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ItsBwalt

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About ItsBwalt

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    Peon

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  • Name
    Bret
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    United States
  1. Houdini Primitive Color to C4D / Redshift

    Haha good question, but I already have a scene setup in C4D and on a pretty tight deadline. I'm not super experienced in Houdini yet (obviously) so not using it or rendering on a real job. I do have redshift license though for it
  2. So I'm messing with Entagma tutorial and I did a little voronoi fracture based off an image, and transferred that color information over to the primitives. Is there a way for me to get this information over into Redshift C4D to render? I just need the Cd info. I've tried promoting the primtive attribute to verts and exporting alembic. But not getting any where. Or could I somehow just bake the Cd information into a uv map and somehow get that into redshift? Thanks so much!
  3. So i come from a more design based background (used c4d and zbrush for years) but have been trying to learn houdini without giving up lol. My main thing is i cant wrap my head around core things im seeing in tutorials like why they subtract vectors, rotate normals, etc. I dont have a foundation to understand what vectors even do. Is there like a dummy video somewhere that explain these in an easy way? Like at the lowest level. For example in a tutorial i was following a guy was writing vex and took two vectors (like i said i dont really understand vectors in any form) subtracted them, then added the difference or something and it made something else happen. Which i can obviously follow and get the same result but i dont understand WHY or WHAT its actually doing and it makes me feel really dumb. Sorry for my rant! I just want a simple video kind of giving me the basics. B
  4. Spiderman Web Launch

    Hey Guys, I'm a fairly new user to Houdini but have been trying to learn it 8 months or so, slowly. I just took on a new job that involves shooting a spiderman web. Yes, its for an actual licensed product. I found basically the exact effect I'm wanting to recreate, this one was done it blender. Mine obviously stylistically is going to change but the dynamicness of that is spot on. I'm hoping someone can at least give me a bit of insight as far as where to start or if houdini may not be the best option. I'm a c4d user by nature so maybe its obvious how this was done in blender, im not familiar with blender at all. But literally any hint or insight is worth gold to me. The effect : Thanks so much!
  5. C4D Alembic Camera to Houdini?

    Thanks luke! had to figure that one out by trial and error, if only I would have came back and checked this thread haha. Didn't take me too long though!
  6. C4D Alembic Camera to Houdini?

    Well I'm stupid I figured it out. For anyone wondering, just use the File -> Import -> Alembic Sequence and select your ABC file. The camera will be inside the alembic objects. Awesome!
  7. So I have a camera move in C4D with all my geometry and I'm trying to import this into Houdini. My alembic animation comes in great using the Alembic node...but where is my camera? I just get the animated geometry? Im in a geometry node..do I need to make a camera node? Sorry for I'm noob! -Bret
  8. Alembic Animation + Grain Collision

    Well I fixed it, thanks for the help guys. For anyone who was wondering, I simply toggled on "Use Deforming Geometry" in the Static Object node Thanks again guys, this forum is awesome
  9. Hi Everyone, I have a scene I am working on where I have an alembic sequence of an animated necklace falling onto a floor as if its underwater. I have imported the Alembic sequence by using a geometry node, deleting the File sop, and putting in an Alembic SOP and pointing it to the abc file. I then have an Unpack node after that followed by an attribcreate node that the Static Object shelf tool created. I then have a dry sand simulation on a floor object and when the necklace comes down, it just is not interacting with the grains. It goes right through. Am I missing something? Do I need to convert the unpack to geometry? I am very new to houdini so sorry for the noobness! I did check the normals on the unpacked version and they are facing outwards. If I middle click the unpack node it says I have 91k points, 167 primatives, 353k vertices, and 167 polygon soups. No idea what that means but I think it's working correctly? I just can't get the grain to see it and I definitely have it set as a static object in my DOP Network. Any idea? Do I need to somehow convert the necklace to polygons after the unpack? I attached some screen shots to show my network. -Bret
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