Muhittin Bilginer
symbolic
About Me
専門知識
VFX Artist
業界:
Film/TV
Connect
LOCATION
United Kingdom
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Multiple levels of instancing. 2013年10月16日7:44
Hi,
I am trying to figure out how to perform a multiple level point instancing (if it is possible with the current Houdini versions).
Basically:
disk file (a chunk for example) -> instanced on the first set of points (a particle simulation for example) -> instanced on second set of points (a grid layout for example)
On both levels, I need to have control on the transformation and access to the point attributes through cvex. I have tried bits and pieces with only one level. And obviously it all works. Manipulating “Xform” etc. But once I try to make a second level of instancing it all gets a bit confusing.
Any ideas?
Thanks.
I am trying to figure out how to perform a multiple level point instancing (if it is possible with the current Houdini versions).
Basically:
disk file (a chunk for example) -> instanced on the first set of points (a particle simulation for example) -> instanced on second set of points (a grid layout for example)
On both levels, I need to have control on the transformation and access to the point attributes through cvex. I have tried bits and pieces with only one level. And obviously it all works. Manipulating “Xform” etc. But once I try to make a second level of instancing it all gets a bit confusing.
Any ideas?
Thanks.
Accessing attributes from Instance Points to use in CVEX 2013年5月22日14:08
Sorry, not yet. Well, I was looking at this in the following way:
If you have a particle SIM flowing along the Z axis, you will get some velocity already in there. Lots of details, as it is a particle SIM.
Then you take that SIM, time offset it and instance it on 24 points on a circle, and spin that circle. You would expect to get some motion blur due to the fact that the entire thing is spinning, but then also maintain some of the internal motion blur resulting from the velocity of your particles.
For now, I think I have solved the problem by attaching my procedural delay load for the particles on to a container object and then doing the spinning at object level. This kind of gave me some promising results, at least the simple prototype. Tonight I will render the real thing and evaluate the results tomorrow. If things are still broken, I will then contact support.
Thanks.
If you have a particle SIM flowing along the Z axis, you will get some velocity already in there. Lots of details, as it is a particle SIM.
Then you take that SIM, time offset it and instance it on 24 points on a circle, and spin that circle. You would expect to get some motion blur due to the fact that the entire thing is spinning, but then also maintain some of the internal motion blur resulting from the velocity of your particles.
For now, I think I have solved the problem by attaching my procedural delay load for the particles on to a container object and then doing the spinning at object level. This kind of gave me some promising results, at least the simple prototype. Tonight I will render the real thing and evaluate the results tomorrow. If things are still broken, I will then contact support.
Thanks.
Accessing attributes from Instance Points to use in CVEX 2013年5月22日7:53
Hi,
I have been playing around with INSTACING and CVEX. I came accross the following problem:
If I have a “v” attribute inside my cache that I am instancing on some points, I can manipulate the xform of the cache that is being instanced with CVEX and that also updates the “v” that is coming with the cache, however, it seems like it drops any motion blur that might have been caused by an animation on the actual points that we instance on.
Any ideas?
Thanks.
I have been playing around with INSTACING and CVEX. I came accross the following problem:
If I have a “v” attribute inside my cache that I am instancing on some points, I can manipulate the xform of the cache that is being instanced with CVEX and that also updates the “v” that is coming with the cache, however, it seems like it drops any motion blur that might have been caused by an animation on the actual points that we instance on.
Any ideas?
Thanks.