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Houdini Indie and Apprentice » Using an attribute to drive Activation in Pop Force
- robertX1974
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Houdini Indie and Apprentice » Using an attribute to drive Activation in Pop Force
- robertX1974
- 20 posts
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Hi all,
I have a following problem: I try to use an integer attribute (values 0 and 1 and the node is plugged into the first slot of Pop Network) and I want to drive the Activation in the Pop Force with this attribute. The problem is it doesn't work at all. ( I set the Input1 tab to First Context Geometry).
I tried to bring this attribute using the “point” function in the pop wrangle and geometry wrangle. I have also tried to use it in the Vex fields of the Pop Force. No luck.
I am sure I missed something. Can someone explain me how to do it properly?
I have a following problem: I try to use an integer attribute (values 0 and 1 and the node is plugged into the first slot of Pop Network) and I want to drive the Activation in the Pop Force with this attribute. The problem is it doesn't work at all. ( I set the Input1 tab to First Context Geometry).
I tried to bring this attribute using the “point” function in the pop wrangle and geometry wrangle. I have also tried to use it in the Vex fields of the Pop Force. No luck.
I am sure I missed something. Can someone explain me how to do it properly?
Houdini Indie and Apprentice » Solver problem
- robertX1974
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Thank you very much - that was it ! . Thank you for the very quick reply. Have a nice day.
Houdini Indie and Apprentice » Solver problem
- robertX1974
- 20 posts
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Hi all,
I have a small problem and I hope someone here can help me because I can't find out what did I do wrong.
I have a scene with growing crystal structure where I am using a few solvers and switches to animate the SOP Polyextrude “zscale” parameter. I have attached the file.
The first solver works as intended and “zscale” parameter increases with time by a random value driven by randomly genereted color.
Then, on frame 50 I subdivide extruded faces once and perform another Solver on it with a new parameter “zscale1” and a new SOP Polyextrude.
The problem is that “zscale1” increases and decreases (like the values are not adding up)over time which is the problem I can't solve. I want it to just increase over time.
I know that I probably just missed something and I would be grateful if someone could have a look and show me where did I make mistake.
Best regards,
Rob
I have a small problem and I hope someone here can help me because I can't find out what did I do wrong.
I have a scene with growing crystal structure where I am using a few solvers and switches to animate the SOP Polyextrude “zscale” parameter. I have attached the file.
The first solver works as intended and “zscale” parameter increases with time by a random value driven by randomly genereted color.
Then, on frame 50 I subdivide extruded faces once and perform another Solver on it with a new parameter “zscale1” and a new SOP Polyextrude.
The problem is that “zscale1” increases and decreases (like the values are not adding up)over time which is the problem I can't solve. I want it to just increase over time.
I know that I probably just missed something and I would be grateful if someone could have a look and show me where did I make mistake.
Best regards,
Rob
Houdini Indie and Apprentice » RDB solver and animation
- robertX1974
- 20 posts
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Hi all,
I have a very simple test scene where I want to have a rotating box to be affected by dynamics. It almost works except the fact that the pivot for rotation doesn't get updated during the simulation. Do I need to constrain it in some way?
I know that this is a very simple setup but I have major troubles setting this up.
How can I solve this?
I have attached the file.
Best regards,
Robert
I have a very simple test scene where I want to have a rotating box to be affected by dynamics. It almost works except the fact that the pivot for rotation doesn't get updated during the simulation. Do I need to constrain it in some way?
I know that this is a very simple setup but I have major troubles setting this up.
How can I solve this?
I have attached the file.
Best regards,
Robert
Houdini Indie and Apprentice » Vellum and animations
- robertX1974
- 20 posts
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Thank you sir - I will try this out.
A while later…
works like a charm.
Thank you for your help.
I really appreciate this.
A while later…
works like a charm.
Thank you for your help.
I really appreciate this.
Edited by robertX1974 - March 4, 2019 17:31:47
Houdini Indie and Apprentice » Vellum and animations
- robertX1974
- 20 posts
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Just one thing that I noticed - I tried to change the “thickness” attribute and when I set it to the values bigger than 0.01, for example 0.03 the noodles start to intersect and when I turn on Visualizer I can see that the 0.03 thickness is present only in the frame 0, and in frame 1 it goes back to the original one (0.01)and stays this way.
Should there also be some extra geometry wrangle in the solver taking care of the thickness?
Should there also be some extra geometry wrangle in the solver taking care of the thickness?
Houdini Indie and Apprentice » Vellum and animations
- robertX1974
- 20 posts
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Hi Benjamin,
Exactly !
Thanks for a very quick reply and solution. I can see now where I made mistakes - I used group by bounding box to pin the points and placed it in the solver so everything was “almost” working except the fact that despite the “pin” group loosing its points during animation they still stayed pinned.
I thought I need to use the sop solver as the whole thing has to be updated every frame.
Thanks once again. That was very helpful.
Robert
Exactly !
Thanks for a very quick reply and solution. I can see now where I made mistakes - I used group by bounding box to pin the points and placed it in the solver so everything was “almost” working except the fact that despite the “pin” group loosing its points during animation they still stayed pinned.
I thought I need to use the sop solver as the whole thing has to be updated every frame.
Thanks once again. That was very helpful.
Robert
Houdini Indie and Apprentice » Vellum and animations
- robertX1974
- 20 posts
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Hi all,
I have been trying to wrap my head around this the whole weekend and still no luck so maybe someone can help me:
I am trying to use animated objects (primitives) that also use Vellum while there are animated.
I have seen some examples and tutorials on the internet but they all cover the regular RBD objects. I haven't seen a good tutorial done withe Vellum and animated objects.
I wanted to replicate the effect similar to the one showed in the link:
http://www.tokeru.com/cgwiki/index.php?title=File:Wire_worms.gif
I am trying to create similar thing using Vellum and Vellum String constraint but I can't get it to work.
Did someone here get it to work?
Best regards,
Robert
I have been trying to wrap my head around this the whole weekend and still no luck so maybe someone can help me:
I am trying to use animated objects (primitives) that also use Vellum while there are animated.
I have seen some examples and tutorials on the internet but they all cover the regular RBD objects. I haven't seen a good tutorial done withe Vellum and animated objects.
I wanted to replicate the effect similar to the one showed in the link:
http://www.tokeru.com/cgwiki/index.php?title=File:Wire_worms.gif
I am trying to create similar thing using Vellum and Vellum String constraint but I can't get it to work.
Did someone here get it to work?
Best regards,
Robert
Houdini Indie and Apprentice » Animating and deforming a dynamic object
- robertX1974
- 20 posts
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Hi all,
I was wondering if there is an easy way to apply dynamics (like Vellum) to an animated object that is getting deformed at the same time?
Applying Vellum removes any deforming and animation from the object.
I was wondering if there is an easy way to apply dynamics (like Vellum) to an animated object that is getting deformed at the same time?
Applying Vellum removes any deforming and animation from the object.
Houdini Indie and Apprentice » Vellum - extra geometry from Vellum Solver
- robertX1974
- 20 posts
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Hi all,
I think I won't be able to wrap my head around this by myself.
I've noticed that when I apply two different materials to a primitive that I later animate using Vellum I got an “extra” geometry rendered on top of my regular one. When I backtrack my steps everything seems to be fine till the Vellum Solver node which apparently adds and extra copy of the existing geometry.
Normally I don't not care because I just apply a material node after the Vellum Solver (one material to everything) but what if I want to have a few different materials on different primitives?
Does anyone know how can I avoid rendering this extra geometry? Applying a transparent material (using the Vellumobject1 in the Material - Group Tab) doesn't solve the problem.
I am sure I am doing something wrong but I have no clue what I am doing wrong.
Best regards,
Rob
I think I won't be able to wrap my head around this by myself.
I've noticed that when I apply two different materials to a primitive that I later animate using Vellum I got an “extra” geometry rendered on top of my regular one. When I backtrack my steps everything seems to be fine till the Vellum Solver node which apparently adds and extra copy of the existing geometry.
Normally I don't not care because I just apply a material node after the Vellum Solver (one material to everything) but what if I want to have a few different materials on different primitives?
Does anyone know how can I avoid rendering this extra geometry? Applying a transparent material (using the Vellumobject1 in the Material - Group Tab) doesn't solve the problem.
I am sure I am doing something wrong but I have no clue what I am doing wrong.
Best regards,
Rob
Houdini Indie and Apprentice » Vellum problem.
- robertX1974
- 20 posts
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Thanks for the reply - changing the constraint iterations helped a lot.
Edited by robertX1974 - Feb. 7, 2019 13:36:31
Houdini Indie and Apprentice » Vellum problem.
- robertX1974
- 20 posts
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Hi all,
I was wondering if there is any way to make a constrained primitive that is using Vellum Cloth a fully stiff object so it doesn't deform at all?
Setting stiffness to an insane number doesn't help as the object still has a bit of “stretchiness”.
I was wondering if there is any way to make a constrained primitive that is using Vellum Cloth a fully stiff object so it doesn't deform at all?
Setting stiffness to an insane number doesn't help as the object still has a bit of “stretchiness”.
Technical Discussion » Advice about render engine. Mantra or Redshift
- robertX1974
- 20 posts
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I was using Mantra for a while but after switching to Redshift I don't think I will go back. Much faster rendering despite some inconveniences. For an indie user like me it is perfect and well worth the money.
Houdini Learning Materials » Make_Loop with FLUID simulations
- robertX1974
- 20 posts
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Hi all,
I tried to loop a FLUID simulation between frames 80-100 using Make_Loop node (I want to export it later to Unreal 4 as a vertex animation) and probably I am doing something wrong as in the middle of the loop (between frames 89 and 90) I can clearly see a “jump” between frames.
Can someone tell me what am I doing wrong? Did I miss something?
Screenshot below:
Thanks
I tried to loop a FLUID simulation between frames 80-100 using Make_Loop node (I want to export it later to Unreal 4 as a vertex animation) and probably I am doing something wrong as in the middle of the loop (between frames 89 and 90) I can clearly see a “jump” between frames.
Can someone tell me what am I doing wrong? Did I miss something?
Screenshot below:
Thanks
Houdini Learning Materials » Particle color depending on velocity
- robertX1974
- 20 posts
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Houdini Learning Materials » Particle color depending on velocity
- robertX1974
- 20 posts
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Hi all,
I am a new user to Houdini so I am in the middle of re-doing some of the Houdini tutorials - I have a POP network that I use to generate some particles that I later force (by using PopForce) to move randomly across a model and I wanted to color those particles depending on their velocity. I thought it will be an easy task but no luck so far.
First I tried to add Length node to convert x,y and z vectors into one value so I can later plug it into Fit node and then to Ramp Parameter. The problem was I still didn't know what the exact values are so I can re-map them correctly in the Ramp Parameter. I figured out that to get those values I can just connect Bind node to the Length node, named it let say “velocity” and then connect AttributeCreate to the Pop network to get values from the Lenght node. As it came out the Velocity values were between 0 and 8.
I tried to re-map those values but it doesn't work as intended - particles still get weird color values that dont't depend on their speed. I know I made a mistake somewhere
Can someone plese explain to me the proper way to do this.
I am a new user to Houdini so I am in the middle of re-doing some of the Houdini tutorials - I have a POP network that I use to generate some particles that I later force (by using PopForce) to move randomly across a model and I wanted to color those particles depending on their velocity. I thought it will be an easy task but no luck so far.
First I tried to add Length node to convert x,y and z vectors into one value so I can later plug it into Fit node and then to Ramp Parameter. The problem was I still didn't know what the exact values are so I can re-map them correctly in the Ramp Parameter. I figured out that to get those values I can just connect Bind node to the Length node, named it let say “velocity” and then connect AttributeCreate to the Pop network to get values from the Lenght node. As it came out the Velocity values were between 0 and 8.
I tried to re-map those values but it doesn't work as intended - particles still get weird color values that dont't depend on their speed. I know I made a mistake somewhere
Can someone plese explain to me the proper way to do this.
Houdini Learning Materials » Bloom effect in rendering
- robertX1974
- 20 posts
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Hi all,
Could someone give me a hint on how to easily render “bloom” effect from emissive objects using Mantra? (I don't want to use any post effect software).
Thanks in advance.
Could someone give me a hint on how to easily render “bloom” effect from emissive objects using Mantra? (I don't want to use any post effect software).
Thanks in advance.
Houdini Learning Materials » Particles in Houdini
- robertX1974
- 20 posts
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Awesome hint - thanks a milion
There are so many ways to solve a problem in Houdini - it is just amazing. Thank you for your help - I am gonna test it tomorrow.
There are so many ways to solve a problem in Houdini - it is just amazing. Thank you for your help - I am gonna test it tomorrow.
Houdini Learning Materials » Particles in Houdini
- robertX1974
- 20 posts
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Hi all,
I am new to Houdini (just started like two weeks ago) but I am already blown away by the possibilities of this soft. I started to wonder why I was using MAYA for all those years
Anyway, currently I am going through plenty of tutorials playing with particles, destruction, etc. etc.
I would like to use RAMP to set up the size of the particles depending on their AGE because so far I am using the expression fit01(rand($AGE),0.01, 0.1) which scales particles but scales each one of them per frame and what I need is for the particles to be small at the begining, then grow in size and then get smaller towards the end of their life.
Please forgive me a noob question
Best regards,
Robert Wilinski
I am new to Houdini (just started like two weeks ago) but I am already blown away by the possibilities of this soft. I started to wonder why I was using MAYA for all those years
Anyway, currently I am going through plenty of tutorials playing with particles, destruction, etc. etc.
I would like to use RAMP to set up the size of the particles depending on their AGE because so far I am using the expression fit01(rand($AGE),0.01, 0.1) which scales particles but scales each one of them per frame and what I need is for the particles to be small at the begining, then grow in size and then get smaller towards the end of their life.
Please forgive me a noob question
Best regards,
Robert Wilinski
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