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Found 19 results

  1. Spyrogif

    Hi, Since almost 2 years, i 'm making some looping GIF using mostly Houdini and octane under the Spyrogif alias. Most of this works are made during various productions to test some Houdini features or while waiting during simulation time. :-) Now i've got a number of those, I thought it might interest you. These tests cover a number of differents technicals approaches and workflows from simple keyframe animation and modelling to fully procedural stuffs. The only thing in common in all these tests is that almost all are using modulo expressions with time blending to get perfects cycles. All these GIF are using a houdini>octanerender via alembic export. The main reason to that is only the fact i like to tweak my render at home and to not overload various postproduction compagnies renderfarm with silly and weird tests. :-) If you want to keep track on this "project" feel free to subscribe to my tumblr. http://spyrogif.tumblr.com/ Edit : You can now follow this on Facebook too. https://www.facebook.com/spyrogif/ Hope you like it. Ps : i'm feeling always guilty to not participate in this forums more. It's a real gold mine and a awsome community (odforce and sidefx forum). Thanks you to everybody, you are awsome. I know that i can always count on you when i struggle with a problem. Thanks for that. Some of them.. More at Spyrogif
  2. Hi guys, is it possible to get an attribute value from loop before current in foreach loop?
  3. Looping Fluid Simulation

    Hi I made a water tornado, the movement is just like a tornado, rising from ground but I used flip particles and the pop axis force to generate the orbit and lift force. After a certain frame, I would like to let the simulation loop but without increasing the height of the water pillar. Basically, the pillar stops rising but the flip particles still behaves dynamically. Is this possible? How would I go about doing this? Thanks
  4. UV loop

    Hey, I need a bump map to repeat on each primitive of an object. Not I can use an uv flatten in a for each loop and apply a map onto each prim. That works with simpler scenes. But on my scene the loop has to make 600.000 passes + it tends to crash. Does anyone know a way to increase the speed of this process or a better, faster way? Cheers!
  5. Hi guys, first topic, it's a beautifull moment. So i have a really really simple thing to do but i can't figure a way. I have like 3 objects, i want to go threw a for loop to get the bbox of these 3 objects and the generate a bbox from a cube with every of these objects. So at the end i will have 3 boxes with the size of the windows. I want to make it automatic so if i plug a new window it will be generate. Easy right? But i can't find the way to do it with the for each loop, some help? thanks So just for you to know, i loop in every windows and i take the bbox in a wrangle with this v@bbox= getbbox_size(0);
  6. Point Wrangle inside foreach loop

    I'll get right to it. I am running a foreach loop on a bunch of prims. For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those points. In the wrangle I run intersect on each of the points and if one hits I want to set an attribute on the prim (foreach loop peice) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage. What I cant figure out is how to set up the forloop so that this works.
  7. This has been driving me insane for the last half an hour so I thought I'd see if anyone here has any insights. I've made two near identical setups. One in a foreach subnet (working correctly) and on in a foreach block (not working correctly). I've attached a simplified setup to demonstrate the problem. I suspect it has something to do with the "merge each iteration" option. Which seems to work slightly differently on the blocks. It's like it's not feeding the results back into the next iteration correctly. Any ideas? There's no real reason that I can't use a subnet, I'm just intrigued as to why the results are so different. I'm sure it's just me doing something wrong. FOREACH_Loop_vs_Subnet_01.hiplc
  8. Insert Many Edge Loops - HELP!

    Is there any ways to insert multiple edge loops? As in, REDO the instrument many times. I'm a professional 3d modeller in Maya, and it drives me CRAZY that I have to ALWAYS MANUALLY assign a whole node to such a trivial and self-repeating task. Right now, my pipeline is this: Create PolySplit node(afterwards "Q" to repeat), change mode to "edge loop" -> insert the node into my NodeNetwork -> make edge loop. REALLY. I have to insert like 40-50 UNIQUE edge loops on a piece of a model, and it seems like HELL right now. There is a tool in the "Polygon" shelf in the top, that says "Edge Loop", but when I activate it, it always branches out a different rout in my NodeNetwork, making the whole "procedural" thing a mess. ALSO, Is there a way to see the Smooth(Subdivided) preview of what you are modelling, while you model it. Like, insert edge loops on to a smoothed version of the model, and see the changes on the fly. Please help!
  9. How to write for loop in vex

    Hello guys, I know how for loop works in c++ but i am not able to write in vex .Can anyone explain me how to write for loop with simple point and color example . Thank you
  10. Routine (8 second loop)

    http://cargocollective.com/pedrokobuti/Routine
  11. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  12. Hi, I am relatively new at Houdini and I am sure I am making a few things quite inefficiently. But this is one I am pretty sure I must be doing it quite terribly so: Basically I am doing a small flock simulation from scratch (which my producer gave me a whole day and a half to do, ) with a animated loop for the bird instance (wich I also had to do on the same day an a half). Now, when using instances the animation works super fast, but once I offset the loop with a copy stamp technique on a time blend everything becomes quite slow....understandably. The technique I got it from Peter Quint tutorial here: https://vimeo.com/24969874 And it is quite useful (thanks Peter) but it is 5 years old! I wonder if nothing has changed since then. Because as I said is amazing how fast using instances Houdini is but as soon as I use the copy stamp technique, not so. And I have 200 birds only.... i cannot imagine the cost if it is 5000 particles.
  13. Shadows over loops

    Hi! So we can't have nested foreach() loops? This: int thoseNumbers[] = array(0, 1, 2); int otherNumbers[] = array(3, 4, 5); foreach(int this; thoseNumbers) { foreach(int other; otherNumbers) { } } throws this: warning.WTF? Happy rainy day!
  14. Recursive VEX functions

    Hey guys, I've been trying to find a way of making a recursive function in VEX. I'm trying to aggregate infromation from points and build an return array, but can't get any recursive funtions to work. For example, when ever I try running something like- void printer(int count){ count+=1; printf("\n %c", count); if(count < 10){ printer(count); } } printer(1); It throws the error- "Call to undifiend function 'printer'" I know I can go the messy route with while loops and maintaining variables by adding and subtracting elements and having a result variable... but this is needlessly insane to try to do a basic recursive function. I've tried giving pointer variables, and it seems like vex doesn't want to accept standard C pointer code. Or at least doesn't like * in the input variables of a void definition. Has anyone had success with this and might be able to point me in a useful direction for vex code? (No, this can't be done with nodes or a python node for the real node I'm working on) Thanks in advance! -Kevin
  15. Selfmade image blur filter

    Could anyone please give me some advice on how to program a simple box filter in COPs using python or VEX? Basically calculating the average of every pixel and its immediate surrounding pixels over and over again? I created one in a VOPCOP2filter, but due to the lack of a foreach-node in COPs I cant repeat it multiple times without copying nodes over and over again (see attachment). boxblur.hipnc
  16. Is there any way to hack to forEach sop in order NOT to collect (or reuse) the resulting geometry after each loop, and just iterating through all the primitives instead? As far as I understood the two modes for the forEach node are: - use the output of the previous iteration ("merge results" unchecked) - process each piece and merge them all together in the end ("merge results" checked) What is missing is .. - process each piece, without merging pieces together Scenario: I have a big Volume that I am building procedurally. This volume is too big to fit in memory at once, and since I know it's dimensions and occupancy, I splitted it's bouding box in smaller bounding boxes so I can generate each piece of the volume separately, store it on disk (with indices and a corrensponding point cloud per frame) and then reload it with an Instance at render time. The whole thing works great so far. I'm generating each piece using a forLoop. In the foor loop I write out each piece on disk , per frame, and it works great. So in the end on disk i have something like "pieceX.Y.bgeo" (where X is the bbox number, and Y is the frame). The problem is that in the end o the for loop, Houdini retains all the volumes and merge them together anyways (bringing me back to the initial problem of having it all in memory) ! So my purpose of keeping in memory only the piece I am creating per time, storing it to disk, and then move to the next, is defeated. I am probably missing a very simple solution. All I've to do is iterate through each primitive, process it, store the result, throw it away and move to the next , and all of this per frame. Any idea ?
  17. Hello, I do not normally post requests like this due to wanting to learn things for myself however I am under the gun. Can someone tell me how to loop through an alembic and assign a shader to all geometry nodes brought in? I have an alembic with 200+ objects on different levels of depth within the alembic and need to apply the same shader to all of them. I have tried just selecting and applying but it only works if I do the assigning one object at a time. Thanks! James S
  18. A VOP performs a pointcloud lookup and uses while loop in oder to take advandage of the pcimport node to get distance,ptnum ,P etc. How can I store the result of each loop in a while node in vops? Each loop gives me a point but I only get the last point out of the node( although I have set max number of points to a number higher than one.. ) Maybe somehow push/append them into an array so I can call the later on? If that is the way, arrays in vops need inline code (afaik..) and I haven't managed to figure i out... One of my goals is to draw multiple lines that connect the look up point with a number of points on the pointcloud(= max number of points) without puting the VOP and the Foreach node into another ForEach node out side the vop (because it is not fast). I hope all this makes sense ......thanks ps. play a bit with the slider of "max number of points". Slide it from 1 to 4 and you'll see the line jumbing to the next point. I want to be able to store these points without movin the slider.. Push in array.hip
  19. Make loopable sims?

    Hey guys, I was thinking if it would be possible, and if so how, to make loopable sims inside Houdini? Think Pyro and FLIP mostly. For volumetric stuff I was thinking about doing some kind of blending between the end of the anim and the beginning (swipe from bottom to top / startOfAnim / EndOfAnim maybe?), post sim, but I wonder if there are cleaner solutions? I think it still is a lot of handwork, isn't it? Someone already did it successfully and wishing to share some insight? Thanks
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