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Found 9 results

  1. I've run into this issue a few times now. I have a shader that generates several output variables for extra image planes. The variables that are generated would be really useful in SOPs. The only thing I can think of that would allow me to run the same calculation on each point, is to collapse the SHOP network into an OTL that I could also exist inside a VOP. But the parameters are being driven on the shader and it seems a bit messy to channel reference all the ramps and other parameters. Is there some way to apply the shop_materialpath and then compute and export a variable on a per point basis? Thanks!
  2. hello community, i got a weird problem. i'm promoting some point attributes from a colorramped spline to a grpselection on a sweep. at first i do an attribute transer input is the grpselektion and an attribute create node. then i promote it through to my polyextrude. attribute promote = from point to primitive. when i open up the spredsheet for my polyextrude, i see my attribute, but i can not use it to manipulate the translation with this variable... does anybody know what i´m doing wrong? greetz natnat
  3. Hi, I'm a beginner with houdini and I'm trying to procdurally paint some geometry based on a particle scattered over the top of it. So would like the particles to represent the hit locations of the paint node. I know I'm supposed to use attribute transfer but was just a bit wondering how as attribute transfer feels in two values and the paint value also feels in values. Thanks in advance, -spacebindi (beginner)
  4. Hey everyone, So, I'm attempting to recreate this packed objects / dart throwing technique from Simon Holmedal. I feel I'm close, but I'm struggling with a n00b problem and was hoping someone could take a look and help me out. I have an attribute on the primitives that I want to drive the scale of the copied spheres. I've done an attribute wrangle on the primitives to create new points at the center of each which I plan to use as the locations for the copied spheres. I just can't seem to work out how to transfer the attribute AND delete the primitives. I'm not having any luck with the attribute transfer node. Any ideas? Thanks legends. DartThrowingAttempt.hip
  5. Hello guys, i think this is a peculiar problem I have to "fuse" 2 meshes and VDB looks just perfect for the job. The 1st mesh is an orange (alembic) and it have some perfect UVs. What I did is a simple vdb setup to combine the 2 meshes + an attribute transfer to get the uvs from the orange but, unfortunatelly, it looks like some of the polygons are still connected in some parts where it shouldn't be. Does anyone knows a solution for this? I can't share the original scene so I've recreated it in a simple way. The original one have a face to mix with the orange. here's the images + scene file (with abc) in case someone can have a look at it Thx again, Alvaro UVs Transfer Problem.rar
  6. Am I blind or are there no attribTransfer or groupTransfer functions in the HDK? Can't seem to find them anywhere in the docs or via search engines.
  7. I wanted to create an effect where an attribute could be transferred and then spread throughout the object - I found the scene on this page which worked great: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28148&view=next&sid=1030caf41e7f90f948b8db61b7222608 However I need to do the same sort of thing inside DOPs - I want to have some highly viscous fluid and melt it with another object then have the heat (or lower viscosity) spread from the point of contact. I've tried using a solver sop inside of a sop solver (connected to the particle motion of the flip solver) however this doesn't seem to work as the solver is using the previous frame so the simulation can never progress (I think thats whats going on). So I basically need to transfer my custom attribute before the pre-flip-solve. Is there a way to do this? I've attached a scene file with my current progress Thanks, Mike wax_melting_v02.hip
  8. Hi Everyone, I'm trying to see if I can make a colour attribute transfered to a surface inside of a Solver to actually trail behind the geometry that it's actually transfering the colour. Essentially I'd like the attribute (colour in this case) to get deleted after a while instead of being accumulated for the whole time. I put together scene to show a simple case where I'm trying to test it. Any suggestion is most welcomed sample_scene.hip
  9. Hi, Am very new to Houdini. I am a 3ds Max artist. I recently started working with Houdini. I was wondering how to transfer custom velocity into pyro sims. I've a particle simulation cached. I was trying to transfer its velocity to a pyro simulation. I tried the shelf source from object tool, turned off everything expect velocity and switched it to add mode. IT seems its not working. Am sure am doing something wrong. Can someone enlighten me a proper way to do it? Ranadeep Mandal FX Artist Makuta Effects