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Showing most liked content on 11/02/2017 in all areas

  1. 3 points
  2. 1 point
    During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
  3. 1 point
    I would love to have this as a toggle where the pivot is always set to current selection. Geometry selection over object selection, etc.
  4. 1 point
    the 'auto' bit is the difference.
  5. 1 point
    spread out on a landscape and rotated, I don't think anyone will notice these as variants. Likely get much more mileage by cutting branches out on the lower segments... leaving just branch twig... These also look very young, I think variants will be more useful on adult mimicking location of growth.. ie. in open field filling out, or in forest tall and slender, only needle crown at top.
  6. 1 point
    Are you talking about the tilde "`" key thingy? if that is the case that still work to add or remove pts. Remember to select the grp node then in the view-port press enter then the tilde key, that will disconnect the connection upstream temporarily then add/remove pts, press enter to confirm your selection.
  7. 1 point
    Made some variants of tree shape. Couldn't decide what is better looks A or B. Or maybe both looks normal. Think need to randomize branch placement by length of the trunk, to more natural look.
  8. 1 point
    Create a Redshift SpotLight, unlock the HDA and then use the Jump button to jump into the Redshift light shader. From there you can connect a rsTexture to the color input of the light to project an image as the light.(i.e. light gobo) ap_rs_spotlight_gobo.hiplc If you enable Volumetric on the Redshift ROP and set the Volume Contribution value for the Spotlight greater than 0, you get a volumetric light. ap_rs_spotlight_gobo_volumetric.hiplc
  9. 1 point
    You could start with the documentation then try to tutorials at SideFX - https://www.sidefx.com/tutorials/vexvops-01-intro-to-vex-and-vops/ https://www.sidefx.com/tutorials/vex-wrangle-workshop/ https://www.sidefx.com/tutorials/houdini-illume-webinar-vex/ Matt Estela has some great info on Tokeru: http://www.tokeru.com/cgwiki/?title=HoudiniVex
  10. 1 point
  11. 1 point
  12. 1 point
    1. Sure. 3x3 matrices do rotate, skew and scale only. Object will stay on it's place. There is two ways, actually. First, and probably most useful, is to set P in point wrangle after setting transform in primitive wrangle, as you did. Second is to use primitive wrangle only and set pivot intrinsic, not sure about drawbacks of this method: // Primitive wrangle. matrix t = primintrinsic(1, "packedfulltransform", @primnum); matrix3 r = (matrix3) t; setprimintrinsic(0, "transform", @primnum, r); vector p = primintrinsic(0, "pivot", 0); p -= cracktransform(0, 0, 0, 0, p, t); setprimintrinsic(0, "pivot", @primnum, p); Note that using both @ptnum and @primnum is good only for vertex wrangles over normal geometry. @primnum in point wrangles will always be 0, and @ptnum is equal to 0 in primitive wrangles. Normally, you should split your snippet on two different wrangles. It did work, however, because there is single volume primitive, with only point #0 and primitive #0 exist. 2. I cannot reproduce my own snippet working now, so, never mind. Probably, you shouldn't bother with multiplying, but here is how to cleanly set VDB transform: // Primitive wrangle. matrix pft = primintrinsic(1, "packedfulltransform", @primnum); vector scale = primintrinsic(0, "voxelsize", @primnum); matrix3 r = (matrix3) pft; scale(r, scale); vector translate = cracktransform(0, 0, 0, 0, pft); matrix t = (matrix) r; translate(t, translate); setprimintrinsic(0, "transform", @primnum, t); 3. Updating transform using intrinsic:pivot from animated input may help to get rid of jitter. 4. There is various problems with dealing with VDBs using intrinsics on my build. First is incorrect viewport updating. Caching geometry after wrangle node helps. intrinsic_transforms.hipnc
  13. 1 point
  14. 1 point
    Just got Sergei-Tomas-Pavel example working in H14, if someone need this. dynamic_constraint.hipnc
  15. 0 points
    I need to understand how to create it in Houdini not in after effects. This is why i asked the question. If i have multiple objects in the scene. And i move light object from point a to point b you will see that light object to interact with other objects in the scene. But as i understand if i render it out separately (the moving object that should emit light) and composit it in after effects or nuke i wont get it to interact with other objects. Or... And what way whould you render out the clip from Houdini? As tif sequence or ...?