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Search the Community: Showing results for tags 'smooth'.
Found 8 results

Hi, this formula is about offsetting animation of several objects (or points, etc.) over a period of time, in such a way that the interval of time for each object is related to number of objects and the desired period of time. Let's say you have 10 objects, and you want to animate all of them over 3 seconds, with some time offset for each object. With this formula you can change the number of objects, adjust the amount of offset or adjust the period of time, and each object will automatically adjust its start and end time, so all object animation will fit within the specified period of time. I came up with this formula when I was working on AfterEffects. I was always looking for a procedural way to offset animation of several layers. this is the formula: n = numLayers  .. offset 0 > 1 progress 0 > 100 Start: 100 * (index  1) * offset / n End: 100  (100 * (n  index) * offset) / n ease(progress, start, end, 0, 100) Recently, I started learning Houdini and VEX. I was curious to see the application of this formula inside Houdini. then I found this thread: http://forums.odforce.net/topic/24056learningvexviaanimatedgifsbeesbombs/ in the example of Twisting Box, matt uses "smooth" function. this is what I was looking for: smooth() function in Houdini is the equivalent to ease() function in AfterEffects. The attached hip file contains 2 applications of the formula, one based on the number of objects to be stamped (using @ptnum); the second based on the position of points (@P.z) offsetAnimation.hipnc

Hi all, I am trying to create an effect where I can take any high rez model and smoothly reduce the number of polygons so that it is high rez and smooth on one side, and very low rez and faceted on the other. This is purely for aesthetic purposes, as I think that look would be quite cool. The area where the transition happens should be arbitrary (ie. a group of points) but to keep it simple initially let's just say the transition happens over the entire model on the Y axis, so at the top it has the highest density of triangles and at the bottom the lowest. My initial idea for accomplishing this was simple  put down the model, create an attribute called 'weight' and assign it to points according to their position in Y, then use a Polyreduce with the Attrib Weight set to 1. Alas, this did not work. It reduces the mesh alright, but instead of a smooth transition I get a very sharp transition from smooth to completely faceted. Worse, the keep% parameter doesnt really have much effect on how faceted it is after enabling the weight attribute. Can anyone think of a better way to do this? im sure there is.. Ideally looking for something that could almost be a digital asset and would allow the most flexibility in defining where and how the transition occurs (ie. painting the model, groups, point attributes, etc.) Attached is hip file and screenshot for reference. (p.s. it takes a few min to cook at the current model resolution). Thanks! Smooth to Facet_2.hiplc

Guys, any tip on how to get rid of those stripes and the tiny bumps? The simulation is pretty high res. Particle Separation is at 0.01 and i'm simulating it with 5 substeps. I think, for the stripes, it could get better with more substeps but it's already taking forever to simulate so i'd like to check if you guys could recommend me some cool approach. Here's an image and a video showing the sim. Thx

Smoothing geometry on the GPU using OpenCL. In VEX it has to be done in 2 steps where the same thing can be achieved in OpenCL in one step using barriers [khronos.org]. For a 822K polygon model, it's over 500 times faster than VEX on GTX 970 for 1000 iterations, and over 600 times faster for 10K iterations. Timings are recorded separately as there seems to be some overhead when running them one after another. Special thanks to SESI.

Hi people, I'm coming from traditional 3D modeling packages (about 13 years of experience here...) like Maya, C4D, modo, Blender and recently started using Houdini as I'm fascinated by its procedural tools and workflows. When I've been modeling in those traditional 3D applications I usually used that typical boxmodeling approach for modeling stuff and used subdivision to get a smooth mesh. I typically used edgeloops to crease certain edges in the subdivided mesh  the usual workflow you are all familiar with, I guess. I'm wondering now about the best practices to crease edges for subdivided meshes in Houdini. How do you guys usually do this in Houdini? I know that I can do the same in Houdini and use edgeloops in my meshes, add a subdivide node and have the same result as in my traditional packages. The main concern is I want to stay as procedural as possible. I can change the position of my edgeloops afterwards in the specific nodes and keep the whole model history nondestructive, okay. I could possible also use the crease node on certain edges and do it that way. I have seen a lot of tutorials now where stuff like stairs etc. are modeled procedurally which is awesome. Everything is being modeled without any subdivisions but with plain hard edges  which doesn't result in very realistic geometry as we all know 100% hard edges do not exist in realilty. Okay, these tutorials are also usually aimed at game developers and in games you usually want to avoid too much polygons. None of those tuts show or even mention how to do the whole stuff with softer edges or subdivision surfaces. So what's your workflow when you want to model something procedurally that's looking as if it's been modeled the traditional subdivision surface way in the end? I'm sure there are ways in Houdini I haven't even thought about and I have just scratched the surface of Houdini yet:) thanks a lot for your help in advance. Marco
 6 replies

 subdivision
 modeling

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Hi All! I have been trying to create a smoothly blended intersection between two pieces of animated geometry by using VDB SDF's. The end goal is to have highly detailed geometry with blended intersection points that have a few controls to adjust how the blend looks. I was pointed towards the paper on Spiderman 3's Sandman showing the mathematics used on the levelsets, and then found GallenWolf's post referencing the paper and showing how to achieve the look within vops with isooffset volumes: http://forums.odforce.net/topic/17978sdfblending/ These were both extremely helpful, thank you! However, creating this setup with VDB's is alluding me! I don't quite understand how the math is working to blend the levelsets the way it is, so it is proving difficult to adjust anything that might be needed within the Volume Vop. I have also been able to isolate the intersection area with a vdbactivate, but I am fumbling a bit trying to figure out either the next step or if that is even a necessary step. When plugging the vdb's directly into the math from the original isooffset setup, I get a negative valued band where the intersection is happening, so something is working. The second VDB is completely lost at this point though. On top of that, the original parameters designed to adjust the radius of effect and such are not behaving in any understandable way for me. They seem to be adjusting something? I have attached a cleaned up version of the hip file I am testing with. Any knowledge anyone has on the subject would be greatly appreciated! I'm pretty sure I'm going in circles. Thank you, vdb_blend_v001.hip
 2 replies

 intersection
 vdb blend

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Hey I'm having a strange issue. I modeled a fosset to shade but the S & T are just strange. I'm confused since I thought S and T were suppose to have everything to do with the UV map 01 space. However, here (see image) I am getting some strange results which cause my shader to appear almost at random. I dropped in a perfect asset (shirt geometry) that works perfectly in production when I textured and shaded it, but as soon as I plug in the S into the color ouput of the material shader builder it appears super strange. I'm confused at why I'm getting these results. Thanks

hello! maybe someone can help me about that, i want remove the noise of floor in fluid, every more poly detail is more noised... i have tried up smooth and some stuff, nothing. i ask because its a lot time simulating that, i would apreciate the solution. thanks you very much in advance