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Found 9 results

  1. Loop Particles for Geo Instances

    Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip
  2. How can i measure the bounding box or distance between copys with different scales, so they don't overlap when copied to points or particles? and if i use a particle system how can i feed that data to the particle system so the particles have enough room inbetween so the copys don't interact...
  3. Hi guys. I want to create an asset for copystamping which will allow to connect or disconnect SOP inputs. Would be nice if asset allow to use different input numbers of instance at a time (connect/disconnect necessary objects) and switch between instances. I can manually create a CopyStamping asset if I have a static number of inputs and if I know a number of input objects which switch operator will use (basic copystamping technic). I've dug out some info and looks like it's best way to create the asset with a callback scripts. But I'm not familiar with callback scripts and python enough. May be some body can help me with that or have a links for similar solution. Thank you.
  4. Hi guys, I'm trying to export some particles with instance to alembic, but when I render this alembic in Maya the motion blur is wrong, the same alembic in Houdini the motion blur is OK. I have a feeling that in Maya each torus is looking at the center of the world. thanks, Eric testParticlesInstanceABCexport3.hip
  5. Hello Community, ( I hope that's the right thread for this type of questions.) in the course of my second year studies at the Animationsinstitut in Germany I'm going to shoot a short film showing the metamorphose of a man, whose skin turns into printing press letters. Concept and references: My skill set mainly covers Compositing and the basics of Visual Effects. So I thought to use a project with real deadlines to boost my 3D skills. For some time now I gradually familiarize myself with Houdini. Feels like doing some kind of 3D Compositing. Like it so far. Now I definitively could need some help for the technical realization of the concept. Tutorials on the web are great, but don't cover this particular Effect. As can be seen from the images I want to randomly scatter letters across a surface. So far I experimented with displacement maps but I'm not sure if that's the right approach. I was told SOPs are the way to go. Is it possible to randomly instancing geometry so they move close together without overlapping? And if that was the case, would there be a procedural approach to generate the different letters/symbols? Regarding animation: I just want the transition to be animated. So we move from skin (live action) to roughly brushed plumb to the letters. Imagine the brushed plumb gets grooved and reveals the letters underneath. Any ideas and comments are very appreciated. (By the way, I put in my head to finish this project somehow by the end of July.) Thank you very much for your attention and interest. Regards, dk
  6. Hi, Im looking for clever method to pass color from one object onto instanced objects. But, I want to pass only solid color... My friend gave an idea to use foreach. Works perfect for simple boxes but it takes eons of time when I change my instaced "spheres" into real complex model. Anyone got idea how to pass or convert that color data? Regards Adam solid_color_from_map.hipnc.hip
  7. This connector is written in Python with Node based Houdini workflow. It uses a wavefront OBJ and MDD cache. Transformation is described by quaternion rotation and is not tied to a parent (in world coordinates). These tools are designed to facilitate the export from Houdini. bl_tools.otl
  8. Hey all, I hope someone can shed some light on this. I have to emit a tonne of particles, more than 20 millions, and instance geometry on them. the bottleneck come when I try to override the color of the instances with the Cd attributes of each points. I would like to ear from you that there is a better way to do this than to use a material sop because it's taking so much time to compute before rendering. Any advice is welcome! Here a sample scn pointinstanceprocedural_v002.hip Thanks in advance ! Doum
  9. Hi guys! I want to align instances (scaled boxes in this exaple) in a way that they follow the orientation of the edges of the template geometry. I have defined the "rot" and "orient" point parameters needed by the copy sop but something goes wrong with edgeflow vectors that I get from the Polyframe node (pic1). And this causes the irregularity you see at pics 2 and 3. Is there way to fix this somehow? Or maybe an alternative way to obtain the edgeflow vectors? Thanks! Instances Aligned to edge flow 2.hipnc