
mestela
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mestela last won the day on March 23
mestela had the most liked content!
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680 ExcellentAbout mestela
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matt
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Funny to stumble across this thread a year later, after I'd been struggling to implement it all day. Worse, to realise I had given it a heart already back when it was first posted, so I'd seen it and forgotten about it!
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That's overcranked disturbance. You could try keyframing it down over the first 30 frames.
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christianl013 started following mestela
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Cool stuff @WLVL!
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You're in luck! https://qiita.com/jhorikawa_err/items/24785f6255ccf19296b3
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Yep, you can see I'm creating an attribute with a wrangle and ramp like the stroika video you linked, but you could use an attribute-from-map to make that attribute from an image sequence.
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Here's one of no doubt many ways to do that effect. blendshape_from_ramp.hipnc
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Sounds crazy! I was lucky enough to visit Filmakademie several years ago, maybe I'll come collect those beers in person...
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Who you callin old? Can't wait to see the finished project, you folk at Filmakademie always make amazing stuff!
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Have you tried to light a non trivial shot in /obj context? Myself and a bunch of lighters suffered through this on HF2, it was awful. /obj is fine for a handful of nodes, but these days production lighting setups involve hundreds, thousands of assets. It's the kind of problem USD was built to address. Further, katana showed the way forward with a 'high level node based stream of all the things', the existing object framework was never going to be able to deal with that efficiently.
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zBrush-style alphas on Heightfields/Terrain
mestela replied to Malak1000's topic in General Houdini Questions
Yep, heightfield from file, mask mode. heightfield_mask_images.hip -
The above answer is wrong? My one? Look closer; the first example uses the iterator 'i' to get a value from the array, the other one accesses the array value directly.
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A for loop requires you to control the variable you're iterating, do your own comparison, and extract the element of an array yourself. A foreach does all that for you. These are functionally equivalent: int myarray[] = {2345,3456,234,34,6,8,567,34,5,346,45}; for (int i = 0; i < len(myarray); i++) { @P.x += myarray[i]; } // vs... foreach(int element; myarray) { @P.x += element; }
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Ah, added an alpha fade to the lines: drippy_pixels_v2.hip
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Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip
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Getting better, trying a fakey way of setting attachment points. I know the right way is to run this in a proper dopnet rather than the vellum solver, but meh... vellum_worm_guy_v02.hip