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About luxx

  • Rank
    Peon

Personal Information

  • Name
    Tim Clapham
  • Location
    Sydney
  1. Redshift Essential Materials is set of Houdini presets which have been built as an introduction to the most useful Redshift parameters, features and nodes. Redshift Essential Materials for Houdini A collection of 70 pre-build setups for Houdini which demonstrate Redshift’s most important and useful nodes. Each material includes remarks in the network to explain the nodes. This library is a great way to learn how particular nodes work in combination with objects in your scene, as many of these examples require the use of the Redshift options available on your geo nodes. Product Summary 70 Redshift materials with notes Houdini project files for each setup Dispersion, Absorption and SSS effects Wear & tear, dust & surface techniques UV projection, normals, camera, object & world space Using attributes in materials Render points, splines, particles & hair Create wireframes and sprites Render Volumes & OpenVDB files Example scenes for Utility AOVs Recommended requirements Houdini 19.5 Redshift 3.5.06 and above
  2. This tutorial from Entagma shows how to create a brush stroke.
  3. I think you could do this with Vellum and use the Vellum Shape Match Constraint for the 'rigid' body, and then use Vellum string for the string, with an Attach to Geometry constraint to join the string and ball.
  4. Making rings around a sphere

    Or you could use a polygon mesh sphere and then set connectivity to Rows, use Ends SOP to create curves (unroll with shared points). As usual in Houdini, there are around 100 ways to do any one task!
  5. Hi My first post in the forum! I have a particle stream and I'd like to use the particles to instance vellum objects. I have this working, almost.. The problem is that the Vellum Source creates a continuous stream for each particle, in other words, Particle Id0 has one object on frame one, two on frame two, etc. The setup works if I give each particle one frame lifespan, but in my scene I want the vellum to stay attached to the particle as it moves. Should I create 2 pop sources and with the first, have 1 frame life span and create the vellum objects, then use the other pop source as a constraint or attach to geo to keep the vellum constrained to the particles as they move? I only want one vellum object instanced on each particle, can anyone please offer any tips on how to achieve this? Thank you! VellumOnPOP_01.hiplc
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