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Showing most liked content on 03/22/2016 in all areas

  1. 1 point
    You forgot to attach the file actually!
  2. 1 point
    1. fracturing is using primitive group called ineligible to ignore objects during fracturing to make pices ineligible for fracturing based on velocity you can use Geometry Wrangle (on Points): setprimgroup(0, "ineligible", @primnum, length(@v) < 7 ); Purple Node in example file 2. POP Force with force as 0,-1,0 and VEXpression: force *= fit01(random(@id), 9.8,15); Green Node in example file 3. you can use POP Kill, but that will be deleted on next frame, so Maybe better is Geometry Wrangle (on Points): if (@P.y<-1) removepoint(0,@ptnum); Blue Node in example file noise_start_fix.hipnc
  3. 1 point
    if you toggle on "packed geometry before copying" in your copy, it'll do instancing for you (the point instance procedural is a few more steps than that). the displacement would still be problematic, so #2 above still stands. you could also just use geo for your displacement. if you need it to vary, use $F as a seed for whatever randomization you do. then toggle on "stamp" in your copy sop and use a timeshift on your copy source to pick from some some set of frames (like 1-100) for your stamp point number. prolly should toggle on "cache stamping geometry" as well in the copy sop.
  4. 1 point
    there are two things (at least) that will definitely help: 1) Point Instance procedural - will instance geometry on points at rendertime. very efficient for heavy rendering. 2) Share Displacements Between Instances - mantra will share a single copy of the displaced geometry between all instances so memory stamp is greatly reduced in most cases. limitation is that you can't vary displacement per instance.
  5. 1 point
    Aach, don't listen to Graham, his RnD on this is shoddy at best...
  6. 1 point
    http://www.serenelight3d.com/blog55/?p=2587
  7. 1 point
    If you are interested in learning Houdini, you might like Gridmarkets' new artist profile featuring Australian Houdini artist Ben Watts. He produces awesome VFX tutorials, both for C4d and Houdini. Also, don't forget to check out the list of online Houdini learning recommendations at the bottom of our feature‬: http://www.gridmarkets.com/ben-watts.html Good luck on your path to mastering cool new effects! Patricia and the rest of the Gridmarkets team
  8. 1 point
    Hi Imran, Our team at Gridmarkets just published a new artist profile featuring Houdini artist Ben Watts. His Houdini tutorials are great and he also shares a pretty comprehensive list of Houdini learning resources - both paid and free - that you may find useful for remote learning. Good luck!
  9. 1 point
    you could create a feather system, maybe a packing algorithm would help too, simulate them, and after that you could create the stalk for each flower and put it on the axis and manipulate them prodecurally but i guess adams suggestion is the way to go http://forums.odforce.net/topic/20864-feather-system-development/ https://www.youtube.com/watch?v=fOT6oxHCLwI http://forums.odforce.net/topic/19540-storing-values-between-foreach-iterations-pattern-making/
  10. 1 point
    Looks like scatter and instance to me... The bottom part, possibly is a cloth sim, with flowers instanced to the cloth, aligned to the surface normals. Or, they just modified the base posed geometry in zbrush or something to sculpt the feeling of draping cloth. Maybe a few dozen flowers dropped along the base, as well, with simple bullet solver to get good collisions.
  11. 1 point
    Apparently in version 15 both are supported on the same deep file. They've also implemented all these as well http://research.dreamworks.com/papers/Improved_Deep_Compositing_DWA_2015.pdf
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