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Found 4 results

  1. Hi. I'm new to Houdini. I used Softimage for 20 years then went to Maya but am giving AD the bird and learning Houdini. Something I haven't found is a clear definitive guide on how to set up different render passes in Houdini. I see a few different approaches but none seem like the THE definitive way it should be done. Is there a tutorial or video or something about the best way to do render passes in Houdini? Thanks! Lawrence * I originally posted this on the SideFX forums but got no response
  2. hey all another crowd question - is it possible to make the crowd drop the weapons they are carrying when they collide with my object and turn to ragdolls? It only seems to be stuck in the characters hand and it would be awesome to put layers like weapons and helmets on them and have all that fall off when they are hit with my object? right now my agent has an agent layer in that is pointing to the hammer mesh i built (simple shape built in another sop network) - its constrained to the hand nicely but how would i get those to disconnect when the character turns to ragdoll? Would it be another trigger setup?
  3. Hi guys, So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? - thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after - would provide a hip file but i feel theirs no need this is more of a general how would you go about it? Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice Thanks Chris
  4. Hello VFX wizards! I am trying to render out a sim with an RBD alembic animation from maya inside my houdini smoke sim. I can render the scene just fine but my question is with object contributions. in lights you can add contributions that basically layer the exr file with direct lighting, indirect lighting, C, ect, for each light. Can you do this with objects as well? Because in my shot the object swirls around the smoke and has the smoke visible in front of and behind it. I want to be able to essentially render out the RBD object that is spinning as a silhouette on its own layer that comp can add the actual textured object into nuke but still have it in the center of my sim. Is this possible in houdini? *see attached for the LQ take of the shot* smokeRender.v3_LQ.mov