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Showing results for tags 'Time'.
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Hello Houdini vex wizards! I'm having a lot of difficulty trying to come up with a solution for this one myself. As the title mentions, I'd like a single point to be created for just one frame and then disappear again - I would also like this to happen at random time intervals as the frame number increases. For example the point will flash on for 1 frame, then maybe nothing for 10 frames, or nothing for 2 frames, then another point flash and so on. I'm not very good with time related things in vex, but would love to learn more about random time stuff if anyone has any ideas?
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Hey everyone! This is my first post here! I have a scene where I'm caching a vellum grains simulation to a disk cache. I'm having trouble understanding why it takes so long. When I cache the simulation to ram in the viewport each frame takes about 15 seconds, however when I drop a File Cache SOP and save it to my hard drive each frame seems to take about 3 minutes. Could someone explain why this may be? I have tried saving to another drive and it didn't help.
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Hi, magicians! I already broke my mind trying to solve a simple problem) I created a point infection system and for every point I copy the geometry so I want geometry to grow from every new point. It seems that I need to associate the pscale attribute with the time attribute, but the pscale grows constantly in time which is logical. In addition, all new points grow from the existing @Time value associated with the @pscale. So how can I make growing @pscale in every new point from zero and stop after few frame/time with little random pscale? Or I think it’s wrong and I need to change the approach. Maybe try to animate the uniformscale in the geometry itself through some expression? I would be grateful for any advice
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Hey Guys, Imagine an object which fills with liquid over time. When the object is full of liquid i want the motion of the Flip Fluid stop oder decrease over time. For example: - Object fills with Flip Fluid from Frame 1 to Frame 96. - Liquid and all motion of it slows down from Frame 96 to Frame 144, at Frame 144 everything is not moving anymore. I tried some pop wrangle inside my DOP but i cant get this working. Any suggestions? Should i do this after the DOP in SOP Level in a Vop/Wrangle or could I achive this inside my DOP? And How? Thanks and Greets, me
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Hi ! I'm pretty newb in Houdini and after a few months of training myself I'm trying now to create my own setup. Here I want to move points from a grid randomly to x or y position. A random value is generated every seconds to change the direction and the axis of the next move of each point. I already understand it must be completed with a solver sop, but I can't understand why amplitude is multiplied when I move points into the solver. I need to scale down a lot the movement. Anyone can tell me why ? Or just take a look to my project file here. Could be nice to have a little help to understand this issue. Thanks Dot_Grid.hiplc
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I have a dynamic volume that I want to render with redshift. It is not a pyro sim but when rendering the density changes as a function of time, so by about frame 100 it has dissapeared. I want it to stay the same. I cant find an attribute in the redshift volume shader related to time. Can anybody help me? I basically want the render to be the same on frame 1 as it is on frame 500. The volume is generated via a point cloud that is rasterized. THanks!
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Hey guys, I am following this Ben Watts tutorial, where he has a system to grow points on a surface. Its a great system , I am still trying to get my head around the sop solver but what I would really like to do is to be able to slow it down. I have tried animating the search radius of the point but that gives me limited control. I tried using a time shift but that just kills the whole grow effect. Any tips would be much appreciated. Cheers. video
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- solver sop
- growth
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I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
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Hi there!! I want to work between frames, that means I want to do some calculations in t=1/frame 1 that will affect values of t=2/ frame 2. More presicely I am importing csv files that show happiness numbers per 50 years. For t = 1, happiness = x. What I want is to say that when t = 2 and happiness = y, substract from happiness 10% of its value, i.e. happiness = y - y*y%. In the end I want to apply this policy to all the coming frames; if (factor < 5%) { @hapiness -= hapiness*10%; } How can I do that?
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Hi Guys. I have been learning houdini over the past week so I really am new to this, I don't have a solid background in a programming way of thinking but I do enjoy technical challenges so bare with me. I have been working on a scene where over time some I want some pieces of a fractured object to be activated in the dops network by selection of a group (I got this part working) For the next part of this I want the pieces that are now active to start scaling down until their scale is 0. I am currently struggling to get my if statement to run multiple times. It runs only once when the condition is met but I cannot get it to loop for each frame. If anyone could please help here or point me to another forum post I don't mind. Thanks! I have linked the hip file and labeled the node I'm having issues with as "Problem". Plant Debris scale.hipnc
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- packed rbd
- points
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Hi, I have a scene with some effects and i would try to render it. The problem is that every frame each frame spend hours to be rendered. How can i set render settings to speed up rendering process?
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Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
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Hi guys, Just want to showcase our work in progress and ask everybody's opinion. The demo is HERE. In short, were able to transfer Houdini vertex animation to a Web Browser. To accomplish that we used Houdini texture cache tools, 3js library, and tinyexr loader which was compiled to JavaScript. We are exited about the result and looking for a project to apply it. Kirill and Snay
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- javascript
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hi all so heres one for you - we all love the kaleidoscopic mirror dimension.. and the cool portals and wotnot in Dr strange... BUT can anyone suggest any ideas for how to tackle this really cool but very quick effect in houdini? At 28 seconds we see Kaecilius sort of reverse backwards into various slices as he does so.. I think its a really cool effect and one i would like to try suss out for a cg character. My thoughts are to bring alembic cg dude in, run him through a vdb and back to polys, then use a copy sop and a grid to create slices in the mesh... much like this cool tut... but how do i get that frame offset effect where you can see the slices are running at different frame times ? dunno if i'm explaining it well but does anyone have any ideas? Its something i'd love to crack! ta Ant
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Hello,I'm attempting to create the slitscan/timeshift effect. I'm creating a vector array in a for loop, each loop has an attrib from map and a wrangle that appends Cd to a vector array. It works when the attrib from map is always reading from the same file. When I change the attrib from map file read expression to anything that has to do with $F or the meta nodes iteration Houdini crashes. I have a test scene that has documentation and even nodes setup to create test frames to work with.If it is a matter of the way that multiple files cannot be read at once please let me know. If someone knows of a better way to read from multiple files at once and/or achieve this effect please let me know. I'm aware that after effects has this effect and uses gradients to determine which frame to look up color from. While that method is great, I'd like to be able to write the gradients/lookups in vex to achieve results. Any help greatly appreciated. -T concept_025_slitScan_v001.hiplc
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Hey, I'm here with an "old" question, I know it's been discussed/explained already, but I'm still struggling with getting rendering time estimations :/ I've found some info, but it's more about OSX and Linux, and it seems to be different with windows. First, I don't know how to bring up the console (don't laugh please). All I could find was to set mantra verbose level to at least 1, which is already at one by default, and that it could also be seen in the render scheduler. So I launch the render scheduler, set it to not clear completed tasks, but when I hit render to disk (rendering a sequence) the render scheduler isn't showing any info. It's only when the animation is all rendered that the scheduler display a list of task, when it's too late. Since I don't know how to bring up the console, I'm in the dark about some needed render time estimations :/ How do you guys get those info ? I'd love to at least see the total render time estimation somehow. Thanks !
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- time
- estimation
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I have a scene where I want to put few Dust Explosions, but Of course they would look better if they would start on diferent times. So I`m using DOP i/o and then TimeShift node just frame number minus random frames. ($F-24 for example) Problem is that on frame number 10 it is 10-24=-14 and the mantra gives me error and doesn`t render anything. What would be the best way to do it then? Thank you
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Hi everyone ! I'm doing some clouds with CloudFx and I wanted to animate them a bit. For the moment I have tried to set an expression to the offset of the cloudnoise but I'm not very happy with it... The patern is sliding on the cloud which is not convincing... I am pretty new to the world of VOP but I have seen that inside the cloudnoise stands a Volume VOP (cloudnoise), I know that I have to add time inside of it, but does not understant how... Is it possible to have some help ? Thanks ! ValentinD
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- Cloudnoise
- vop
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Hi,guys, I am trying to build a digital asset here,It's a asset inside shader,I mean it's at vex builder level. And now I want there to be some parameter which link to a rotation of an object level camera. Because the rotation keep changing,so I must like write a expression for the parameter of the DA. And here is the problem,it seems that I can't write expression at vex builder level,it does not update. I know I can promote parameter to shader level,but I do want to keep it at my digital asset which is at vex builder level. So,how can I get that changing data and make it work for my digital asset? I did some test,maybe someone can check my test scene(houdini14) and help. Thank you guys. Peng.
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Hi everyone I#m fairly new to Houdini, and i bet there is probably a easier way to solve my problem. So what I try to achieve: I have a curve with 10 pointsl. Now I would like to copy individual Spheres onto the points of this curve - but not all at once! I have a frame range from 160 to 180 on which I would like this effect to happen. Every 2 frames (x variable number) I would like to have one Sphere being copied onto the next point of the curve. (if $F%2, 1, 0) -> copy ..basically BUT the previous one should not dissapear! Nor do I want any others to appear. In the end after a number of frames all 10 points have 1 sphere copied onto them. I tried it with the Carve SOP but the point numbers vary and the "carve end" creates an additional 11th moving point. So this is not the sollution I am looking for. I also tried a "delete" SOP with an expression, but all I managed was the points appearing and dissapearing again. And I can#t think of any way to iterate over the curve points in a way that excludes the already copied ones. Please help! I am kinda stuck. Cheers