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PixelNinja last won the day on December 23 2019

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About PixelNinja

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    Matt Tillman
  1. You'll need to bake the texture. There's a bake texture rop, as well as a bake texture sop in the labs tools. I recommend the latter as it's much easier to set up and use.
  2. The only thing I can think of is to copy some geo (like a sphere or a box) onto the points and then export to fbx. That should export all of the transforms, you'd just have to hide the geo though.
  3. I think the simplest way would be to simply join the three paths into one.
  4. I looks like the copy sop is set to rotate the copy by 180 degrees on the y axis. This would make the copied wheel rotate in the wrong direction. Here are three approaches: 1- Transform sop to control the wheel rotation, then mirror sop to create the other wheel. 2- Transform sop to control the wheel rotation then copy sop set to scale -1 in the X axis to create a the other wheel 3- Copy the wheel so that you have two packed copies and then use a mops transform modifier to rotate the packed primitives. I used method 3 for a simple sops based car rig recently and it worked really well. I had a single mops transform handling auto rotation (based on travel distance) for all 4 wheels.
  5. FBX to Unreal

    I recently ran into a bunch of issues in getting fbx animation out of houdini and into unreal so I thought I'd share the process so that hopefully noone else needs to run into the same issues. Quick version: Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP Turn on "build heirarchy from path" on the FBX Output All intrinsic pivots should be zero
  6. Alembic particles to C4D

    Yeah most of the time pscale and age are all you need. I recently had to deal with instancing with orientation though and it took me a fair bit of frustration trying to figure it out. Glad you found it helpful!
  7. Alembic particles to C4D

    I spent a fair bit of time trying to figure this out today so I figured I'd post a quick tutorial for posterity. The only other guides and info I could find were specific to getting pscale and Cd into C4d for Redshift. Nothing on orientation or other attributes generally. Long story short: - Unless your attribute is explicitly typed (i.e. Vector, Quaternion, Matrix instead of 3flt, 4flt, 9flt) C4d will read it as a float (or "Real") - Orientation is handled by the "Alignment" TP channel, so you need to convert your @orient to a matrix3 before export Hope this saves someone else some time.
  8. Object Propulsion

    I'm trying to recreate the effect of small pieces of dry ice propelling themselves across the surface of water. First step was to figure out the propulsion. Thought I'd post my solution in case anyone was interested. The basic approach is to take a number of points on the surface of an object and use their normals as propulsion vectors to move and rotate the object in a (somewhat) physically accurate way. The points and normals can vary over time to create more random behaviour. This can probably be incorporated into dops somehow but haven't looked at that yet. It is also entirely likely that this is trivial to do in some other way and I've wasted my time. If so, please let me know. mt__propulsion__1_0.hdalc
  9. Made a cute little render with this technique toy_train_cam03_v001.mp4
  10. Using Erode layers as a mask

    The Heightfield Scatter sop has the option to use a mask layer for scattering
  11. Vellum "attach to geo" based on animated Cd not working

    Add the noise to the constraint geometry, then set the third input on the constraint property dop to second context geometry in order to reference the value in the vexpression. vellum_animated_constraint_v001.hiplc
  12. More accurate version. Also supports a length attribute for varying carriage lengths. I left a toggle for the simple calculation as that might be desired in certain circumstances. train_align_v003.hiplc
  13. Here's a quick approach I came up with. It assumes all carriages are the same length. I also measure carriage length along the curve, rather than in world space, so it becomes more inaccurate the less straight the track. This should do fine for most purposes, but if I find the time I'll see if I can implement a more accurate measure. train_align_v001.hiplc
  14. Vellum export alembic

    To export separate meshes as alembic you want to check "build heirarchy from attribute" on the alembic rop. It will separate each packed primitive into separate objects based on the path attribute.