blindcat
blindcat
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Recent Forum Posts
Particle Birth Problem March 6, 2011, 2:21 a.m.
Wow,
thanks a lot! Timeblend + oversampling made it :-)
Example (must be more finetuned, but the directions was right):
thanks a lot! Timeblend + oversampling made it :-)
Example (must be more finetuned, but the directions was right):
Particle Birth Problem March 5, 2011, 7:36 a.m.
Hi,
I have a earth and three small spheres are flying around it (orbiting). They are emitters for particles. These particles should feel like a sparkeling tail. Unfortunatly they are only born at precise frame time. But they should be born in the time between the frames, too. This way, they tail looks like a broken car exhaust ;-)
How can I manipulate the source, so that a smooth tail appears?
Example image here:
any idea?
- Frankie
I have a earth and three small spheres are flying around it (orbiting). They are emitters for particles. These particles should feel like a sparkeling tail. Unfortunatly they are only born at precise frame time. But they should be born in the time between the frames, too. This way, they tail looks like a broken car exhaust ;-)
How can I manipulate the source, so that a smooth tail appears?
Example image here:
any idea?
- Frankie
Car Modelling Process Dec. 16, 2009, 9:56 a.m.
I am really thankfull for the input from this thread. With all that input I tried to do a video tutorial how to model a car from a blueprint. But unfortuantly that went not that well I assumed. And since I am doing this for a project of mine, I decided to set priority on my project.
But here are some hints for people who look for some information.
First of all the way I integrate the blueprints to my process. This is taken from
http//forums.odforce.net/index.php?/topic/6650-fa-18c-hornet/page__hl__blueprint__fromsearch__1
Next some aid on car modelling by a blueprint. I did it nearly right the way that is described there
http//www.3dm3.com/tutorials/car3/
With this information I started modelling with a grid with 2x2 rows/colums. I extruded the edges and did it like in the tut mentioned above. Extruding and point editing where on my way. It is not really procedural, its more classic. But it works well in houdini. Sometimes you have to close holes in this process. How to is mentioned above in this thread. In the end houdine tries to create rounded shapes what you not always like on a car. But you can select all primitives that should have clean edgy shapes and use the edge cusp node to make them sharp in rendering.
With that, it should be not a big problem to modell a car in the classic way in houdini.
If I find the time after finishing my project in early summer, I maybe try to do a video tutorial again.
Thanks,
- Frankie
But here are some hints for people who look for some information.
First of all the way I integrate the blueprints to my process. This is taken from
http//forums.odforce.net/index.php?/topic/6650-fa-18c-hornet/page__hl__blueprint__fromsearch__1
Next some aid on car modelling by a blueprint. I did it nearly right the way that is described there
http//www.3dm3.com/tutorials/car3/
With this information I started modelling with a grid with 2x2 rows/colums. I extruded the edges and did it like in the tut mentioned above. Extruding and point editing where on my way. It is not really procedural, its more classic. But it works well in houdini. Sometimes you have to close holes in this process. How to is mentioned above in this thread. In the end houdine tries to create rounded shapes what you not always like on a car. But you can select all primitives that should have clean edgy shapes and use the edge cusp node to make them sharp in rendering.
With that, it should be not a big problem to modell a car in the classic way in houdini.
If I find the time after finishing my project in early summer, I maybe try to do a video tutorial again.
Thanks,
- Frankie