range for controlling the color values via a gradient type interface. So I could be able to divide this ‘range’ as much sections as I like and define a color for each. This should be independent of the displ. network in ‘shapevice’, but using its displacement values as ‘range meter’ for color control. Hope I could make it clear and understandable with my limited English.
Again I thank you for your great help.
And puma snyder, thanks for the tip, I'm looking for it right now.
See you all,
Diya.
Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
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hey, thanx very much for your great replies… but, DaJuice: My goal is a bit different from your example. By the way it pushed my knowledge further, thank you again.
Sorry for not being clear enough. Here is what exactly I'm trying to do: Think of a landscape that is displaced with VEX (it might be displacement shader, though) with a mix of mandelbort and cellular cracks maybe. Now I have some plains, valleys and some heights like small peaks and higher mountains. I'm trying to control the color of the different heights with gradient type operators and mix them smoothly with each other. Say my valleys are blue and it smooths out to green where the planes begin, then gradually color turns to brown with heights and grey/white over the top of the monutains. I'm not sure about the logic behind this in Houdini but in my software it's fairly straightforward to do.
And Steven, thanx for the link. I've already studied those videos over and over again. They take you somewhere, but left you there alone in the middle of the road. Someone should continue to expand those series. That video made me understand the way to export and import parameters between the VOPs, SHOPS and SOPs so I'm very grateful to them but now I want more! Neither I can find books nor intermediate to advanced training materials about Hodini. So I'm starting to think my switch to Maya. It has at least a hundred times much more info via books, online tutorials etc.
Thanx again for your replies…
Diya.
Sorry for not being clear enough. Here is what exactly I'm trying to do: Think of a landscape that is displaced with VEX (it might be displacement shader, though) with a mix of mandelbort and cellular cracks maybe. Now I have some plains, valleys and some heights like small peaks and higher mountains. I'm trying to control the color of the different heights with gradient type operators and mix them smoothly with each other. Say my valleys are blue and it smooths out to green where the planes begin, then gradually color turns to brown with heights and grey/white over the top of the monutains. I'm not sure about the logic behind this in Houdini but in my software it's fairly straightforward to do.
And Steven, thanx for the link. I've already studied those videos over and over again. They take you somewhere, but left you there alone in the middle of the road. Someone should continue to expand those series. That video made me understand the way to export and import parameters between the VOPs, SHOPS and SOPs so I'm very grateful to them but now I want more! Neither I can find books nor intermediate to advanced training materials about Hodini. So I'm starting to think my switch to Maya. It has at least a hundred times much more info via books, online tutorials etc.
Thanx again for your replies…
Diya.
Houdini Lounge » Color gradients via Displacement
- diya
- 30 posts
- Offline
Hi there,
I'm experimenting with VOPs, and using a ‘vex geometry operator’ I'm displacing an object by getting its uv values from the SOPs. (using a UV Project sop) Everytings going fine now, but somehow I'd like the control the color values of the heights those are created with displacement. Say, the lowest parts of the surface is green, while higher parts turns to brown and may be the heightest part of the surface is grey and so on. I couldn't manage to get the “height” values of the displaced geometry and communicate the data along VOPS and SHOPs. And even I don't know if this is the way in Houdini to get my desired results. Also I would like to have experiment this with bumps and displacement with shaders.
I'm kinda' total newbie with surfacing (as well as houdini itself) so I'd be grateful to get some clear explained helps from the veterans.
Thanks all,
Later.
Diya
I'm experimenting with VOPs, and using a ‘vex geometry operator’ I'm displacing an object by getting its uv values from the SOPs. (using a UV Project sop) Everytings going fine now, but somehow I'd like the control the color values of the heights those are created with displacement. Say, the lowest parts of the surface is green, while higher parts turns to brown and may be the heightest part of the surface is grey and so on. I couldn't manage to get the “height” values of the displaced geometry and communicate the data along VOPS and SHOPs. And even I don't know if this is the way in Houdini to get my desired results. Also I would like to have experiment this with bumps and displacement with shaders.
I'm kinda' total newbie with surfacing (as well as houdini itself) so I'd be grateful to get some clear explained helps from the veterans.
Thanks all,
Later.
Diya
Houdini Lounge » Network rendering
- diya
- 30 posts
- Offline
Hi,
Sorry for interrupting, but I was going to ask another question about network rendering, so instead of starting a new topic of the same subject I decided to post my little question here…
I'd like to learn If it is allowed network rendering in Houdini Apprentice version? So, if I setup another apprentice version to another machine with networking mode, is it possible to get a non-commercial version for it and then render from my computer again with a non-commercial version using the other machine as a rendering node?
Thanx in advance and apologizes again for inconvenience,
Diya.
Sorry for interrupting, but I was going to ask another question about network rendering, so instead of starting a new topic of the same subject I decided to post my little question here…
I'd like to learn If it is allowed network rendering in Houdini Apprentice version? So, if I setup another apprentice version to another machine with networking mode, is it possible to get a non-commercial version for it and then render from my computer again with a non-commercial version using the other machine as a rendering node?
Thanx in advance and apologizes again for inconvenience,
Diya.
Houdini Lounge » Installing Apprentice..
- diya
- 30 posts
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hmm… Completing the windows update via internet, problem's gone. I'm not sure what caused this, but after restarting the system to complete the updating process, Houdini has started to operate.
Later,
Diya.
Later,
Diya.
Houdini Lounge » Installing Apprentice..
- diya
- 30 posts
- Offline
Hi all,
We had reset our OS (winXP) so I need to reinstall my Houdini Apprentice version from the start. When it comes to installing a non-commercial licence phase, I choose it and soon it gives a message about installing it succesfully and give me three choices, to run houdini, to view licences and to close. If I choose to run, again it returns to installing a licence phase and the endless cycle starts.
If anyone here has an idea about which causes the problem and share it I'll be very happy.
Thanx in advance,
Diya.
We had reset our OS (winXP) so I need to reinstall my Houdini Apprentice version from the start. When it comes to installing a non-commercial licence phase, I choose it and soon it gives a message about installing it succesfully and give me three choices, to run houdini, to view licences and to close. If I choose to run, again it returns to installing a licence phase and the endless cycle starts.
If anyone here has an idea about which causes the problem and share it I'll be very happy.
Thanx in advance,
Diya.
Houdini Lounge » Why Houdini?
- diya
- 30 posts
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Hi SimonH,
I had started trying to learn Houdini back to a few months and as a total newbie to this software I'd like to share some of my impressions.
I'm in 3d business for about 4 years as a modeler and animator mostly doing medical stuff. I'm using lightwave, and dealed a bit with XSI. I was hearing much about houdini's mighty features like its kinda' unique instancing, particle systems, its cool built in renderer and mostly full-procedural approach to modelling but also knewing its reputation of being non-user friendliness, steep learning curve and not so crowded user base. It first attracted my attention by the latest apprentice release and new set of tutorials. I first serached the forum and read many threads like this topic, downloaded a few video tuts (now I have all of them), watched and said “wow!” Then installing the apprentice I started using it almost immediately with modelling tools. And this second time I said “greeeaattt!” As I continued to experiment with it I started to feel right at home about its cool modelling aprroach and it seemed much, much user friendly than XSI with UI. As going with tutorials I nearly fell in love with its solutions for CA tools and animation capabilities. It has greatly customizable UI and really fast and non-destructive workflow. Only its shader system (which I believe one of the greatest features of the app.) made be a bit scared.
As long as you stuck with tutorials and do what they told it seems cool and easy, but when I started to dig little deeper, I nearly lost in some ways and couldn't find much help from its cumbersome PDFs. It's user database is not wide-spread as the other apps. and the most upsetting thing for me was I hadn't find any books about Hodini in Amazon.com.
Now I experienced Houdini a bit, played with many of its features but I'm feeling very alone now, not much everybody to ask around (check my topic “Smatskin in Houdini”) I want to go further ‘cause really loved it but I can’t make myself spend much time on it.
In conclusion, Houdini is really different from others, have many advantages(I mentioned above) and disadvantages (like pricing and feedback) of its own. I'd like to have a friend around uses Houdini at least intermediate level or attend to a studio it owns it, but there is none of it
Hope this helps,
Cheers.
Diya
I had started trying to learn Houdini back to a few months and as a total newbie to this software I'd like to share some of my impressions.
I'm in 3d business for about 4 years as a modeler and animator mostly doing medical stuff. I'm using lightwave, and dealed a bit with XSI. I was hearing much about houdini's mighty features like its kinda' unique instancing, particle systems, its cool built in renderer and mostly full-procedural approach to modelling but also knewing its reputation of being non-user friendliness, steep learning curve and not so crowded user base. It first attracted my attention by the latest apprentice release and new set of tutorials. I first serached the forum and read many threads like this topic, downloaded a few video tuts (now I have all of them), watched and said “wow!” Then installing the apprentice I started using it almost immediately with modelling tools. And this second time I said “greeeaattt!” As I continued to experiment with it I started to feel right at home about its cool modelling aprroach and it seemed much, much user friendly than XSI with UI. As going with tutorials I nearly fell in love with its solutions for CA tools and animation capabilities. It has greatly customizable UI and really fast and non-destructive workflow. Only its shader system (which I believe one of the greatest features of the app.) made be a bit scared.
As long as you stuck with tutorials and do what they told it seems cool and easy, but when I started to dig little deeper, I nearly lost in some ways and couldn't find much help from its cumbersome PDFs. It's user database is not wide-spread as the other apps. and the most upsetting thing for me was I hadn't find any books about Hodini in Amazon.com.
Now I experienced Houdini a bit, played with many of its features but I'm feeling very alone now, not much everybody to ask around (check my topic “Smatskin in Houdini”) I want to go further ‘cause really loved it but I can’t make myself spend much time on it.
In conclusion, Houdini is really different from others, have many advantages(I mentioned above) and disadvantages (like pricing and feedback) of its own. I'd like to have a friend around uses Houdini at least intermediate level or attend to a studio it owns it, but there is none of it
Hope this helps,
Cheers.
Diya
Houdini Lounge » Smart Skin in Houdini
- diya
- 30 posts
- Offline
Hi again,
Searching the previous posts I observed many valuable informations about capturing geometry, blending geomety captures, editing weights with different methods and so on. I also have been able to use ‘boneangle’ expression to return a value that is controlling the length of another bone (and that is much work for a beginner like me). Now I can handle the capturing geometries and editing weights pretty well. But when I'm trying to deform an arm like geometry, I feel the need of pulling some points (Problem might be solved with adding some more bones and appending new captures and blending them but I want somewhat finer controls). I understood the theory of editing points that are driven with bone angles and blending them but I can't create the network in SOPs editor. As far as I see from your previous paragraphs, I try to append an edit SOP to the output of the deform SOP with middle click, and then tie the output line of deform SOP to the second input of the edit SOP. OK, now I can edit points, but blend it what, and how? That's the point I could came so far…
I'd be glad if there is a kind of tutorial similar to this method or if someone could explain me the missing points.
Thanks,
Diya.
Searching the previous posts I observed many valuable informations about capturing geometry, blending geomety captures, editing weights with different methods and so on. I also have been able to use ‘boneangle’ expression to return a value that is controlling the length of another bone (and that is much work for a beginner like me). Now I can handle the capturing geometries and editing weights pretty well. But when I'm trying to deform an arm like geometry, I feel the need of pulling some points (Problem might be solved with adding some more bones and appending new captures and blending them but I want somewhat finer controls). I understood the theory of editing points that are driven with bone angles and blending them but I can't create the network in SOPs editor. As far as I see from your previous paragraphs, I try to append an edit SOP to the output of the deform SOP with middle click, and then tie the output line of deform SOP to the second input of the edit SOP. OK, now I can edit points, but blend it what, and how? That's the point I could came so far…
I'd be glad if there is a kind of tutorial similar to this method or if someone could explain me the missing points.
Thanks,
Diya.
Houdini Lounge » Smart Skin in Houdini
- diya
- 30 posts
- Offline
Ok, thank you edward for taking your time. I tried but failed. I know the logic behind morphing or repositioning the points via bone angles, but I haven't been able to create the network. I'm even not sure if I did the appending of the Edit SOP correctly but I also I couldn't figure out the way to use the Blend SOP. That's may be because of the lack of my English, I might misunderstood you. :?
Thanks very much again,
Later.
Diya
Thanks very much again,
Later.
Diya
Houdini Lounge » Smart Skin in Houdini
- diya
- 30 posts
- Offline
Thank you very much for your reply again, edward. Looking to my previous posts, you always answered me kindly with your mini-tutorials
Animate your capture regions.
This might not be the solution I'm looking for, I think I need some point deformations. So your 4th advice made more sense to me, but I'm confused with Pipe the input of your Deform SOP into the second input of the Edit Sop I can't understand how to pipe an input of a SOP to another input of a different SOP? And I tried a method in a same manner but because of the lack of my Houdini knowledge I was unsuccesful. If you care to explain this a bit more clearer or kinda step by step manner I'll be very grateful.
Also I couldn't understand your 2nd method about layering bones. I'll do a search and try to dig deeper.
Thanx again so much,
Later.
Diya
Animate your capture regions.
This might not be the solution I'm looking for, I think I need some point deformations. So your 4th advice made more sense to me, but I'm confused with Pipe the input of your Deform SOP into the second input of the Edit Sop I can't understand how to pipe an input of a SOP to another input of a different SOP? And I tried a method in a same manner but because of the lack of my Houdini knowledge I was unsuccesful. If you care to explain this a bit more clearer or kinda step by step manner I'll be very grateful.
Also I couldn't understand your 2nd method about layering bones. I'll do a search and try to dig deeper.
Thanx again so much,
Later.
Diya
Houdini Lounge » Smart Skin in Houdini
- diya
- 30 posts
- Offline
Hi there,
I'm testing the charcter tools in Houdini with that simple character shipped with it. Bone editing, capturing and weighting tools works great. But I haven't been able to get some deformations the way I want. It seems I need some morphing for joint deformations after rotation of some bones controlled with IK. I see some arm or limbs ops but I couldn't understand the way they work or what they are really there for thanks to non-user friendly help contents (have to appreciate the help system of 3ds max since I'm a Lightwave user).
Could anyone there mention about some approaches for nice deforming solutions with bones? What those arms or legs ops for, or if there is a way for fine controlled joint deformations?
Thanks in advance,
Diya.
I'm testing the charcter tools in Houdini with that simple character shipped with it. Bone editing, capturing and weighting tools works great. But I haven't been able to get some deformations the way I want. It seems I need some morphing for joint deformations after rotation of some bones controlled with IK. I see some arm or limbs ops but I couldn't understand the way they work or what they are really there for thanks to non-user friendly help contents (have to appreciate the help system of 3ds max since I'm a Lightwave user).
Could anyone there mention about some approaches for nice deforming solutions with bones? What those arms or legs ops for, or if there is a way for fine controlled joint deformations?
Thanks in advance,
Diya.
Houdini Lounge » Editing Rigs
- diya
- 30 posts
- Offline
Thanks for the reply edward. While I'm using chops those are fed by the data from the left and right leg (like for positioning the root null automatically between the foot nulls), as you delete, or post create the other half then your preperations or premade chops goes to trash.
I thought of activating a symmetry button say in a mirror state while editing, then disabling it when it comes to animate. I see it is not easy or painless as I think of… sob
Thanks again for your kind reply.
Diya.
I thought of activating a symmetry button say in a mirror state while editing, then disabling it when it comes to animate. I see it is not easy or painless as I think of… sob
Thanks again for your kind reply.
Diya.
Houdini Lounge » Editing Rigs
- diya
- 30 posts
- Offline
Hi there all,
I'm practising with character tools like setting up bone hieararchies and IK systems using the apprentice version. Studying with training videos and buzz3d tutorials I had been able to achieve some nice results and going well so far.
I've setup a basic leg IK, made some automation with expressions and chops. Mirrored the half to make it symmetrical. Then I decided to load up a character geometry and reposition the bones to fit it. At first it might seem not the correct way to set up a character, creating the bones first then bringing the gometry, but when you think to use your custom rig to fit your other characters as well, it is necessary. And here the problems start…
I couldn't be able to reposition my bones symmetrically. I pick up the bones OP and start to scale and position the bones but the mirrored half stays fixed. And while repositioning them some strange things happens to childs in hierarchy, they change their positions and scales. Try to correct them and this time the parents starts to jump off.
I think there must be a way to reposition or edit your mirrored bones and hierarchy to fit into another character. I must doing something wrong there. Hope I could explain the problem clearly, and appreciate some help on the situation.
Thanx in advance,
Cya.
I'm practising with character tools like setting up bone hieararchies and IK systems using the apprentice version. Studying with training videos and buzz3d tutorials I had been able to achieve some nice results and going well so far.
I've setup a basic leg IK, made some automation with expressions and chops. Mirrored the half to make it symmetrical. Then I decided to load up a character geometry and reposition the bones to fit it. At first it might seem not the correct way to set up a character, creating the bones first then bringing the gometry, but when you think to use your custom rig to fit your other characters as well, it is necessary. And here the problems start…
I couldn't be able to reposition my bones symmetrically. I pick up the bones OP and start to scale and position the bones but the mirrored half stays fixed. And while repositioning them some strange things happens to childs in hierarchy, they change their positions and scales. Try to correct them and this time the parents starts to jump off.
I think there must be a way to reposition or edit your mirrored bones and hierarchy to fit into another character. I must doing something wrong there. Hope I could explain the problem clearly, and appreciate some help on the situation.
Thanx in advance,
Cya.
Houdini Lounge » Spring SOP
- diya
- 30 posts
- Offline
That's clear now, thanks. Now I see it's a good way to define UV's to share same points or unique ones.
Back to first example of using weights with spring op, I developed it little further exprementing with curves. I drew an 8 point bezier curve, swept a 4 point poly with that curve, append AttribCreate - Paint - Spring sops after the curve. So painting the curve with weights worked as well with cool results. (Hard working grasshopper )
Happy new year to all,
Cheers.
Diya
Back to first example of using weights with spring op, I developed it little further exprementing with curves. I drew an 8 point bezier curve, swept a 4 point poly with that curve, append AttribCreate - Paint - Spring sops after the curve. So painting the curve with weights worked as well with cool results. (Hard working grasshopper )
Happy new year to all,
Cheers.
Diya
Houdini Lounge » Spring SOP
- diya
- 30 posts
- Offline
Thanks edward, that was very informing. Thank you for sparing your time. I tried the method with AttribCreate sop and it worked very well, I understand it more clearly now. But when I tried Point sop method I'm a bit confused, because my sphere got lost! Already I carefully checked the steps it didn't work for me. By the way you mentioned it as the older way to do things.
I did not get the diffrence between vertex and points in Houdini. Which way they differs from each other.
The fact is that, Houdini is very, very deep and altough it has a nice logical way to do things, I feel lost most of the time, even when modelling. As I dived into VOPs and SHOPs, I felt really idiot May be that's because the documentation is not very step by step manner and it is more like a reference manual. I'm carefully watching and applying the video tuts about shading but they leave me with more and more questions. It's a bit confusing doing things node based rather than a layered method. It quickly becomes ‘node mazed’! I think it is very difficult to learn when there's nobody around you to ask if you left to hands of manuals. Thanks to this forum, it is encouraging to continue digging.
Thanks again for your kind replies,
Diya.
I did not get the diffrence between vertex and points in Houdini. Which way they differs from each other.
The fact is that, Houdini is very, very deep and altough it has a nice logical way to do things, I feel lost most of the time, even when modelling. As I dived into VOPs and SHOPs, I felt really idiot May be that's because the documentation is not very step by step manner and it is more like a reference manual. I'm carefully watching and applying the video tuts about shading but they leave me with more and more questions. It's a bit confusing doing things node based rather than a layered method. It quickly becomes ‘node mazed’! I think it is very difficult to learn when there's nobody around you to ask if you left to hands of manuals. Thanks to this forum, it is encouraging to continue digging.
Thanks again for your kind replies,
Diya.
Houdini Lounge » Spring SOP
- diya
- 30 posts
- Offline
Hi there Edward,
I tried your method, and it worked very well, at least I saw the possibility of my thought. I changed the BG color to 0.5 0.5 0.5 and painted the upper most points with that value while leaving the middle areas painted at 0.1 0.1 0.1 and lower areas unpainted and saw the difference on effect.
I'd like to ask a couple of questions if you'd care to answer. I'm not very sure of why I applied the first spring sop. Why is it necessary if I applied the second spring sop after the paint sop. You told that it was just a dummy sop to add the mass attribute. But I do not get the logic behind it. Also as far as I searched and investigated the pdfs, I couldn't find the topic that covers the area where I typed “mass” instead of “cd” (and “drag” at the second example) . How should I know or where to learned it? Is that a misdocumantation about the Apprentice version?
Thanks in advance,
Diya.
I tried your method, and it worked very well, at least I saw the possibility of my thought. I changed the BG color to 0.5 0.5 0.5 and painted the upper most points with that value while leaving the middle areas painted at 0.1 0.1 0.1 and lower areas unpainted and saw the difference on effect.
I'd like to ask a couple of questions if you'd care to answer. I'm not very sure of why I applied the first spring sop. Why is it necessary if I applied the second spring sop after the paint sop. You told that it was just a dummy sop to add the mass attribute. But I do not get the logic behind it. Also as far as I searched and investigated the pdfs, I couldn't find the topic that covers the area where I typed “mass” instead of “cd” (and “drag” at the second example) . How should I know or where to learned it? Is that a misdocumantation about the Apprentice version?
Thanks in advance,
Diya.
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