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chumbucket

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About chumbucket

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    Peon

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  • Name
    Tom Ford
  1. [SOLVED]Bake AO to Texture

    You made my day. Thank you very much!
  2. Hi Folks! I'm quite desperate trying to bake AO. My Scene consists of a grid and the rubber toy. I want to have the AO on the grid. Could anybody give me a hand with the steps involved or point me in the right direction. I'm a noob trying to get a hang of it. much obliged
  3. emit particles from object following a path

    I managed to hook it up. CHOPS -> Export But now the pop-net is moving with the object.
  4. Hi guys. I have an object following a path(CHOPS). I want it to emit particles in intervals along the way.
  5. repeat length animation

    Thanks Sean! Just to clear it up for others. 1. create a wrangler after the pop net 2. in the wrangler write float nage = @age/@life; //f@length because I just want to manipulate the length of the line and not the whole scale. Idon't want to fudge with the initial velocity I have set //previously. The 50 is just a multiplier. You could "ch" it for more convenience aswell f@length = nage*50; 3. In the copy sop tick on "Stamp Inputs" and create a variable "length" with the value "@length" referencing the previously created attribute from the wrangler 4. write this in the length parameter of the line sop //the line geo will look up the value from the copy sop. "0" is the default value stamp("../copy1/","length",0)
  6. repeat length animation

    Hi. I do have a DOP network which creates points. On those points I'm copystamping a line. I want to animate the length of the line starting with the birth of aforementioned points. So for every birthed point the length should start with 0 and reach a certain value in 1 sec. Here is a mock-up of what it should look like. I have no clue where to start. timeshift, for each loop, vops, vex.
  7. CreatingTimelapseCloud

    hey, there you go. Houdini tutorial flowing clouds (RUS) The tutorial is in russian. But I think it's fairly simple to follow.
  8. Pyro flames pumping

    alright. A few frustrating hours in I found what I was looking for. Turns out I just had to turn off the noise in the fluid source(scalar volumes -> noise tab). To make it even smoother I turned up the viscocity in the pyro solver(simulation tab). This might come in handy as well. sidefx pyro look cheers
  9. Pyro flames pumping

    Hi guys, I dropped smokeless flames on a sphere and I get this "pumping" flame. I just want a steady stream. Jet engine/blow torch of sorts. I also ticked off everything in the shapes tab.
  10. Auto swap HDRI and render

    UH, nifty. That'll do it. Thank you.
  11. Auto swap HDRI and render

    Thanks for your reply. I was hoping for something more automated.
  12. Auto swap HDRI and render

    Hey Guys, I'm doing some lookdev right now. I'd like Houdini to swap out the HDR environment light image. Send it off to deadline for rendering and repeat for as many HDR files I have in my folder. Could somebody point me in a direction. I have not the slightest idea where to begin with. much obliged
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