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Found 12 results

  1. Hi! So I've plugged in an animated texture sequence ("TextureName_$F.png) into the principled shader and it works fine, looks like it should etc. But when plugging in a texture node into base colour and writing the same texture path, the texture turns pink in the render view. When omitting the $F and typing out the frame number manually it shows up but as soon as I type $F it turns pink. Does anyone have a clue? Google didn't give me much help today. Thanks!
  2. Hi, I'm a beginner at Houdini so forgive me if I am not familiar with a lot of things. I have converted some moving geometry (alembic) into a cloud and it is moving quite quickly. I want to be able to alter the animated noise effect on my geometry so that it doesn't use world space noise as it moves too quickly. I understand that this effect works well with slow drifting clouds but my geometry is not moving slowly. If I can't alter the rate at which the noise animates then I would also be interested in removing it entirely. At the moment I am using a cloud node and a cloud noise node. I'm unsure about how to achieve this so any help would be greatly appreciated!
  3. Hi everybody I want an animated texture map in my shader and I assume a $F is the way to go but unfortunately the texture vop just raise this error: "Cannot have channels which depend on time." Although the path evaluate correctly in texture node the render sticks to frame 1 texture. So what am I doing wrong? Thank you.
  4. hey guys this is more of a general question so feel free to throw your comments in... so i have a character i've animated in maya - i wanted to get this into houdini and try and do some subtle muscle jiggle and muscle bulge/tensing on the animated mesh. so my initial thoughts were - export out the alembic then try and run it through f.e.m system - doesn't really bring much except jiggle & looseness - a little similar to a grains setup (there is a h15 masterclass on yt where a guy does something similar with piggyhead) so after that my thoughts are now leaning to this: 1 export out the basepose character/skel as fbx from maya 2 export out the anim as fbx 3 in hou - fasten muscles to those joints, paint in some weights and things to provide the muscle bulge/defo in the right areas - mainly pecs and arms for my test 4 attach the anim to the fbx character skel i've imported and fastened the muscles to 5 sim 6 export alembic out back to maya this is my total noobness approach and thought process - its probably massively overconvoluted but i would love to get some feedback on how this is done in feature films - i know there's a ton of propietary tricks and tech but any advice for a homebrew maya-->hou-->maya pipeline would be ace. Also any tricks instead of muscles - do chops do a good job or is there other tricks i can use?
  5. Hey guys, I have an alembic character with his eyes "spinning" - besides of this the character is static BUT it loses the eyes animation as soon as I make it a FEM. I like to have the static object being simulated but i really need the animated one to be embed. Here's some gifs to explain it better. I'd like to have the spinning on the second one. The scene file is attached, just in case Thanks, Alvaro FEM Animated.rar
  6. Hello, I'm instancing a geo on a set of particles, but I need this geo to have an animation under certain conditions. I've search for ways to instance (or copy) animated geo, but all I found is how to offset an animation randomly. What I need (see attached .hip) is to either start an animation when a particle reach its destination (there's a popseek) or even better, to control an attribute that drives the animation (that would be the "Up" slider I made on the "geo2instance" node, at the scene level) I'm a little confused over a few points: - Should I instance (as in the attached .hip) or should I use a copySOP ? - The animation I need is really simple, it's just the size in Yaxis of a box. Do I need to animate it, and then control when to start the animation ? Or can I drive the parameter later on, after copying/instancing over the particles, using condition like if velocity is lower then this, or if the distance between that particle and it's goal is lower then this ... Just to be clear, I'm trying to have this : when the particle reach it's goal, then the central box should rise up. thanks guys ! OD-F_instances-animCTRL.hipnc
  7. So I've been trying to get the grain solver to use animated geometry as an emitter but I can't get it to work. I'm trying to create a sandman effect like this http://forums.odforce.net/topic/11658-flip-fluid-sand-girl/?page=1 but I cant get it to work since the project is quite outdated. The problem is that the creation frame occurs on frame 1, and If I change it, to say 1-10, it wont give me the effect I'm looking for, I moved from 3dsmax to houdini 1 month ago so be simple in your questions if you can
  8. Hello Everybody, I'm working on a Cloth Simulation in which I'd like to have a set of points to be Pin Constrained. But I'd like to change the Pinned point count over time, so it releases the constraints as the animation goes on. In the documentation on constraints I've found this: How to change the points that are constrained with the pin constraint during simulation By default, the Constrained Points list does not expect the points to change. However, there is a way to work around this and have the list freshly evaluated by DOPs on every frame. Right Click on the Pin Constraint node and select Allow Editing on Contents. Dive into the Pin Constraint node and select anchorobjpointgrouppos1. Change the Point Group parameter to Set Always. See the Anchor: Object Point Group Position help for more information on this node. http://www.sidefx.com/docs/houdini15.0/dyno/constraints So I've tried to do these steps but I couldn't get it to work for some reason. Maybe I'm missing something obvious. I've uploaded a very simple scene file in which I've grouped a set of points and animated the grouping bounding box. If it's no too much trouble would you guys mind taking a look at it and see if anyone can help me out with this issue? Any help or advice is much appreciated. Thanks for you time. Cheers, Laszlo cloth_animated_pinConstraint_v001.hip
  9. Constrain to deforming static object

    I currently have a chain that i'm simulating using bullet and I would like to constrain the top of the chain so I can move this around and the chain will follow. I managed to get this working with the help of a scene that Pavel Pehlivanov posted on here (I can't find it now), but i'm getting strange results.. I've attached a hip to illustrate what I mean. Cheers anim_constraint_02.hip
  10. Velocity field from animated geometry

    Hello there, i'm stuck in a particle simulation, here is my issue : I have an animated bird geometry that goes through a cloud of particles, and I want his wings to create wind and swirls. I managed to compute velocity with a trail node... but i can't find a way to have a vector field simulation out of it. Can anyone help me ? (it may be a stupid question... but i'm new with houdini and i'm a bit lost between the different tools)
  11. #‎urgent‬ Hello everybody, This is regarding a project I am working on currently. I want to apply material shader with displacement on red portion while the grey areas will have a constant shader. Trick is red portion is animated and moving from point 1 to 2. How to use this red color value to drive my shader from point 1 to 2. Any help is appreciated. Its kind of urgent and I am stuck badly here. Thanks in advance.
  12. Hi guys,i have a little problem,well 2,i want to make a fracture object dynamic in a zone. I got some how done but i have 2 problems,as soon as enter in the zone the pieces just fall off,also i dont know how to orient the pieces from start Thanks!!! PackedRBDAnimated.hipnc
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