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Technical Discussion » Trying to mirror Bone Capture weights with CaptureMirror
- vertigo262
- 55 posts
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Can't figure out what I'm doing wrong, the geometry weight is mirroring however when you rotate the rig, the weights aren't happy
Technical Discussion » Rigpose with wind SOP
- vertigo262
- 55 posts
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I'm trying to figure out how to apply Autodop network with wind to a rigpose sop.
I have some barrels and chains object I have rigged with a skeleton. I couldn't figure out how to attach an autodopnetwork so I used motionfx on the rotates. Which worked fine for my purposes. And was a little off on the motion but no big deal.
However on reloading Houdini, motionfx stops working. I noticed others were having this problem as well on a forum.
So I'm trying to figure out how to apply wind to the rotations of the Skeleton bones. Or solving the motionFX issue would also work.
Wind would be more accurate on the rotation and positions though
As I research this a little more, the channels have the animation in them, however when you play the scrubber, nothing moves with the rigpose
I have some barrels and chains object I have rigged with a skeleton. I couldn't figure out how to attach an autodopnetwork so I used motionfx on the rotates. Which worked fine for my purposes. And was a little off on the motion but no big deal.
However on reloading Houdini, motionfx stops working. I noticed others were having this problem as well on a forum.
So I'm trying to figure out how to apply wind to the rotations of the Skeleton bones. Or solving the motionFX issue would also work.
Wind would be more accurate on the rotation and positions though
As I research this a little more, the channels have the animation in them, however when you play the scrubber, nothing moves with the rigpose
Edited by vertigo262 - 2024年3月12日 09:24:20
Technical Discussion » Transform SOP issue
- vertigo262
- 55 posts
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Oh, I am rendering with Redshift
So unless it is a redshift setting, but I don't think so
So unless it is a redshift setting, but I don't think so
Technical Discussion » Transform SOP issue
- vertigo262
- 55 posts
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I can't for the life of me figure out what is going on here
When no transform there is no transform SOP the texture placement on the iris geometry seems ok, but when I add a transform, it moves
When no transform there is no transform SOP the texture placement on the iris geometry seems ok, but when I add a transform, it moves
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Edited by vertigo262 - 2017年11月14日 18:36:45
Technical Discussion » AutodopNetwork End time
- vertigo262
- 55 posts
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Technical Discussion » AutodopNetwork End time
- vertigo262
- 55 posts
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This is my Autodop, I have a flip solver if that is what you are refering to
I don't think saving it as a sim will work. Because I want the particles to fall off, after the emitter stops spraying
Example, lets say you turn on a faucet. Then you turn it off. The water still falls to the bottom, but it is no longer coming out the faucet
or maybe that is the velocity setting. I am not sure
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I don't think saving it as a sim will work. Because I want the particles to fall off, after the emitter stops spraying
Example, lets say you turn on a faucet. Then you turn it off. The water still falls to the bottom, but it is no longer coming out the faucet
or maybe that is the velocity setting. I am not sure
Edited by vertigo262 - 2017年11月14日 06:54:40
Technical Discussion » AutodopNetwork End time
- vertigo262
- 55 posts
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The Autodop is a little nontraditional as it doesn't go by frames, it seems to go by time scales. But I am not trying to prolong the start frame. I want the end frame to end earlier on a specific frame
I am assuming changing the start frame changes when it starts, but not when it finishes
Example timeline of 1 - 240 start on 1, and end on 150
So I don't understand why there is no end frame option
I am assuming changing the start frame changes when it starts, but not when it finishes
Example timeline of 1 - 240 start on 1, and end on 150
So I don't understand why there is no end frame option
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Edited by vertigo262 - 2017年11月14日 05:58:48
Technical Discussion » AutodopNetwork End time
- vertigo262
- 55 posts
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Hi,
I'm trying to figure out how to set the autodopnetwork to a simulation end time
For example, lets say I have 240 frames and I want the particle simulation to spray for 150 frames then end.
How can one accomplish this?
I'm trying to figure out how to set the autodopnetwork to a simulation end time
For example, lets say I have 240 frames and I want the particle simulation to spray for 150 frames then end.
How can one accomplish this?
Houdini Indie and Apprentice » Blurring non moving objects
- vertigo262
- 55 posts
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I have not messed around with the composite module. I am assuming that is COP. One thing I wanted to figure out I remember way back when was to do some kind of color correct during final render.
That is something I need to figure out.
Also, I saw the Velocity switch, but I don't think that will work with the Redshift Renderer I am using
That is something I need to figure out.
Also, I saw the Velocity switch, but I don't think that will work with the Redshift Renderer I am using
Edited by vertigo262 - 2017年7月23日 09:28:50
Houdini Indie and Apprentice » Blurring non moving objects
- vertigo262
- 55 posts
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I was wondering if there was a way to select a specific object and assign a blur level to it. Like motion blur does except on a non moving object?
Houdini Indie and Apprentice » Polyreduce viewport only?
- vertigo262
- 55 posts
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Houdini Indie and Apprentice » Polyreduce viewport only?
- vertigo262
- 55 posts
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Oh, ok, now I understand what you are saying. Although I still could not get it to work. I think it's because I am rendering with Redshift and it doesn't seem to know the flags. I will have to test it out in Mantra to see if that is the problem.
But pretty sure that is why I can't get it to work.
But pretty sure that is why I can't get it to work.
Houdini Indie and Apprentice » Polyreduce viewport only?
- vertigo262
- 55 posts
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I don't get what you are saying. I selected the node and tried the T and R. Nothing happened
Houdini Indie and Apprentice » Polyreduce viewport only?
- vertigo262
- 55 posts
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Is there a way to make Polyreduce work in viewport only? or another SOP which does this?
Houdini Learning Materials » Trying to Link a particle emitter within a sop to instanced geometry source emitters
- vertigo262
- 55 posts
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While this is kind of a workaround and will solve my problem due to the fact I have a low number of instances. It does not solve the problem of instancing particle source emitters.
I still have not figured this out. Although I did figure out how to create multiple non instances source emitters using the same autodop network
As I have no doubt I will run into the situation where I need particle emitters on a large number of instances in the future
I still have not figured this out. Although I did figure out how to create multiple non instances source emitters using the same autodop network
As I have no doubt I will run into the situation where I need particle emitters on a large number of instances in the future
Edited by vertigo262 - 2017年7月7日 20:37:29
Houdini Learning Materials » Trying to Link a particle emitter within a sop to instanced geometry source emitters
- vertigo262
- 55 posts
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I have source particle emitter I created. Then relinked the
Source_Particle_Emitter_source to a emitter I created within a Geometry SOP called Fusolage_Proxy
Reason being, I have one object with a particle system, Which I then want to instance multiple times.
What I am trying to do is apply the particle system to all the instanced objects. So that they all have the particle system associated with the instanced geometry using a single autodop network.
The particle system seems to link fine within the Geometry SOP fine, but the particle systems do not instance like the geometry does. Nor does it render the instanced particle system.
If anyone knows how to solve this. Would be very helpful.
Source_Particle_Emitter_source to a emitter I created within a Geometry SOP called Fusolage_Proxy
Reason being, I have one object with a particle system, Which I then want to instance multiple times.
What I am trying to do is apply the particle system to all the instanced objects. So that they all have the particle system associated with the instanced geometry using a single autodop network.
The particle system seems to link fine within the Geometry SOP fine, but the particle systems do not instance like the geometry does. Nor does it render the instanced particle system.
If anyone knows how to solve this. Would be very helpful.
Edited by vertigo262 - 2017年7月7日 12:08:59
Houdini Learning Materials » Visibility SOP, Hiding geometry, but still rendering
- vertigo262
- 55 posts
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Oh yes, there we go.
Probably should specify visibility is only for geometry level on the SOP. But delete and blast work very well.
Thank you
Probably should specify visibility is only for geometry level on the SOP. But delete and blast work very well.
Thank you
Houdini Learning Materials » Visibility SOP, Hiding geometry, but still rendering
- vertigo262
- 55 posts
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Trying to hide geometry with Visibility SOP which is successful. But it's still rending the hidden objects
Selecting Group Greometry out of an OBJ file
Help Apreciated
Selecting Group Greometry out of an OBJ file
Help Apreciated
Edited by vertigo262 - 2017年6月30日 23:00:24
Houdini Learning Materials » Not enough sources on the internet to learn Houdini
- vertigo262
- 55 posts
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AGREED!
I really love Houdini, but it is completley unique when it comes to doing things. The Node based System is like it's own language.
There really should be better documentation and tutorials in to doing things for people learning.
I am alsways getting stuck in simple things and trying to find information of why or how to make things work and there isn't much out there.
The help window is ok for the functions, but is not intuative to putting nodes togethor the make things work.
Would like to see more support on this, however, I am guessing that might be up to the User base, and things like How To, Youtubes and such.
The more I figure out Houdini, the more I love it!
So, making my life easier with documentation is a plus!
AMEN
I really love Houdini, but it is completley unique when it comes to doing things. The Node based System is like it's own language.
There really should be better documentation and tutorials in to doing things for people learning.
I am alsways getting stuck in simple things and trying to find information of why or how to make things work and there isn't much out there.
The help window is ok for the functions, but is not intuative to putting nodes togethor the make things work.
Would like to see more support on this, however, I am guessing that might be up to the User base, and things like How To, Youtubes and such.
The more I figure out Houdini, the more I love it!
So, making my life easier with documentation is a plus!
AMEN
Houdini Learning Materials » Animating a selected group object from within an OBJ file
- vertigo262
- 55 posts
- Offline
Oh nevermind. I figured it out.
I added a Transform SOP with the Group ID, and then it allowed me to keyframe the transforms. Have no clue why you can't keyframe the Edit SOP, but this works.
I added a Transform SOP with the Group ID, and then it allowed me to keyframe the transforms. Have no clue why you can't keyframe the Edit SOP, but this works.
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