I've attached a .hip file which explains what I am attempting to do. I have 6 different 'scatter' areas feeding different advection volumes for particle movement, so I don't really want to keyframe these as it will be a mess trying to art direct it when I have a value from 0-1 already from the position in the volume.
Thanks!
Jim
Found 165 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Access point attribute inside a DOPNET
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » How to select only beveled edges
- reelinspirations
- 177 posts
- Offline
Not sure if this is what you are after.
Did you try this group?
edgefilletpolys
Hope this helps you out, if not, can you be more specific.
Jim
Did you try this group?
edgefilletpolys
Hope this helps you out, if not, can you be more specific.
Jim
Houdini Indie and Apprentice » Access point attribute inside a DOPNET
- reelinspirations
- 177 posts
- Offline
Hi,
I have a DOPNET setup and am using a Vellum solver.
In the DOPNET I create an attribute I'd like to use outside the DOPNET which will in turn affect the points feeding the DOPNET.
I've tried all kinds of things, but can't seem to figure it out.
What I'm really trying to do is find the MAXIMUM attribute value and use that to adjust my point scatter which feeds the DOPNET.
Any ideas on how to accomplish this?
Thanks,
Jim
I have a DOPNET setup and am using a Vellum solver.
In the DOPNET I create an attribute I'd like to use outside the DOPNET which will in turn affect the points feeding the DOPNET.
I've tried all kinds of things, but can't seem to figure it out.
What I'm really trying to do is find the MAXIMUM attribute value and use that to adjust my point scatter which feeds the DOPNET.
Any ideas on how to accomplish this?
Thanks,
Jim
Houdini Indie and Apprentice » Camera pan messes up particle sim
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » Bone influence/move anatomy inside body as well as exterior
- reelinspirations
- 177 posts
- Offline
Hi,
I'm wanting to be able to add some simple animation to an anatomy model. The model has a basic exterior skin as well as interior nerves, blood vessels, etc.
I understand I can set up a bone system to move the arms, fingers, etc. of the exterior skin, however, how do I get the interior nervous system and blood vessels to follow as well?
Just wanting to possibly move the arm, and have the hand move fingers. Nothing complicated.
https://www.turbosquid.com/3d-models/3d-human-nervous-systems-brain/666060 [www.turbosquid.com]
That's the model I'm wanting to do this with if possible.
Thanks,
Jim
I'm wanting to be able to add some simple animation to an anatomy model. The model has a basic exterior skin as well as interior nerves, blood vessels, etc.
I understand I can set up a bone system to move the arms, fingers, etc. of the exterior skin, however, how do I get the interior nervous system and blood vessels to follow as well?
Just wanting to possibly move the arm, and have the hand move fingers. Nothing complicated.
https://www.turbosquid.com/3d-models/3d-human-nervous-systems-brain/666060 [www.turbosquid.com]
That's the model I'm wanting to do this with if possible.
Thanks,
Jim
Houdini Indie and Apprentice » spreading fire
- reelinspirations
- 177 posts
- Offline
Depends on how/where you are spreading it. You can try the pyrosourcespread SOP if you're not using it already.
Houdini Indie and Apprentice » How to make a random size rocky flowerpot
- reelinspirations
- 177 posts
- Offline
You can create a Meta Import Node by clicking the button on the ForEach_Begin node.
By creating that, you will have access to the detail attribute which has an iteration value.
I set up an example using the detail() function to create a random offset for the Mountain SOP giving each rock a unique shape. You can take what I did and use it to create more randomness.
Hope that helps you out.
By creating that, you will have access to the detail attribute which has an iteration value.
I set up an example using the detail() function to create a random offset for the Mountain SOP giving each rock a unique shape. You can take what I did and use it to create more randomness.
Hope that helps you out.
Image Not Found
Houdini Indie and Apprentice » Null follows Primitive
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » Null follows Primitive
- reelinspirations
- 177 posts
- Offline
Hi,
So I have a geo node that has a box in it that I have animated.
What I'm wanting to do is have 6 nulls in the OBJ context align with and follow each of the sides of the box.
Is that even possible?
Thanks,
Jim
So I have a geo node that has a box in it that I have animated.
What I'm wanting to do is have 6 nulls in the OBJ context align with and follow each of the sides of the box.
Is that even possible?
Thanks,
Jim
Houdini Indie and Apprentice » Default camera resolution to 1080P
- reelinspirations
- 177 posts
- Offline
Well, I ended up just editing the Python script in the tool to set it up.
newnode.parm(“resx”).set(1920)
newnode.parm(“resy”).set(1080)
Probably not the best solution, but at least it sets the camera view to what I normally work in.
newnode.parm(“resx”).set(1920)
newnode.parm(“resy”).set(1080)
Probably not the best solution, but at least it sets the camera view to what I normally work in.
Houdini Indie and Apprentice » Default camera resolution to 1080P
- reelinspirations
- 177 posts
- Offline
Hi,
I've searched all over for a way to set up the default camera resolution in Houdini to be 1080P or whatever I want.
I get tired of always having to go into the View settings and changing it up.
Is there a way to do this so the camera defaults to 1080P or some other user defined resolution?
Thanks,
Jim
I've searched all over for a way to set up the default camera resolution in Houdini to be 1080P or whatever I want.
I get tired of always having to go into the View settings and changing it up.
Is there a way to do this so the camera defaults to 1080P or some other user defined resolution?
Thanks,
Jim
Houdini Indie and Apprentice » Python command to set Output flag on constraintlookat node
- reelinspirations
- 177 posts
- Offline
Thanks so much. That was NOT obvious to me at all.
Wish SideFX would fix or document that somehow. Maybe they have.
Jim
Wish SideFX would fix or document that somehow. Maybe they have.
Jim
Houdini Indie and Apprentice » Python command to set Output flag on constraintlookat node
- reelinspirations
- 177 posts
- Offline
Hi,
I'm creating a Python script that will set up a camera and a constraint.
In order to do that, I need to add in a constratinlookat node and set the output (orange) flag ON.
However, I can only find setDisplayFlag(True) for Python and nothing about the Output flag.
Any help would be appreciated.
Jim
I'm creating a Python script that will set up a camera and a constraint.
In order to do that, I need to add in a constratinlookat node and set the output (orange) flag ON.
However, I can only find setDisplayFlag(True) for Python and nothing about the Output flag.
Any help would be appreciated.
Jim
Houdini Lounge » Any Denver, CO based Houdini artists?
- reelinspirations
- 177 posts
- Offline
Hey,
Just wondering if there were any Denver, CO based Houdini artists that might be interested in getting together once in a while?
I'm freelance and have been using Houdini for about 3 years now.
Would love to talk shop sometime…
Jim
Just wondering if there were any Denver, CO based Houdini artists that might be interested in getting together once in a while?
I'm freelance and have been using Houdini for about 3 years now.
Would love to talk shop sometime…
Jim
Houdini Indie and Apprentice » Unwanted Viewport Zooming Into Object
- reelinspirations
- 177 posts
- Offline
Hi,
OK, this one is driving me nuts.
Using Houdini Indie 16.5x and I'll be happily tumbling around the viewport using my mouse and spacebar, and then, for no apparent reason, when I try to rotate around the object, and I press the spacebar and then move the mouse left or right, the viewport zooms INTO the object and doesn't keep the same zoom level as I had.
This only happens IF I move the mouse over the object. If I move the cursor in an empty area, it works as expected.
I'm sure I've hit some combination of keys to get this ‘setting’ to work as it is. If I restart, all is good.
This seems to only happen when I'm inside a GEO node, if I am at OBJ level, it works as expected.
What am I doing wrong?
NOTE: This issue is only present when I have a camera selected and ‘locked’ so I'm moving the camera view around. If I just use the normal viewport, it doesn't exhibit this issue/feature.
Thanks,
Jim
OK, this one is driving me nuts.
Using Houdini Indie 16.5x and I'll be happily tumbling around the viewport using my mouse and spacebar, and then, for no apparent reason, when I try to rotate around the object, and I press the spacebar and then move the mouse left or right, the viewport zooms INTO the object and doesn't keep the same zoom level as I had.
This only happens IF I move the mouse over the object. If I move the cursor in an empty area, it works as expected.
I'm sure I've hit some combination of keys to get this ‘setting’ to work as it is. If I restart, all is good.
This seems to only happen when I'm inside a GEO node, if I am at OBJ level, it works as expected.
What am I doing wrong?
NOTE: This issue is only present when I have a camera selected and ‘locked’ so I'm moving the camera view around. If I just use the normal viewport, it doesn't exhibit this issue/feature.
Thanks,
Jim
Edited by reelinspirations - Sept. 9, 2018 23:02:24
Houdini Indie and Apprentice » For Loop Random Attribute Not changing
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » Stuttery Render?
- reelinspirations
- 177 posts
- Offline
I just got back to my laptop and figured out the issue. I'm using a CHOP to constrain a null to a circle that goes around the statue. A camera is the ‘child’ of the null. When the project started in Houdini, it was 24fps, but I changed it to 30fps per the client's request. However, the CHOP's Follow Path node's channel was set to 24fps so it was making up a frame and it was static and not moving, and therefore choppy. An easy fix, but an entire re-render.
Houdini Indie and Apprentice » Stuttery Render?
- reelinspirations
- 177 posts
- Offline
I'm rendering out of Houdini at 30fps using Redshift.
I'm bringing the rendered frames into AE at 30fps and rendering out at 30fps in AE.
Not sure what else is going on other than missing motion blur?
Jim
I'm bringing the rendered frames into AE at 30fps and rendering out at 30fps in AE.
Not sure what else is going on other than missing motion blur?
Jim
Houdini Indie and Apprentice » Stuttery Render?
- reelinspirations
- 177 posts
- Offline
Hi,
I've created this render for a client and they are complaining of stuttery video.
https://youtu.be/mgb07kM4Q0Q [youtu.be]
Not sure what to do about it. I tried using RSMB (Reelsmart Motion Blur) in AE and am now rendering out motion vectors to see if that method will help and give it some motion blur.
Not sure where to go from here, any ideas?
Thanks,
Jim
I've created this render for a client and they are complaining of stuttery video.
https://youtu.be/mgb07kM4Q0Q [youtu.be]
Not sure what to do about it. I tried using RSMB (Reelsmart Motion Blur) in AE and am now rendering out motion vectors to see if that method will help and give it some motion blur.
Not sure where to go from here, any ideas?
Thanks,
Jim
Technical Discussion » Energy explosion and debris with volumetric light using Redshift
- reelinspirations
- 177 posts
- Offline
Hi,
I'm wanting to create a destruction/explosion similar to the scene of Asgard being destroyed: Asgard Destroyed [youtu.be]
I need to use Redshift and was thinking of using some kind of volumetric light, particles expanding rapidly with rock geo instanced onto them randomly.
I'm trying to figure out how to create the volumetric lighting inside the explosion.
We're going to do the last ‘wide’ shot too, and was wondering how I could make particles look like streams of light or if that's a good way to approach this.
Any ideas or suggestions?
Thanks,
Jim
I'm wanting to create a destruction/explosion similar to the scene of Asgard being destroyed: Asgard Destroyed [youtu.be]
I need to use Redshift and was thinking of using some kind of volumetric light, particles expanding rapidly with rock geo instanced onto them randomly.
I'm trying to figure out how to create the volumetric lighting inside the explosion.
We're going to do the last ‘wide’ shot too, and was wondering how I could make particles look like streams of light or if that's a good way to approach this.
Any ideas or suggestions?
Thanks,
Jim
-
- Quick Links