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Found 69 results

  1. Hello Posting in case anybody has an idea on this weird camera display issue I have in the viewport? Have just installed version 19.0.455 and any camera I add displays like the below in the viewport. As I move around it flashes in and out but is always just lines and looks as if the icon for the camera has been stretched massively. Most of the time it isn't visible at all though. Had nothing like it in the 18.5 version I was running before. Realise it's a bit esoteric but would love to fix it if I can.
  2. Manipulating Camera RAYS in mantra

    as you can see in the image below, the massive gravitational energy of the black hole bend the fabric of universe, on of the way to create such a phenomena is to bend the rays that emit from camera to produce something link black hole effect. are there any vex function or vop node that can manipulate the camera rays in mantra? I was thinking about creating some curve and assign their tangent attribute to camera rays. is that possible? or I can create a fake geometry.
  3. i want to override the resolution of my camera through the switcher object and then render with opengl. its not working for some reason. The attached scene is the example file from the documentation. Mantra works but OpenGL doesn't! Why is that? is there a workaround? Switcher_res_override.hip
  4. Hi, I'm searching for a way to apply some motion to a camera that already have a constraint. Just to clarify, my camera have a lookat constraint and I want to apply a "camera shake" after the lookat. I tried to use a noise and add it to my rotation xyz, and it to get applied, but due to the lookat happening just after, it doesn't do anything. Is there a thing that I'm missing or is it just impossible to combine both (wich seams weird to me) and I should animate my camera and recreate the "lookat" effect by hand just so I can apply my noise ? I hope that I'm understandable enough Here is my project setup, The camera is the SCENE_1_Cam_1 with the constraint in it and the noise is in the "motionfx" CHOP Network, in the network box also named "SCENE_1_Cam_1" Animatic.hiplc
  5. Camera Offset X & Y

    In C4D there is a camera offset option and I'm looking for the same function in Houdini. Does someone know how to create it or where to find it?
  6. Hi, I'm looking for a way to fine-tune exactly what visible OBJ nodes appear in a certain camera. I'm working on a Wrap-like tool similar to what Pixar show here: In terms of having the two camera views side by side, they have two separate obj networks for the source and destination meshes. I would like to contain the process in one network. If I have a simple OBJ network like so : And two cameras pointing to it, is there a way for Camera_A to only show sphere1 in the viewport, and hide box1, despite the fact that both are marked visible? I don't believe it's an option to collect the specific obj nodes together in a Geometry node via obj merges or similar, and just point the camera to that, since the OBJ transforms need to be directly interactible from the camera. Thanks for your help
  7. Unreal to Houdini Camera axis Fix

    Hi, I'm trying to export the camera from the Unreal to Houdini, the coordinate system is different in houdini(Y-up) and unreal(Z-up), I tried to get the translations correct which is camera should move towards X in houdini, but local rotation for the camera is still wrong, can we shuffle axis here? Scene file and camera file are attatched below Thank You. camera_import_problem.hip camera_v003.fbx
  8. Hey everyone, Can I get somehow the position of the current look view when I'm in `no cam` mode in the viewport?
  9. I'm trying to render a flipbook with motion blur resulting from camera's motion (not object's motion), but I never get any motion blur. In flipbook settings, I enabled Motion Blur, 5 (sub-)frames. On the camera, I added/enabled all motion-blur-related rendering options: Allow Motion Blur, Enable Motion Blur, Xform Time Motion Samples (5) Geo Time Samples (5). Shutter time is 0.5. I have non-integer frames in the playbar. Any ideas how to get blur from camera motion in a flipbook?
  10. Hello, I have a camera with a lookat constraint targeted at the extracted centroid of my simulation (OUTPUT ANIM LOOKAT) I am trying the play around with some chops nodes to smooth the movement of my camera (the output animation is a bit shaky) but this is doing nothing at all. What am I doing wrong? Thanks a lot
  11. hi, anyone knows how to see camera bound outlines? I wonder what kind of settings I need to set up to solve this problem.
  12. Obviously this goes against the concept of what tiled renders are used for, but I was wondering if it's possible to somehow render the entire camera frame inside only one tile of a tiled render? And then map a separate camera to the next tile and so on. Thoughts?
  13. Hello I would like to ask about merging of the shots content of in LOPs. I am trying to bring only lights from the shot002 into the shot003 but when I try to prune the camera and merge, it gets rid of shot03_cam too which I obviously want to keep. Any idea why that one gots pruned too please? Thanks in advance!
  14. Hi everyone, I am trying to get to see the camera handles and motion path at the same time, unfortunately seems i can not do it, this is very helpful while animating the camera however it seems i am doing somrthing wrong in this regard here is what i mean exactly: please see attachment grab01.mkv in addition to that a few more "whys": 1. why the motion path doesnt show first and last keyframe's tangents 2. why the camera frustrum handle moves to the "not visible" motion path @1:19 mark on the attached srenngrab 3. why do i have an alleged "orphan keyframe" on the motion path on frame "49" while there is no keyframe on that frame PS: that being said i must admit i do not understand the hudini handles' full potential yet, still studying it. I hope someone magical has the answers/ solutions thanks in advance!
  15. I want boolean outside camera area. How can i do?
  16. Houdini to AE

    Hey folk, I'm trying to export a camera and nulls from Houdini to AE. I installed this, but since the last update was 2017, I'm guessing it doesn't work with Houdini 18. I'm getting this error when I try to run it: Traceback (most recent call last):Traceback (most recent call last): File "<stdin>", line 1, in <module> File "houdini_2_ae", line 1104, in show File "houdini_2_ae", line 470, in __init__ AttributeError: 'NoneType' object has no attribute 'group' File "<stdin>", line 1, in <module> File "houdini_2_ae", line 1104, in show File "houdini_2_ae", line 470, in __init__ AttributeError: 'NoneType' object has no attribute 'group' Does anyone know how to fix this or if there are other methods to export the camera?
  17. Attach Camera to Boat

    Hey All - I have an ocean in Houdini with a boat floating on it. I'd like to attach a camera to the mast, but can't figure out how to do it. Any ideas? Thanks!
  18. scene = hou.ui.curDesktop().paneTabOfType(hou.paneTabType.SceneViewer) viewport = scene.curViewport() frame = hou.frame() # cameras = list of scene cameras i = 0 for camera in cameras: viewport.setCamera(camera) flip_options = scene.flipbookSettings().stash() flip_options.frameRange((frame, frame)) #flip_options.beautyPassOnly(True) flip_options.cropOutMaskOverlay(True) path_name = hou.hipFile.name().split(".")[0] if not os.path.exists(path_name): os.makedirs(path_name) flip_options.output(path_name+"/opening_"+str(i)+".png") scene.flipbook(viewport, flip_options) i+=1 Hello all, I have a list of cameras. The goal is to view the scene through the cameras, take a screenshot and save them. I expect to get results like this, where I am looking through a specific camera, saved. However, though the UI shows us to be looking through the correct viewport, we only ever save out the view from the last ever camera: Any advice would be greatly appreciated! I have been unable to find a similar problem online. Thank You
  19. Hi folks, I'm trying to find a tidy way to export a camera as an alembic using a ROP so that we can use it inside Nuke. At the moment I've already tried: just putting the camera into my alembic ROP like normal geo object_merge the camera so that it's inside a geo node, then putting that into the alembic ROP Neither of these methods produce something I can open in Nuke. I know I can use the File>export method (and that *does* work with this camera), but I'm building a library which needs to use and export lots of cameras and would like something that I can set up as part of my HDAs rather than manually doing each one (ugh) Thanks!
  20. Hello communities, I hope you are well ? And let 3D run on computers !! My concern for the day is quite simple, I am making a layout for a future project. I assure you the movement will be much prettier and better composed thereafter. I impose a limit on doing all of the ship and camera animation in Houdini. Without doing it before in Maya. Currently I use a basic technique which I do not like at all. The simple method of I lock the camera I move in time, I move the camera with the mouse and I key ... Simple but the rendering is not terrible because there are front / rear visually unpleasant. I don't want to put the camera on a spline because it's too linear and soft The Layout test 1 : youtube.com/watch?v=hPxC-DUwXqQ I thought of a draw system with 3 levels one for the translate, one for the rotate, and pivot? Is it achievable? Do you have techniques for me to improve? Thank you very much in advance for your feedback. Nodalception
  21. Hi everyone! I'm starting to get into Python 2.7 for Houdini Indie (17.5) before jumping into Houdini 18 with Python 3, and I've been working in a flipbook tool until now everything is being okay but now I've found that I can't recover the camera settings/flipbook settings after generating the MPlay to maintain the user settings after applying the script. I've been trying to use the 'hou.GeometryViewportCamera.stash()' to create a copy of the settings but I'm not sure how to use it and where should I recover these settings. Also when I try to use it I get this error: 'TypeError: unbound method setDefaultCamera() must be called with GeometryViewport instance as first argument (got nothing instead)' I've created a simplified version of the script that I'll be attaching down below: If someone has any advice or idea of how would be the good approaching intro this, I'll bee really thankful. Thanks in advance to everyone.
  22. Hi ALL! Im a bit stuck. There are serveral ways to delete everything outside the camera view, like group by volume based on camera, uv texture based on camera view. But I cant figure out a way to use a method to send rays to all object facing the camera and delete everything thats has no first hit attribute. e.g. I have a autocad model and I dont even want all the inside objects that are not visible for that shot. Can someone lead me to some good starting point / hip / anything that can help? Thnx in advance
  23. hey i am new to houdini and i just created something like explosion, and i want to render with a moving camera, so the scene is moving. can i do it? will it take a longer time to render with animated camera? i am afraid that it wont work so mybe someone who has done it before can tell me?
  24. I am trying to create a Ground collapse effect on tracked footage(tracked on 3dEqualizer) by projecting the ground texture on to my cube and then fracturing it. However, the texture from the projection is overlapping the effect even after it fractures so only the texture is visible in the scene. I'm a beginner when it comes to Houdini, sorry if its something simple that I have missed
  25. Maya Camera to Houdini

    Hi, I'm trying to export camera from the Maya to Houdini, I removed all the dependencies and kept outside without grouping, I'm trying to export in alembic formate, but still, the alembic node in Houdini is unable to load the camera in Houdini... Any ideas for doing this? Thanks
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