
Dayton Busse
dayton_busse
About Me
Hey! I'm a full time FX Artist and 3D Generalist, and I'm passionate about Houdini.
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Connect
LOCATION
Chapel Hill,
United States
WEBSITE
Houdini Skills
INTERMEDIATE
Digital Assets | Motion Editing | Animation | Fluids | Destruction FX | VEX
BEGINNER
Procedural Modeling | Environments | Character Rigging | Solaris | Karma | Lighting | Pyro FX
Availability
I am currently employed at NOV
Recent Forum Posts
Parenting Controls Created by APEX poseblend to a Root Bone? March 17, 2025, 2 p.m.
I'm having trouble figuring out how to parent the poseblend position controllers to a root joint so that they will move around with my rig. When attempting to do this with a transformdriver autorig component, all the joints jump to position (0,0,0) when entering the root as the parent. I attempted to make my own APEX graph component to accomplish this, and I couldn't get it working either. Does anyone know how to parent these joints to the root?
How to Assign Separate Materials Per Point Instance in Solaris Oct. 25, 2024, 1:48 p.m.
Well I figured out that you cannot assign a material to specific instances IN THIS WAY. You can use the "edit prototype" LOP to basically "duplicate" a prototype and reassign it to a specific instance. You can then apply a material to this new prototype. For working with a large number of instances and choosing which one gets which material, python could be used to do this.
moving_particles_rbd Oct. 25, 2024, 12:14 p.m.
Hey! So there's a few different ways you can accomplish what you are trying to do. I've added a hip file so you can see.
The first way is by using a POP attract on rbd's and making sure each set has matching id's. This is more accurate and is pretty much "pulling" each rigid body to the particle's location that you want it to be at. This is probably what you want.
The second way is by using POP grains. This is much cheaper if you have many many more points, but will not look as accurate as using true rigid bodies.
It's kind of a "choose a right tool for the job" scenario. But either way, I hope this was helpful!
The first way is by using a POP attract on rbd's and making sure each set has matching id's. This is more accurate and is pretty much "pulling" each rigid body to the particle's location that you want it to be at. This is probably what you want.
The second way is by using POP grains. This is much cheaper if you have many many more points, but will not look as accurate as using true rigid bodies.
It's kind of a "choose a right tool for the job" scenario. But either way, I hope this was helpful!