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About rickvdvulkaan

  • Rank
    Peon

Personal Information

  • Name
    rick van den berg
  • Location
    Netherlands
  1. multiple swirling lines animation

    that's terrific! Now another question arises; what would be a smart way to offset them in time, let them "race" ?
  2. playing around with the trail node.. I have a single point waving around, with a trail. then i connected the points with an add node, and i now have a swirling line. i then added a sweep node to give it some geometry. awesome! Then i wanted to have a few more of those lines, kind of in sync, but with a little bit of randomness. maybe even some wind in the "tail". So i thought i was smart, and in the beginning of the stream, i didn't start with a single point but with a circle with 12 points. to add the randomness i added a mountain node. But here's where i got stuck. The lines are now not in the "length", but it follows the circle, due to the point numbering i guess. I think it will make a little more sense what i'm after when viewing the hip file, i added it to this post as an attachment. On the left is the result for a single line, on the right there is the attempt to have multiple lines. is there a way to let the trail or add "know" how to create the lines? lines.hiplc
  3. batch render multiple karma LOPS

    hmm, maybe a better question would be; How can i render like 10 different sections of a node tree in LOPS, with the same settings (except the file path/name), in one click?
  4. what about the match size node?
  5. I'm a little stuck on how to approach this in the most efficient way. I created a scene in the object level and imported it to the stage level, gave it a few different light setups and want to render each light setup in one batch. About the stage/LOPS scene; I imported the OBJ scene with a sceneimport node, and connected it to 2 different merge nodes. on each merge there are a few lights. I have a single camera animation which is connected to both merges. After each merge node i connected a karma node. simple as that. Now i'd like to render them both. Which i could do by clicking on both "render in background" buttons. This is pretty simple, but it feels a bit cumbersome. clicking on that button makes my pc freeze for about 10 seconds which is for 2 buttons 20 seconds. no big deal of course. but i can totally imagine trying like 10 different light setups. or 20. can i create 1 single "render all" button? Also, if i want to change the settings of the karma node, i'd like to change the settings of all of them at the same time. There is the "render settings" node, got the feeling this is gonna help me with that, but so far i wasn't smart enough to figure out how it works exactly Is this where TOPS comes in? Or can anyone point me in the right direction?
  6. I'm trying to create an animation, where i'm obviously better off with a blazingly fast viewport which houdini GL can give me in this particular, simple scene. Eventually i'd like to make use of the karma XPU renderer. I made a texture which i applied to a materialX shader, and it renders perfectly fine in the karma viewport. If i select houdiniGL, the texture disappears. Any suggestions on how to combine these 2 worlds without having to change materials when switching between viewport renderers?
  7. karma xpu colors

    thanks! that is pretty handy to know. Other (not really that much related) question. I got an animated texture, tiff sequence, assigned to a "normal" principled shader which works in OBJ level, but when i do a scene import-all in lops, it only shows the first frame. How do i fix that?
  8. rigged/animated book

    Hmm.. Not sure how exactly to do that yet, but i think i get your point. So all the pages created with a copy node could get a different material. that's pretty cool.
  9. rigged/animated book

    Hello! I'm trying to model/animate a book which magically opens up, and with some windy page curls directly goes to a specific page, which then shows an animated texture where the letters, in harry potter style, fade onto the page. Now the animated texture itself is not the issue, i have lots of experience with compositing software. But the book model/rig itself is a tough one. I'm still a beginner with houdini. But i found this: https://mcworldkit.gumroad.com/l/OldBook I don't think i'm allowed to share the files, i bought it, (kind of a shot in the dark, as i'm eager to learn!) but so far i can't find a way to texture each page separately, it looks like its all pages the same texture, or nothing. Does anyone have experience with this specific model? If not, any other suggestions on where to start looking?
  10. Hello everyone! I'm playing around with the attributes adjust color node, which could open up some really neat workflows. I achieved some nice effects with for example the polyextrude on every individual element. Now i'm pretty sure this should be possible, but i was wondering if the color values could also trigger a transform on each primitive. So imagine the world "hello". The 'h' is black, and every letter gradually gets more white. What is the most straightforward way to convert the color value to a scale value? so something like; hello
  11. karma xpu colors

    I'm aware karma XPU is in alpha, and is lacking alot of options with materials. But my setup is essentially this: A sphere, a box, both in sop level, merged together. i gave them a color before the merge with the color node, and assigned a principled shader after the merge. In Lops, i can see the colors with karma CPU, but not with XPU by default. Is there a way around?
  12. Every week shaping Ernest Hackel

    this is so weird and at the same time incredible
  13. workflow for modeling this tiny planet

    very interesting insights! To be clear, i was mostly wondering about the modeling "strategy", not so much these specific models that you see in the picture. For example, i can imagine that modeling some kind of simplistic city would be more comfortable doing it on a plane first, because it could make things like instancing buildings and creating roads easier, and then wrap it around a part of the globe. @librarian, did you come up with that code yourself? jeez I know the basics of the attribute wrangle, but how do i "apply" this cvex code?
  14. workflow for modeling this tiny planet

    Was looking at this, under the heading "render" (scroll down) ; https://www.sidefx.com/products/houdini/houdini-indie/ I was just wondering, can you model on a plane/unfolded sphere first, and then "spherize" it? Or would you just model everything onto a sphere directly? what's the best approach here? Is there a neat trick?
  15. I have used the opengl renderer for the most of the times so far, but this time i wanted to use mantra. most settings i found pretty easy to control, but i couldn't really find out why the render is so much darker than the viewport/opengl. it's not a color space thing, i think. I don't really mind cranking up the lighting, but it's so much, that it's hard to see what you're doing in the viewport. I attached a screenshot to show the difference. I used an environment map from HDRI haven, and cranked the light intensity all the way up to 8. (the hlight is deactivated) which resulted in an overexposed viewport, but the render looks ok now. what you see in the scene is basically a plane with a texture/bump map. the texture itself looks fine in all software, so i don't think it has something to do with that. When i activated the bumpmap it did became a littel bit darker though, but still not enough to really explain the difference which you can see now. I'm trying to figure out why this is happening, any ideas?
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