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Found 5 results

  1. Hello everyone, I've seen multiple posts and some discussion on regards to sprites, but most of it is from 8 or 10 years ago, so I was wondering if anyone would have some insight on a workflow or an example on H.17 for adding a looping image sequences to sprites. You must be thinking, "sprites? people still use those?", but the style I'm aiming to achieve relies heavily on some 2D animation. I've used some techniques with traced 2D sequences instanced into particles but for the sprites I am a little lost, specially when it comes to rendering the sequences. I've created an attribute for it based on the life $HIP/Sprite_v001_`padzero(4,round(fit01($LIFE,1,20)))`.png but not sure where to use it afterwards (shops have changed a lot in recent years). Also tried adding something to the Sprite Map on the popsprite inside dop: $HIP/Sprite_v001_`padzero(4,$F%40+1)`.png but still no success. Any help would be greatly appreciated.
  2. Hi there, A bit of a noob question so I apologise for that. I have a file attached with a basic particle system, connected to a copy to points, and a grid with a png image sequence as the particle geometry ( 12 frames long ). Everything is working well, except I cannot figure out how to start the image sequence on a per particle basis. All the particles start their animation on frame 10 simultaneously and new ones born after that just start with the last hold frame. I have this - " Star Sparkle_`padzero(5, clamp($F-10 ,1 , 12))`.png " in the texture field on my principled shader and this seems to give me a 10 frame offset, and it holds the first and last frame, instead of turning into a white grid, which is great. But how do I get each particles animation to start at it's birth or at an offset from it's birth time/age/frame ? I've included the required png sequence with the file. Thanks to anyone who can help me with this, it's making me feel very silly that I can't figure it out in over a week. Have a great day ! Sprite Particles.7z
  3. Hey Guys i need some help actually i want to emit the same smoke trail exactly from the other side of the jet, Do i need to repeat each and every step again to emit the same smoke or is there any way to copy the same smoke trail. Am new to houdini so dn't know much stuff Here is the screenshot of my file -
  4. Can someone please help me figure out how to render animated sprites in Houdini 12.5? None of the tutorials I've found are using a recent enough version of Houdini and the nodes aren't the same. When I try to use the things that seem to match up they don't work. I made a sprite sheet of 4 rows and 8 columns for sparks. As you move from left to right, the spark changes color subtly. Each row is a different spark so there's some variation. I move the texture offset in the sprite node with expressions. The expressions seem to make sense and they work as expected in scene view. However whenever I render them, either with an actual render or the render region tool, each particle has a chunk of my sprite sheet cropped and stretched seemingly at random. I am very new to Houdini. This seems like it should be a simple thing and it is totaly possible that I've missed something obvious, but I don't know what it is and I've been stuck at this roadblock for days and it's very frustrating. I've attached a simplified version of my file and sprite sheet which just demonstrates my problem. animatedSpriteProblems.hipnc
  5. Hello all, Instead of making sprite rotate randomly, I'm trying to make it point to my vel direction. Could not figure it out, someone please shed some light on this. Thanks. Goal Current I've seen the following threads http://forums.odforc...rmal-direction http://forums.odforc...prite-rotation/ embrace_ramesh_POPS_001.hipnc
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