Jump to content

rlvelocity

Members
  • Content count

    2
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

1 Neutral

About rlvelocity

  • Rank
    Peon

Personal Information

  • Name
    rlvelocity
  1. Hello, My scene consists of an asteroid field and a "hero" asteroid together inside a geometry node. Both are slowly revolving around a planet (the planet is in a separate geo node). I've been rendering Flipbooks to test the revolve/rotation speeds of the asteroids. If I run a flipbook of just the asteroid field, it takes about 2.5 minutes. A flipbook of just the hero asteroid takes about 1 minute. If I add a merge node so that I can flipbook BOTH the asteroid field and the hero asteroid, it takes well over 20 minutes. So my question is, what fundamental aspect of the merge node am I not understanding? The only clue I see about something weird is that the merge node indicates a "mis-match of attributes on the inputs" error but I don't think that would cause the slowdown (I'm assuming it's some UV thing). I suppose a better way to build my project would be to break the hero asteroid out into it's own separate geometry node but why would the merge inside the same geo node cause nearly an exponential slowdown? I have 96 GB of RAM so I can't believe it's some hardware limitation. Thank you.
  2. UV's move on bgeo sequence

    An even newer update to Whithers' original helpful post and danw's update that I hope helps those new to Houdini (hopefully Whithers won't mind my copy/paste of much of his original text). I added a few more steps since I'm being very explicit: The vertex node you want in Houdini, at least as of v. 17.5 is called "Vertex - Old." The new node called "Vertex" is an Attribute Expression sop and doesn't work with these specific instructions. 1) Plug the File node with the bgeo sequence into the desired UV sop ("UV Project", "UV Texture", etc). 2) Plug that UV sop into a "Time Shift" sop. 3) Click in the "Frame" field of the "Time Shift" sop and change it to 1 (or whichever frame you are "locking"). 4) Connect the "Time Shift" sop to the second input of the "Vertex" sop. Again, it's actually the "Vertex - Old" sop. 5) Connect your File node (your imported .bgeo file) into the first input of the "Vertex" sop. 6) Click on the "Vertex" sop and about halfway down, change the "Keep Texture" tab to "Add Texture." 7) You will see green boxes that say @uv.x, @uv.y and @uv.z. Change these to @uv2.x, @uv2.y and @uv.2.z. The original instructions confused me at this step and I first changed it to @uv.x2, etc. which doesn't work Your texture should now stick to your geometry. I even applied it to a specific piece of my entire .bgeo animation (using the blast node to separate it from the rest) and it worked great. Thanks again to the previous posters for their instructions. Hope this helps on the newer versions as well.
×