hi,
i am very impressed by the speed and performance of packed prims and instancing.
some questions:
how we can handle the packing - instancing of more complex objects with multible materials assigned? the helpcard says no prim attributes but materialpaths as an exeption. if only one material per packedprim is possible, what woud be an ideal workflow for i.e. a charakter with 10 materials?
thank you
Lucas
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Technical Discussion » packed prims and complex data
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3rd Party » qLib - an open source asset library for Houdini
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- 184 posts
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Houdini Lounge » Project Bifrost
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i know i look bored pointing at this but please take a close look at the naiad screenshot … 02:42 of the presentation …
although avoiding the meshing process seems to be very interesting…
although avoiding the meshing process seems to be very interesting…
Houdini Lounge » SOLVED: cloud rendering / amazon
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we tried it couple of times without success, some infos here would be great.
maybe you check this http://rentrender.com/houdini-render-farms/… [rentrender.com]
cheers
Lucas
maybe you check this http://rentrender.com/houdini-render-farms/… [rentrender.com]
cheers
Lucas
Technical Discussion » uv rest position
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Technical Discussion » uv rest position
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wow thank you, that's great support ! … did you do the original asset ? i loaded it a while ago and can't exactly remember where i got it from.
cheers
Lucas
cheers
Lucas
Technical Discussion » uv rest position
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Hi,
I play with this great bookasset and wonder how i could propperly handle uv's here. The initial uv setup happens before the main page animation which is done via splines/curves. So when i unwrap the uvs after extruding the animated splines my uvs go off?! How to rest the position here?
Thank you
Lucas
I play with this great bookasset and wonder how i could propperly handle uv's here. The initial uv setup happens before the main page animation which is done via splines/curves. So when i unwrap the uvs after extruding the animated splines my uvs go off?! How to rest the position here?
Thank you
Lucas
Technical Discussion » 12.5 Centroid Variables Issue?
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Technical Discussion » point replicate procedural
- Fest
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Technical Discussion » point replicate procedural
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Hi,
Could anyone please bring up a simple example on how to use CVEX with the new pointreplicate procedural.
Many thanks !
Cheers
Lucas
Could anyone please bring up a simple example on how to use CVEX with the new pointreplicate procedural.
Many thanks !
Cheers
Lucas
Technical Discussion » mac licensing
- Fest
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Hi,
is there a kown issue with mac client - windows server in terms of licensing.
the network conncetion should be ok but h can not connect to the lic server “ cannot connect -server not running” ? …
Thank you
is there a kown issue with mac client - windows server in terms of licensing.
the network conncetion should be ok but h can not connect to the lic server “ cannot connect -server not running” ? …
Thank you
Houdini Lounge » copysop speed H12
- Fest
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Hi,
I'd like to ask if we can count on some speedimprovements here. I mean the copysop is the core of so many setups and for now the performance is ….
Thank you
edit ok … hopefully that does not sound too immoderate next to all the H12 killerupdates but i compare the copy speed to H11 !
I'd like to ask if we can count on some speedimprovements here. I mean the copysop is the core of so many setups and for now the performance is ….
Thank you
edit ok … hopefully that does not sound too immoderate next to all the H12 killerupdates but i compare the copy speed to H11 !
Houdini Lounge » Houdini Tutorial Database
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- 184 posts
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hipfiles as a learningsource ordered in a database! great for learning efficiency!
thank you for your effort!
cheers
L
thank you for your effort!
cheers
L
Edited by - 2012年3月8日 05:34:17
Houdini Lounge » point instance procedural
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http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__pid__92691__st__96&#entry92691 [forums.odforce.net]
could we please! get some more info on that. a simple example ore any other instruction would be great ! especially about the cvex part.
thank you
L
could we please! get some more info on that. a simple example ore any other instruction would be great ! especially about the cvex part.
thank you
L
Houdini Lounge » poll: should RebusFarm supporting Houdini ?
- Fest
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Technical Discussion » instanced objects
- Fest
- 184 posts
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Technical Discussion » instanced objects
- Fest
- 184 posts
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in case of the default houdini toon charakter setup …
how to offset 2 different channels with 2 diffenrent values. In my example above i fetched in the whole geometry with a channel for each point, offset that and sent it back to SOPS. With such approach i struggle with more complex hirarchies like a charakter, where i want control over many different animationchannels…
how i can do similar with the FETCH CHOP instead of the GEOMETRY CHOP, only bringing in t(xyz) of an animated controlobject for example?…where i have to place the channelSOP in such a case?
:shock: it can't be that hard …
how to offset 2 different channels with 2 diffenrent values. In my example above i fetched in the whole geometry with a channel for each point, offset that and sent it back to SOPS. With such approach i struggle with more complex hirarchies like a charakter, where i want control over many different animationchannels…
how i can do similar with the FETCH CHOP instead of the GEOMETRY CHOP, only bringing in t(xyz) of an animated controlobject for example?…where i have to place the channelSOP in such a case?
:shock: it can't be that hard …
Technical Discussion » instanced objects
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another thought:
i have an attribute calling an int of 1 for a point if it gets in my destination group. this value should execute a keyframeanimation for the copied geometry on that point. in other words the start of the animation should be offset to the time the point gets into the group.
as an example … i have a charakter copied onto a grid … when a point of the template geometry (grid) gets into a group the character should do a specific movement.
hope that is clear …
thank you very much!
W
i have an attribute calling an int of 1 for a point if it gets in my destination group. this value should execute a keyframeanimation for the copied geometry on that point. in other words the start of the animation should be offset to the time the point gets into the group.
as an example … i have a charakter copied onto a grid … when a point of the template geometry (grid) gets into a group the character should do a specific movement.
hope that is clear …
thank you very much!
W
Technical Discussion » instanced objects
- Fest
- 184 posts
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here are some approaches to the topic …
any ideas how i can get some kind of constantly increasing attribute like AGE ore LIFE, for particles which get grouped dynamically by a bounding box… please see the groupPOP and the corresponding attribute (called “welle”) activating the wave motion. if the attribute would start counting from 0 for every point getting into the group i could achive a smooth fade in for the wavemotion for every single point?
any ideas how i can get some kind of constantly increasing attribute like AGE ore LIFE, for particles which get grouped dynamically by a bounding box… please see the groupPOP and the corresponding attribute (called “welle”) activating the wave motion. if the attribute would start counting from 0 for every point getting into the group i could achive a smooth fade in for the wavemotion for every single point?
Technical Discussion » instanced objects
- Fest
- 184 posts
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hi,
i d like to get control over copied(copySOP), MANUAL ANIMATED objects … a keyframed charakter for example… i ve managed how to offset via stamping in a timeshift SOP ore by getting an object into CHOPS and stamp in a shift CHOP over there… well so far about offsetting an animation…
lets say i have some basic movement, offset (stamped) for all copies in the scene. as a second “layer” i'd like to apply a second behavour for specific copies.
Thank you
L
i d like to get control over copied(copySOP), MANUAL ANIMATED objects … a keyframed charakter for example… i ve managed how to offset via stamping in a timeshift SOP ore by getting an object into CHOPS and stamp in a shift CHOP over there… well so far about offsetting an animation…
lets say i have some basic movement, offset (stamped) for all copies in the scene. as a second “layer” i'd like to apply a second behavour for specific copies.
Thank you
L
Edited by - 2011年12月13日 15:52:36
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