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Found 10 results

  1. Hello!, Let's say I have a rotating cube, a grid floor and a direct light projecting the shadow of the cube into the floor.. how can I get the motion vector of this projected shadow? , I already know how to get the vectors of the cube but it's shadow is a mistery.
  2. Hi I am a new user of Houdini living in Korea. I want to give a vector blur in the direction of the dots. I tried to draw a pass and draw a vector blur in nuke, but the direction is straight. I tried it with normal and I tried it. Failed to resolve for a week. So I simply gave the vector blur to the sphere and it did not work. It seems to be a render problem and I do not know what the problem is. I upload two hip files. Why does the value of the copy node remain the same? Finally, how do you study vop? ... I know that it's related to arithmetic math. But it 's confusing and hard to see. Please help me.. vector_2.hip vector_1.hip
  3. Hello, I'm playing with bullet dynamics in Houdini. But I'm having quite often one problem - strange motion in e.g. small shards on ground plane. They don't stop moving even after few seconds after they fell on the floor. They are not changing position but just slightly rotating. This motion seems to go on and on... According to docs Linear/Angular Treshold parameter in RBD Packed Object should fix it, but it doesn't seem to have any effect. Have you experienced this type of error and if - have you solved it? Thanks
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  6. Anyone have this strange problem exporting particles from Houdini to Maya?It doesn't happens on all frames,its just sort of random,some frames render fime if you turn off snapping in timeline and scrub,weird. The render engine its Arnold,i know there is a way to carry the v information in vertex to Maya But this its the only way to avoid this issue? The particles are geo after a copy operator,nothing fancy
  7. We are bringing our D&AD Black Pencil and Cannes Gold Lion awarded design and motion studio Stateside in Summer 2016 and are looking for world-class talent to join our core LA team. You will be one of the elite founding members: ready to jump into high-concept projects for forward-thinking brands immediately. Our formula in London the past nine years has been simple and successful: produce exciting, high-end creative and effective work, executed by best-in-class 3D and VFX technical artists. And, crucially, to have fun doing it. We are all creative contributors, whether we work on the more conceptual or technical end of the spectrum. We thrive on a melting pot mentality, where artists can take pride and ownership in producing shots from start to finish using their broad range of skill sets, while still contributing their knowledge and expertise on a collective scale for the greater good of the studio. We are looking for middleweight and senior talent: Designers, Directors and VFX/3D artists with a strong design sensibility. We are not proscriptive about the path that you’ve taken to get here. Whether you’ve arrived at 3D and motion design via the fine arts, engineering or natural sciences, we appreciate unusual perspectives. Some processes and programs that we like to use: Our main pipeline tool is Cinema4D. We render in Arnold or VRay4C4D. Houdini is our big gun for the more complex stuff. From time to time we like to use Maya as well. Compositing happens either in AfterEffects or Nuke. Available Roles: Senior Designer/Creative Lead 3D/VFX Artist Motion Designer Applications may be sent to LA@mvsm.com. All applicants must be legally able to work in the United States. The ManvsMachine team in LA will enjoy the same generous vacation allowance as their London counterparts. Just like them, you should have a great sense of humor, a belief that mass communication should never preclude good design, and a devastating ping pong serve.
  8. Steam train, slow motion ?

    Hi, I've made a very simple scene to create the steam of a steam train, kind of cowboyish one for a little project. There is one scene where we need it to be in slow mo, like half speed. Beeing very new to houdini I would like to know if my setup is "correct/optimized" or if you have any tips to make it look better maybe, but more importantly what would be a good way to slow down the simulation, I've tested the dopnetwork time scale value but the results are not great with my scene. Thank you very much !
  9. Hi I'm actually trying to export a motion vectors pass with arnold for a pyro simulation baked into a VDB. I understand the concept behind the theory, which consist of getting pyro velocity matrix, camera inverted matrix, and multiplying them, but till now, I can't get to make it work. There's an example involving Mantra who work quite well : http://forums.odforce.net/topic/14831-motion-vector-for-volume/?hl=%2Bvolume+%2Bmotion+%2Bvector+%2Bpass The problem with this example is that the nodes used (GetBlurP) doesn't have their equivalent in the Arnold shader. I'm pretty sure I can do it with user data passed to the shader, but I can't figure it out. Does anyone here have ever achieved this? I would be very happy to hear about. Thanks Maxime
  10. I learn that 2d motion vector Nuke use is different from RSMB, it is something like projection, for example, I have a point move from posA to posB during 1 frame, so project the point use ray from real world to camera screen like the picture below, so it is different, I want to know how to write this shader? And the image below is what I search in forum, this is wrong when I render 2d motion vector for my fur object. Now I want to render read 2D motion vector for my fur layer, anyone know? Thanks a lot.
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