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Technical Discussion » Project from the direction of normals
- willh
- 134 posts
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Technical Discussion » Marvel like intro. Footage on AOV's.
- willh
- 134 posts
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here is the scene file if you want to have a look
Edited by willh - 2022年10月27日 06:33:03
Technical Discussion » Marvel like intro. Footage on AOV's.
- willh
- 134 posts
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in a copnet I use the idx channel that I created in the aov to randomize the (images/image sequences). I use texture samplers and give them the uv info from my uv aov and then you get the images displayed on the planes. No tracking needed
You can then render this out for use in after fx as a layer. The nice thing about this is that you can change the footage at any stage and its quick to render.
hope this helps
You can then render this out for use in after fx as a layer. The nice thing about this is that you can change the footage at any stage and its quick to render.
hope this helps
Technical Discussion » Marvel like intro. Footage on AOV's.
- willh
- 134 posts
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after that i set up the aov's with the uv and idx. These will be embedded channels, but you can write them out separatly
Technical Discussion » Marvel like intro. Footage on AOV's.
- willh
- 134 posts
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I think doing the footage in comp is more flexible.
Here is how I would approach it.
first separate or create masks for the prims you want to use for the footage, then create uvs for each prim. We will later use the uvs as a color channel to fit the footage onto.
Here I have created a bunch of planes with perfect uv's and added a random value that I will later use when selecting my footage.
Here is how I would approach it.
first separate or create masks for the prims you want to use for the footage, then create uvs for each prim. We will later use the uvs as a color channel to fit the footage onto.
Here I have created a bunch of planes with perfect uv's and added a random value that I will later use when selecting my footage.
Technical Discussion » Project from the direction of normals
- willh
- 134 posts
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awesome,
Oh yes sorry, I didnt think to line them up. You can to that though using one of the edged as the up vector
The file you uploaded is corrupt or something, cant download it for some reason.
Oh yes sorry, I didnt think to line them up. You can to that though using one of the edged as the up vector
The file you uploaded is corrupt or something, cant download it for some reason.
Technical Discussion » motionfx Pivot point not moving
- willh
- 134 posts
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I just tried it on my side and it seems to work
Edited by willh - 2022年10月27日 05:25:57
Technical Discussion » Project from the direction of normals
- willh
- 134 posts
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Hi, you have to create a vector that is in degrees to be able to set the uv rotation. Normals are in radians and need to be converted. What I have done is create a rotation matrix using the lookat function and then set the trs on the uv project with a point expression.
something that I have discovered today is that you can give the lookat a 4th input which is the transform order which will spit out a vector instead of a matrix. A little easier to use and cuts out a extra step of converting it from matrix to vector
something that I have discovered today is that you can give the lookat a 4th input which is the transform order which will spit out a vector instead of a matrix. A little easier to use and cuts out a extra step of converting it from matrix to vector
Technical Discussion » Karma Get Surface Position Pre-Displacement?
- willh
- 134 posts
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I dont think that is possible at the moment with material x, In mantra you have the import displacement variable node, it allows you to import the position value before displacement gets calculated.
Using the rest position seems like a good alternative.
Using the rest position seems like a good alternative.
Edited by willh - 2022年10月3日 05:29:40
Technical Discussion » Help with CHOP Pipe In Data reading from a 6doF controller
- willh
- 134 posts
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have you tried just using the mouse3d node I dont have a 3d controller but the mouse and gamepad node updated without changing frames so im assuming it would just work. You can then also set the sample rate to be much higher than 30 in the Channel settings something like 120 or higher.
To export the channels to the camera,you can find a example of this by right click on any channel on the camera and adding motionfx to it. It will set up a chop network that exports data to that channel of the camera so you can see how that is set up.
hope this helps
To export the channels to the camera,you can find a example of this by right click on any channel on the camera and adding motionfx to it. It will set up a chop network that exports data to that channel of the camera so you can see how that is set up.
hope this helps
Technical Discussion » Custom Geo to Animation
- willh
- 134 posts
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you have to attrib transfer the boneCapture attrib from the original onto your volumes
Technical Discussion » Incorrect Orientation converting 3@transform to p@Orient
- willh
- 134 posts
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Why do you want to convert it to orient, you should be able to copy to points using the 3@transform attrib out of the box.
Technical Discussion » Polyextude following a curve
- willh
- 134 posts
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Hi,
I have also been struggling with the extrude along path. One would think the way that you are using it should result in a perfect extrusion on the curve. Sadly thats not the case.
here is a solution using the polybridge node, its not straight forward but will get you there I think.
I have also been struggling with the extrude along path. One would think the way that you are using it should result in a perfect extrusion on the curve. Sadly thats not the case.
here is a solution using the polybridge node, its not straight forward but will get you there I think.
Houdini Lounge » Motion Path Handles
- willh
- 134 posts
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Hi,
Has anyone found that the motion path handles look broken? the arrows point in the wrong direction and you cant untie them anymore. Am I missing something?
Has anyone found that the motion path handles look broken? the arrows point in the wrong direction and you cant untie them anymore. Am I missing something?
Technical Discussion » Can I import different animation to same rigged character?
- willh
- 134 posts
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have a look at the tutorial section of the sidefx website. fur guy tutorial [www.sidefx.com]
Edited by willh - 2022年8月5日 14:11:31
Technical Discussion » Kine Fx. Technical advice
- willh
- 134 posts
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Technical Discussion » Kinefx to fbx/Maya roundtrip, losing pre rotate information
- willh
- 134 posts
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Technical Discussion » reversefoot sop not work correctly
- willh
- 134 posts
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Technical Discussion » reversefoot sop not work correctly
- willh
- 134 posts
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if you use the roll parameter it seems to work fine, the controls however seems to be broken.
You should send in a bug report
You should send in a bug report
Technical Discussion » KineFX bonecapturebiharmonic1, "Error in region",
- willh
- 134 posts
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