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Spiderman 3 2007年5月17日14:38
Arriving at this thread a bit late … but, yes, Houdini was used extensively on Spider-Man 3. The majority of the Sandman and Goblin effects were carried out in Houdini (sand, mud, glider thrusters, etc). Spider-Man's webs are Houdini. The Symbiote/Venom goo was mostly Maya (although Houdini was used here too).
Roof creation with copy sop 2006年10月11日13:11
Have you thought about making a displacement shader? Perhaps you could adapt this old vex snakeskin shader here:
http://odforce.net/codex/?page=4&sec=all&catlimit=&sorty=&limit=5 [odforce.net]
http://odforce.net/codex/?page=4&sec=all&catlimit=&sorty=&limit=5 [odforce.net]
How to offset point array time in CHOP?or SOP? 2006年9月15日19:04
For question, two you could use a trail SOP with the trail length set to 2 (default) and the trail increment set to the frame offset you want to query. So for two seconds you would set this to 48 assuming 24 frames per second. Then append a delete SOP and using “Delete by Range” set the start/end to 0 and ($N/2)-1 respectively. Also set Select _ of _ to 1 and 1. That will leave you with the object as it was 48 frames ago and you can now query the points in a point SOP with point expressions:
point(“../delete1”, $PT, “P”, 0)
point(“../delete1”, $PT, “P”, 1)
point(“../delete1”, $PT, “P”, 2)
An alternative way is to write the geometry you want to reference to disk and then read back in with an expression that gets the earlier frames you want to query.
point(“../delete1”, $PT, “P”, 0)
point(“../delete1”, $PT, “P”, 1)
point(“../delete1”, $PT, “P”, 2)
An alternative way is to write the geometry you want to reference to disk and then read back in with an expression that gets the earlier frames you want to query.