another question about that topic
why i have to cranc up substeps to make this work ? i have anoher scene with the exact same setup but a different scene scale. the solve does not work and simed particles dissapear.
is there another, more efficient way to set this up ?
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Technical Discussion » gradually melting animated object
- Fest
- 184 posts
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Technical Discussion » gradually melting animated object
- Fest
- 184 posts
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using match P along with the attribute transfer did the job. higher substeps were needed to solve the sim....
Technical Discussion » gradually melting animated object
- Fest
- 184 posts
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Hi,
I d like to gradually melt(deform) an animated object over time. Could someone please check the scene attached...
Many thx!
Lucas
EDIT: just realized i forgot to update the "melt" attribute inside a SOP solver DOP. unfortunately this does not work slong with a copied Particle Position attribute.
Help would be very much apprechiated.
I d like to gradually melt(deform) an animated object over time. Could someone please check the scene attached...
Many thx!
Lucas
EDIT: just realized i forgot to update the "melt" attribute inside a SOP solver DOP. unfortunately this does not work slong with a copied Particle Position attribute.
Help would be very much apprechiated.
Edited by Fest - 2021年8月6日 12:13:31
Technical Discussion » vellum grains point rotation
- Fest
- 184 posts
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Hi,
Is it possible to calculate rotation on single grain particles/primitives with a vellum grain simulation ?
THX !
Is it possible to calculate rotation on single grain particles/primitives with a vellum grain simulation ?
THX !
Edited by Fest - 2021年4月6日 15:18:12
Technical Discussion » Folding
- Fest
- 184 posts
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Hi,
I d like to procedurally align the capture region of a bend SOP (defined by a vector) to a certain position based on an image texture to later fold the geometry. The image would be a blueprint for a paperplane (iamge - link).
https://www.pinterest.at/pin/157977899399743007/ [www.pinterest.at]
My idea was to transfer colorvalues from the texture to points as a base operation and create a new seem based on those values and then somehow align the capture region to the new edge on the geometry. Maybe VEX would be the better way to rotate certain geometry areas around that edge ?
Many thx
I d like to procedurally align the capture region of a bend SOP (defined by a vector) to a certain position based on an image texture to later fold the geometry. The image would be a blueprint for a paperplane (iamge - link).
https://www.pinterest.at/pin/157977899399743007/ [www.pinterest.at]
My idea was to transfer colorvalues from the texture to points as a base operation and create a new seem based on those values and then somehow align the capture region to the new edge on the geometry. Maybe VEX would be the better way to rotate certain geometry areas around that edge ?
Many thx
Technical Discussion » vellum, animation - simulaion blending
- Fest
- 184 posts
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Technical Discussion » vellum cloth tearing and upres.
- Fest
- 184 posts
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Hi,
How i can apply a cloth upres workflow (capture-deform) with tearing cloth. Per piece/name attribute within a loop for each individual piece ?
Many thx!
How i can apply a cloth upres workflow (capture-deform) with tearing cloth. Per piece/name attribute within a loop for each individual piece ?
Many thx!
Technical Discussion » vellum, animation - simulaion blending
- Fest
- 184 posts
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Hi,
I d like to blend between keyframed animation and simulated values with vellum. A deforming, pre-animated object should gradually blend into simulated deformation. I tried to animate the "stopped" integer attribute, but i do not get mixing or blending here.
Many thx
I d like to blend between keyframed animation and simulated values with vellum. A deforming, pre-animated object should gradually blend into simulated deformation. I tried to animate the "stopped" integer attribute, but i do not get mixing or blending here.
Many thx
Houdini Lounge » Solaris and USD advantages for one-person teams?
- Fest
- 184 posts
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Christian_Vwildruf
As mantra is AOL and Karma will be USD only i'm a bit concerned how things evolve.
Karma is still in early stages. Do you really think they would abandon the normal Houdini environment for Rendering?
Mantra is still more feature rich that’s probably why it’s still here. But I can imagine Karma will take its place sooner or later and will probably function very similar, only a bit fresher with all that old code gone)
Best
Christian
No idea about the future of the “classic” render environment. The “USD only” info for karma was announced @ the solaris presentation. I guess features and workflow around USD are subject to change and will defenitely adress all our needs in the future. I only wonder about how all this gets communicated. What about new users ? I get the point that you learn a lot about rendering in general when you learn mantra, but i guess no one wants to jump on a sinking ship. So USD or 3rd party engine in the classic (also EOL?) environment ? is the only way for now …?
Edited by Fest - 2020年2月16日 15:10:04
Houdini Lounge » Solaris and USD advantages for one-person teams?
- Fest
- 184 posts
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I guess most of the great singleuser stuff used for promo on the sidefx insta channel would not realy benefit from solaris in its current state. modeling - animation - rendering should be as seamless as possible for many tasks. As mantra is AOL and Karma will be USD only i'm a bit concerned how things evolve.
3rd Party » renderman 23.1 rest attribute
- Fest
- 184 posts
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3rd Party » renderman 23.1 rest attribute
- Fest
- 184 posts
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Hi,
How i can pipe my rest attribute from my geo into the renderman shader. I use a pxrfractal in my shader and pattern does not stick to geo. primvar and rest ? the pxrfractal inputs somehow do not make sense to me. which input defines my construction coodinates ?
Many thx !!
How i can pipe my rest attribute from my geo into the renderman shader. I use a pxrfractal in my shader and pattern does not stick to geo. primvar and rest ? the pxrfractal inputs somehow do not make sense to me. which input defines my construction coodinates ?
Many thx !!
Edited by Fest - 2020年2月7日 09:52:24
Houdini Lounge » Karma roadmap
- Fest
- 184 posts
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mandrake0wildruf
What are the plans for houdini crowds?
When there are functions missing please make a RFE, the next big task are surly karma (lops) and character animation. It would be intressting if chop's get's a bigger update.
Btw. USD based NLE / compositing would be intressting
I was referring to the subject in the karma - mantra FAQ.
" Crowd Support Mantra = Yes Karma = Partial Support | USDSkel support, but not optimized
Houdini Lounge » Karma roadmap
- Fest
- 184 posts
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Technical Discussion » vellum animated restlength
Technical Discussion » vellum animated restlength
- Fest
- 184 posts
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Hi,
Any ideas how to animate the restlength attribute (per primitive) in a vellum simulation. I found this, but the file link in the example is out dated. https://forums.odforce.net/topic/41755-vellum-use-cd-attribute-to-animate-rest-length/ [forums.odforce.net]
many thx.
Any ideas how to animate the restlength attribute (per primitive) in a vellum simulation. I found this, but the file link in the example is out dated. https://forums.odforce.net/topic/41755-vellum-use-cd-attribute-to-animate-rest-length/ [forums.odforce.net]
many thx.
Edited by Fest - 2019年9月24日 09:07:28
Technical Discussion » fetch contraint geometry from dops
- Fest
- 184 posts
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Technical Discussion » fetch contraint geometry from dops
- Fest
- 184 posts
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Hi,
How can i fetch the simulated constraint geometry from dops into sops. i can not find the right path.
thx!
How can i fetch the simulated constraint geometry from dops into sops. i can not find the right path.
thx!
Edited by Fest - 2019年9月17日 08:29:11
Technical Discussion » renderman thread limit
- Fest
- 184 posts
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seems i missed the slider, hidden between many options in the rop :
On the RenderMan ROP, if you look under Rendering->Render->Limits, there should be a Threads setting.
On the RenderMan ROP, if you look under Rendering->Render->Limits, there should be a Threads setting.
Technical Discussion » renderman thread limit
- Fest
- 184 posts
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Hi,
As i use one i9 cpu i d like to limit the thread usage of renderman ipr rendering. I can not find an option like “all processors except one” in mantra.
Many thx
As i use one i9 cpu i d like to limit the thread usage of renderman ipr rendering. I can not find an option like “all processors except one” in mantra.
Many thx
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