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Marcomeeuwse

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About Marcomeeuwse

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    Marco
  1. Particle workflow popnet

    Yeah i figured. But the duplications are not entirely the same and most of them are needed for the uv's on different incoming splines. What would be best to fix this? Edit: Also noticed that my file is a bit weird as it was created in houdini 17.5. Houdini 18 made geometry quite weird
  2. Particle workflow popnet

    Hi, Im a bit shy posting my entire file but here it goes. At the moment im trying to create a door with a lot of carve. the idea is that the carve is used for growth with particles. Sorry for the large file Ornamental Portal12.hipnc
  3. Hi, I'm wonder how you guys create your materials/shaders within houdini. Normally for models I would use Substance to create textures but for some effect i don't know how create materials and all. Does someone has good reference or tutorials to create such within houdini, and not with redshift? Thanks!
  4. Geometry copy to particle points

    uuuh I guess, I still do use H17. My copytopoints (old_school) was indeed H17. So I guess the other one did became an merge? Since its an issue I will update the project.
  5. Geometry copy to particle points

    after some googling i found the reaping option in the "pop solver", under update. Also noticed that the Post_reap wrangle needs to be attached after the copy stamp old school. What was the reason why it was attached to the merge node?
  6. Geometry copy to particle points

    Thanks for the fast response, So the left one is the stamp_old_skewl. Which works, probably because you have disabled the reaping within the popnet. (can't find where it located). And if I activate the Post-reap wrangle. the points are not copied on it. Or how exactly is this wrangle connected to another node? the wrangle only removes all the points which have dead==1 What am i missing?
  7. Hi, So I've got a bunch of particles that die after 1 second. On these points I have geometry copied on it. The first second the geometry stays and the animation looks fine. But right after some particles start dying and are removed. The geometry jumps to other points and cause the animation to look weird and flickering. My guess is that if a geo is copied on pointnumber 1, and this point is deleted. Another point becomes number one and therefore the geometry jumps to that point. Both have a different id attribute. So I'd rather want the geometry being copied by @ID instead of the pointnumber. So that when that point dies the geometry is removed too. How can I do this? I've added an example file. Particle Copy example.hipnc Thanks in advance M Particle Copy example.hipnc
  8. Particle workflow popnet

    So after searching some more on the issue. I found that I deleted some attributes at the end of the subnet. Thought it would be cleaner. But apparently it made them suuuuuuuuper small. The question about the workflow is still standing though. How do you guys build your workflow of particles
  9. Particle workflow popnet

    Hi, So I was fiddeling with the popnet and finally got a nice stream of particles, but it doesnt render. It's in the viewport. But it does not render. What I have are several lines that are used for creating geometry. all these lines are in one geoSOP. I want to use the a single line as a source for popnets for my particles. Also for all other lines. So I created a subnet for this so it can be copied and paste. So everything in in one geosop. Now for some reason the particles only show up in my viewport, but the particles does not show up as spherers in the render. Therefore I made a little test and created an empty geosop on obj level with a popnet. This time the render does show the particles as spheres. So, what exactly is the right workflow for particle effects, so that I can render them. And what is wrong with my first approach. Hope you can help out. Thanks in advance, M
  10. fit expression

    so im trying to create a normalized slider from 0 to 1. Where i want the 0 to be -8.66 and 1 the 8.66. If I move the slider normalized dist, the resulting value does not change. What am i missing here
  11. thanks black and dav, So how would it work for VFX in your experience? Having indeed some trouble finding some jobs. How do you get your requests? could yo recommand some websites? or is it all LinkedIn? Cheers!
  12. Hi, I was wondering what pipeline is used for freelancers who are working for studios. How the created effect or asset is implemented in into Unity or Unreal. The Houdini engine is beneficial for the creator but can it still be used by the studio after the freelancer has been gone? Or how do should I see this working? Does the freelancer create an HDA for the studio. Whereas, the studio loads the HDA with the houdini engine, and is the created tool always available or will it encounter some license issues. Thanks in advance, M
  13. Getting Creative with Vex and Python

    haha ABC Thanks Kiryha. I'm off hunting more tutorials then!
  14. Getting Creative with Vex and Python

    Hi, So i've started the journey to get into coding for short while now. And everytime I follow along a tutorial I am able to play around with new functions or parts of code I just learned. I'm able to alter the code but what I'm failing at is to write something else that is based on what i've learned. I can also read some of snipets others write but getting there myself is the issue. Which annoys me and im struggling with this a lot. I think im having trouble visualizing along the coding. Not sure if thats the point. So im looking for a way to get a better understanding on how to creatively use VEX and python. So code in general. Hopefully Im making my self clear and hopefully someone knows how to point me in the right direction. Many thanks in advance, M
  15. Carve curve on controlled PT

    Wauw! That works like a charm. Many thanks!
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