Dayton Busse
dayton_busse
About Me
Hey! I'm a full time FX Artist and 3D Generalist, and I'm passionate about Houdini.
専門知識
Generalist
業界:
Advertising / Motion Graphics
Connect
LOCATION
Chapel Hill,
United States
ウェブサイト
Houdini Engine
INTERMEDIATE
Digital Assets | Motion Editing | Animation | Fluids | 説明 | VEX
BEGINNER
プロシージャルワークフロー | Environments | キャラクタ & アニメーション | Solaris | Karma | Lighting | Pyro FX
Availability
I am currently employed at NOV
Recent Forum Posts
How to Assign Separate Materials Per Point Instance in Solaris 2024年10月25日13:48
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 2024年10月25日12:14
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!
How to Assign Separate Materials Per Point Instance in Solaris 2024年10月25日11:47
Is it possible to change individual point instances' material bindings in Solaris/Lops?
For example, I could have 100 spheres instanced on a grid using a point instancer. I would like to assign a separate material to each group of 20 spheres. The material:binding attribute on the instancer is not an array attribute like some of the others, I'm curious if there's a way to get around this
I've tried the "modify point instances" lop and the "material variation" lop. It could be user error as I haven't dealt with those before but I haven't gotten them to work. I think the material variation lop just allows you to vary a prim attribute which would work if I could vary the actual material binding per instance but I cannot...
For example, I could have 100 spheres instanced on a grid using a point instancer. I would like to assign a separate material to each group of 20 spheres. The material:binding attribute on the instancer is not an array attribute like some of the others, I'm curious if there's a way to get around this
I've tried the "modify point instances" lop and the "material variation" lop. It could be user error as I haven't dealt with those before but I haven't gotten them to work. I think the material variation lop just allows you to vary a prim attribute which would work if I could vary the actual material binding per instance but I cannot...