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  1. Past hour
  2. Works nicely, many thanx. Once I have my chop poses collection, is there any way to link the different chops to the objects transform channels then ? In order to procedurally choose between them. I tried with an export chop (after an animated switch chop) but I can't find a way to link it to the different objects. Many thanx, helped me a lot.
  3. I can't open the file since I'm at the office. If you are using a SOP solver to transfer the attributes, try to do a switch in there. So, change from input(1) to prev frame on frame 1671 or 1672.
  4. Today
  5. Damn, never heard of this feature, I will try immediately. Many thanx. Merci beaucoup !
  6. Is the pose libary really necessary? Have you tried to set up a channel group (in the animation editor) This channel group just act as set of channels. from the aim editor , right click the group and go to motionfx--> create pose It will create a chop network for you with channel chop with many differents poses (so differents channels chop) , the set export button apply the desired pose to your object. Hope it help you
  7. Thank you @Atom I have fixed the camera issue and as its a university project, I'm doing effects and compositing
  8. Hi Everyone, I'm looking for some advice to make an animation of a glass of cola soft drink with ice in it. I've been using Houdini only for one year or so, so still fairly new to it If you can point me to how get started, which approach would be most logical or a tutorial that would be appreciated. Here is a reference attached
  9. Past hour
  10. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! Disintergration_hand_001.hipnc shot16.abc shot16.fbx
  11. Hello, Is there a way to capture poses with the pose library, for a hierarchy of objects linked at the objet level. Let's say you have two or more objects (not bones) linked at object level and you need to capture their transform channels for both in the same pose. I tried to set up the scope options to get everything (input, output, descendant activated, constant values, etc. I see all of them, for both objects, scoped in animation editor). I can't select two objects in the pose library, so I tried the first one then the second one, hoping that the child would follow, but the created poses just deal with one object channels and doesn't include the hierarchy. I guess I am missing something obvious. I also tried to "promote" all transform channels with the parameters editor, but I can't get them when they are not from a subnet. Thank you
  12. Today
  13. Just saw your interview on cgsociety, just wanted to say it was an awesome read
  14. Houdini in a browser - Foundry's Elara https://www.fxguide.com/featured/nuke-11-and-elara-at-the-foundry/
  15. try watching this video on the 8 minute mark. You can emit particles just like he did but in an much higher ammount. After that you can use a volume rasterize to create some kind of dusty look.
  16. Are you an idiot? Stop posting non relevant vacancies!
  17. hope to make it!
  18. boolean

    Wow, thank you very much for the quick response! Could you tell me why the boolean works, when the nodes are set in this order? Maybe I can avoid similar problems in the future if I understand what the problem was
  19. Are you a Lighting Artist? You can - Light look development for integration of CG elements into Live Action - Light look development for full CG shots - Create of tools and scripts to facilitate workflow - Develop methodologies for reduction of render time and improving quality of results You have - An extensive knowledge of Maya - An understanding of multi pass 3D compositing - A team player mentality with a ‘get it done’ attitude - Time management skills - Organisational skills - A solid work ethic - A positive attitude Pluses - Knowledge of Renderman / Air / Arnold Perks - A rooftop patio with a million dollar view of Melbourne - Really, really good coffee - Paid vacation days - four weeks per year! - Paid sick days (cough!) - A dedicated culture team that plans fun, rolls out fun & has fun! - Mates, not colleagues. If this looks like you, please apply here: http://www.lumapictures.com/job-detail/?job_id=1e5e46ac-0cdb-4d20-9242-76b81630ed60lever-source=OF
  20. You still need to use Quaternion to Angle/Axis node after that. In result, you will get the axis multiplied by angle (in radians). Compute length to extract the angle. Normalize it (or divide it by length, same thing) to compute the axis. Alternatively, you can get axis by crossing vectors and normalizing the result and you can get angle by computing arccosine of dot product between vectors. quat_to_aavec.hipnc
  21. I'm writing out the full steps to issue, as it makes the issue transparent. The $FD/$FFD doesn't seem like the right solution in this case, the issue seems to be more in the file dialog when you fully parse through it. ----------------------------------------------------------------------- If you have written out incremental frames via the file rop i.e. Start/End/Inc (1,4,.25) http://www.sidefx.com/docs/houdini/nodes/out/geometry with $FF as so: $HIP/geo/$HIPNAME.$FF.bgeo.sc In the "Choose Geometry/File" browser for instance it will look like this. When you toggle Show sequences as one entry, instead of seeing a single entry you will see one for each decimal allocation, and for the . This appears contrary to a single FileWrite.$FF.bgeo.sc sequence. If you are using the file browser to select one of these sequences, it will pick it like this: $HIP/geo/FileWrite.3.$F.bgeo.sc, or the main one like this: $HIP/geo/FileWrite.$F.bgeo.sc By changing the frame to read in increment and by varying the shape with something like color per each subframe, fit($FF,ch("../rop_geometry1/f1"),ch("../rop_geometry1/f2"),0,1) you can easily see the substeps prior to the file read. If you use the file sop to read and you pick $HIP/geo/$HIPNAME.$F.bgeo.sc it will change the interpolation at each solid frame at .5 so you don't have gaps. With $HIP/geo/$HIPNAME.$FF.bgeo.sc it will read the frame interpolations at 1, 1.25, 1.5, 1.75, etc... and will not interpolate the frames. So you need the file browser to have the option of showing not only $F but $FF which is Skybar's issue. The example of file.$SEQ.$SHOT.$F.bgeo.sc is the alternate method you are trying to avoid if we tried to modify $F, or $FF to handle this through out the package we run into more problems. Additionally, the file browser however will not show $SEQ, or $SHOT in it just like $FF, as it only knows $F. So the inherent issue being the display in the file browser is showing those multiple files, and not showing an option for $FF after the first relevant one, and they make you feel like you need to select them to access the subframes. With shotgun or custom file readers and writers you generally don't look at this browser. So really just modifying the display of options in the file browser could suffice to solve this problem. One simple solution is to include in the browser not only $F when you toggle on Show Sequences As One Entry, but also $FF right under it. Another solution is to have a second toggle box next to Show Sequences As One Entry, that says Hide Decimal view where it does a detection on $F from a viable $F.$F. that is #.#. prior to the .ext if there are multiple #.#.#. as that is the default inside Houdini i.e. $HIPNAME.$OS.$F.bgeo.sc where the $F is prior to the extension. Alternatively you could put a Hide Decimal in the Houdini Preferences, maybe General User Interface??? idk what location is better. Additionally the help for $FF in http://www.sidefx.com/docs/houdini/render/expressions or http://www.sidefx.com/docs/houdini/ref/windows/file could explain this incongruity with how the file dialog is selected. Hopefully that fluffs it out further.
  22. thank you konstantin, I tried to multiply it. seems to have disappeared. once I add the turbulent noise to the position of the grid, I then multiplied it by the ramp param. Is their something i'm missing ? Thank you for the help. ramp_and_noise2.hip
  23. Are you a Lighting Artist? You can - Light look development for integration of CG elements into Live Action - Light look development for full CG shots - Create of tools and scripts to facilitate workflow - Develop methodologies for reduction of render time and improving quality of results You have - An Extensive knowledge of Maya - An understanding of multi pass 3D compositing - A team player mentality with a ‘get it done’ attitude - Time management skills - Organizational skills - A solid work ethic - A positive attitude Pluses - Knowledge of Renderman or Air Perks - Location, location, location - 1 block from the beach - Full healthcare benefits - Paid sick days (cough!) - Ping pong & arcade machine - Multiple studio doggies - A dedicated culture team that plans fun, rolls out fun & has fun! - Mates, not colleagues. If this looks like you, please apply here: http://www.lumapictures.com/job-detail/?job_id=a3ac383a-bcee-48a6-83c6-f4104be5d44flever-source=OF
  24. Are you a Compositor? You Can - Composite both digital and live action elements to create groundbreaking visual effects shots for blockbuster films - Collaborate with fellow artists and supervisors to meet challenging production deadlines - Understand stereo (3D) and anamorphic compositing in Nuke - Understand 3D multi-pass rendering techniques and colorspace concepts You Have - Knowledge of Nuke - Communication skills - A team player mentality with a 'get it done' attitude - Ability to work in high-pressure environment Pluses - Background with Shake Perks - A rooftop patio with a million dollar view of Melbourne - Really, really good coffee - Paid vacation days - four weeks per year! - Paid sick days (cough!) - A dedicated culture team that plans fun, rolls out fun & has fun! - Mates, not colleagues If this looks like you, please apply here: http://www.lumapictures.com/job-detail/?job_id=f73ed849-fdc0-4321-9d57-ee0cd87def4dlever-source=OF
  25. Are you a Compositor? You can - Composite both digital and live action elements to create groundbreaking visual effects shots for blockbuster films - Collaborate with fellow artists and supervisors to meet challenging production deadlines - Understand stereo (3D) and anamorphic compositing in Nuke - Understand 3D multi-pass rendering techniques and colorspace concepts You have - Knowledge of Nuke - Communication skills - A team player mentality with a 'get it done' attitude - Ability to work in high-pressure environment Pluses - Background with Shake - Perks - Location, location, location - 1 block from the beach - Full healthcare benefits - Paid sick days (cough!) - Ping pong & arcade machine - Multiple studio doggies - A dedicated culture team that plans fun, rolls out fun & has fun! - Mates, not colleagues! If this looks like you, please apply here: http://www.lumapictures.com/job-detail/?job_id=ce52d490-c85c-411a-91c2-3b88552c2c57lever-source=OF
  26. @HainesAJ, artifacts is still there. Try to add a bit of contrast using bottom bar of Render View: Fuse node recomputes affected points's normals by default. That results in slightly randomized normal directions from irregular topology in places where the new normals was computed. Extruding by such normals will output side surface non-perpendicular to light direction, reducing most of the artifacts. That's an equivalent of adding a bit of inset to extrude: The difference is that the bumped surface will face the light and be lit, sunken surface will backface the light and be shaded. Randomized surface will be lit and shaded randomly.
  27. Does anyone know whether or not a fisheye projection is possible to write for the viewport? I'm looking around on behalf of a friend, and I think it might be possible, from perusing the HDK, but can't tell for sure. If anyone knows whether this is possible or impossible, either way, it'd be great to know. Thanks!
  28. try multiply instead of add. Black is 0, if you multiply something by 0 it will stay 0.
  29. Hello, I am trying to create a gradient ramp on a plane and add noise only to the white color of the ramp. I am trying to do this in vops. I have the noise and I have the ramp applied in vops, however I don't know how to make the noise only affect the color. Any help would be much appreciated , thank you. ramp_and_noise.hip
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