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# jon3de

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1. ## Growing pscale to a random (fit between two values) value

I also attached the VOP way to the file if you want to have a look... scaleUpToFrame10.hip
2. ## Growing pscale to a random (fit between two values) value

give each point its size and then scale up to this size? Is it that you are after? ( hip File attached ) kind regards Jon scaleUpToFrame10.hip
3. ## Double Sided Primitive ?

If you need to create a two sided material maybe this thread will help you. https://www.sidefx.com/forum/topic/30348/ As the normals are just vectors you can have of course a lot of custom "normal" attributes on your geometry. Depends on what you are after you can create N1, N2, N3...... Attributes.
4. ## Quad Sphere ?

Naaa.....I ask myself the same with a lot of stuff I see here
5. ## Iterating through groups in for each

You can do a for each named Primitive. Is it that what you are after? File is attached. forEachNamedPrimitive.hip
6. ## Quad Sphere ?

what about a wrangle with: @P = normalize(@P);
7. ## Learning challenge Vex

ah why not So here is the first exercise before it gets to complex hehe. VEX Sinus Wave
8. ## 3ds Max Link Constraint in Houdini

I will look into that. Thanks
9. ## 3ds Max Link Constraint in Houdini

Hi, In Max we use a lot of link constraints when it comes to technical Animation. E.g. a roboterarm grabs and moves something from position A to position B and during the movement the object that is being moved is constraint to the roboarm. I attached a Video to make it more clear. What is a nice way to do something like that in Houdini ? I looked at the Rivet Object but I could´t find a way to animate it. I would be thankful for some input. Jon Link_Constraint.flv
10. ## One Minute Houdini Learning Reel

hey, this are some shots I did with houdini the past months. I know its short and still not the quality I want to achieve but yea... Some of the shots e.g. the leather inflate is a not just a hobby shot rather a production shot I did most recently. Switching from 3ds Max to Houdini was the best decision I made.... kind regards Jon
11. ## Primitive group center positions

file is ok here. Check if you have some primitve groups for the assemble sop. Also make sure that you transfer your groups if you create the packed geo in the assemble sop. Than it should work.
12. ## Primitive group center positions

You can do this with an assemble sop. Just use it on all groups and transfer the groups also. Create packed geo and delete the points which are not grouped. I think there are also slicker methods but this one was the first I came up with. pointsOnPrimitiveGroups.hip
13. ## character cloth problem

hi, I try to do a simple cloth animation on my character but I cant quite get rid of these bounces that my cloth object does after some time. As you can see in the first part of the animation everything goes well and in the second part of the animation the cloth freaks out somehow although the movement of the character doesn´t change so much. Does anyone with some cloth experience have some tips for me? Sub Steps in the Solver are at 16 and I cached out my collision geo with substeps. Thank you. Jon cloth_flipbook.[1900-2300].mp4
14. ## Hair Generation - Generate Geometry in Mantra - no hair in render?

does the console give you any errors? Is your guide groom included for rendering?
15. ## scaling packed primitives in dops

Thank you very much for the file Richard. Thats awesome. I always tried to replace the complete transformation of all the rbds. The idea to transform the actual transformation with a scale factor is nice. Instead of generating the scaling factor in the dop network I try to import it from sops e.g. a color channel. Unfortunately I still dont get correct transforms but your file gives me a lot new thinking approaches.
16. ## scaling packed primitives in dops

I want to scale my packed primitives over time while they are simulated. In the attached hip file you can see I import the @active attribute successfully with a sop solver so that they are active around frame 70. In addition I want to scale them up first from e.g. 5% to 100% and update the transformation in dops. Unfortunately I cant get it to work. I´m not able to merge the transforms into dops in a way that it behaves correct. I also tried it with intrinsics "transform" attribute but without luck. I guess it has to be a combination with "transform" attribute and @P but there I got problems with the pivot and I wasn´t able to get correct results. I would be thankful for some help. kind regards jon scalePackedPrim_01.hip
17. ## magnet point snap align

he just uses the point snap tool which is located on the left. You can even see it in your video that it gets activated.
18. ## Need some help about vex or Hscript.

I hope I did not get you wrong. But cant you name your hipfile e.g. "testfile_v001.hip" in your FileCache you type in the expression "\$HIP/\$HIPNAME.\$F4.bgeo". Now If you save your hip File as "testfile_v002.hip" your FileCache will update to version 002. Had to smile on this one
19. ## Mastering Pyro FX In Houdini - Rebelway

the renders look awesome...
20. ## Prometheus Exercise

hi, This is a shot I did with my colleague. This shot is a imitated shot from the Prometheus movie. So it´s not an creative achievement but it´s great to get deeper into Houdini and for learning some new techniques. We created this shot completely from scratch for ourselves to get more experience and speed in more cinematic like sequences which are a nice variety to our daily work. I was responsible for the ground setup, Lighting, Rendering, Compositing, FX. My colleague did all the animation, modeling of the rover and mountains, matte painting. Except modeling of mountains, camera animation and rover model everything is houdini. After a little RnD about the ifd workflow I was pretty surprised how well mantra performed with millions of stones and the ultra wide scale of the scene. Average rendertimes of the scene was around 10 minutes. Of course its no high-end quality but its the quality what we were able to achieve in the amount of time we had. We leave it like that for know and concentrate ourselves on the next shot I hope you like it. kind regards Jon
21. ## particle collide problem

checked it for 3 minutes this morning before work and didn´t save at all. Do the following: Navigate to the pop network and hit the Ground Plane button in the shelf. Your particles should collide immediately with the ground. In your autoDop network ( this one with the smoke sim ) just deactivate the auto resize fluid.... node. Resize your fluid Grid a bit. That´s all. Jon
22. ## particle collide problem

particles: Add a static solver to your particle dop network with the collision object of your choice. You just have added a collision detect which stores some hit attributes. smoke: At first glance I think there is something wrong with your dynamic grid. I turned it off and set the bounding box to a proper size and I got some feedback. Maybe start looking there. Jon
23. ## FarCry 5 Cinematics

I stumbled over these new Cinematics for Far Cry 5. They really look awesome!!! Does anyone know which studio made them? And which software was used? I know you can achieve good renders and animations with a lot of programs and render engines but anyway its somehow an interesting additional info.
24. ## Learning VEX via Animated Gifs - Bees & Bombs

eh...it rotates in the wrong direction
25. ## Making Dessert in Houdini - Training

thats a pity May I ask why you didn´t use mantra in place for on of the three render engines above?
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