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Found 41 results

  1. Camera Tracking Artist - Santa Monica

    We are only able to consider applications sent directly through our website. Please apply here: https://www.lumapictures.com/careers You can: Produce tracked cameras from plate photography. Will work with and/or create rudimentary geometry to ensure accurate camera track You have: A thorough understanding of 3D camera principles such as lenses, distortion, parallax etc Proficiency in Maya and in one or more camera tracking packages (Syntheyes, PFTrack etc) Ability to use set measurements and/or lidar. The ideal candidate will be a team player, detailed oriented and possess a positive can-do attitude. One year of experience preferred but not necessary.
  2. 2 point perspective correction Hello everyone, Is there a 3ds Max 2 point perspective correction feature in houdini? I did not find it in the houdini camera parameters. Or can you do something like 2 point perspective correction with houdini? I do not have much knowledge and I would be happy if someone could solve this problem and help. Thank you.
  3. Is there a good way to aply a perspective correction to the cameras so that we can eliminate the vertical perspective when looking/rendering through the camera? 3dsmax allows us to do this on their default cameras. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-38F86E7D-A79F-47D9-9E5F-7849E91BB6CB-htm.html I suspect we should use a lens shader, however I have no Idea where to start with that.
  4. Hi, I'm new to Houdini so this might be a basic operation. I have a camera that follows a looped path surrounding an object but the camera's handles are detached from the camera. I can't link the handles to the camera's motion, they stay still at their initial position. I've tried to link them in the Handle parameters (Handle Follows Group), the Camera Operator's Align Handle and Move Handle, and other settings but they don't move. Thanks for your help!
  5. camera_problem

    I have problem with camera. Every time when i move camera it fly away. When i zooming it goes in side. May be someone had the same problem and have solved it. camera.mp4
  6. Hey guys! I've been searching around for this info but can't find it anywhere so maybe one of you wise owls can help. I'm trying to find a way to have particles shrink to nothing as the camera approaches them, has anyone got any idea on how I'd achieve this? Thanks in advance! Jeb
  7. I am using an IFD workflow, and I want to render an identical scene from 3+ different camera positions. I've come across several different ways of rendering these 3+ images sequentially, but that's not exactly what I want. I would like to make 1 IFD file that renders 3+ images from different camera positions. Is there a way to do that? I am working with a large dataset. For easy math, let's say that it takes 10 minutes to read/load, and then 10 minutes to render. Rather than doing three sets of load+render + load+render + load+render (60 minutes), I'd like to be able to do load+render+render+render (40 minutes). I have found that I can use the "Stereo Cam Template" (even though I am not rendering in stereo) to work with two of these cameras to do load+render+render in one IFD file. But how can I do this with more cameras?
  8. Hello Houdini people! May I have a simple question on U? Im trying to make a render of extreme difficult scene, with a lot of lights and textures with redshift. But unfortunately I can let rendering my computer only durring the night (because durring day I need it for my work ). The render which Im trying to make usually takes almost 20 hours, but as I wrote when I need the computer I have to stop it and then start again, because the render is unfinished (in corners because the buckes didnt finish it there) and also its unusable. What I need is lets say select some part of camera view and render it (RENDER TO DISK !!), basically I will divide whole frame on small parts (each part per night lets say) and then I will put them together in photoshop. So my question is: Is possible to select region in camera view (for example like in Blender/Cycles: its Shift+b+LMB) and then render this selected region to disk (I do not want render in scene view)? Thanks a lot for any advices!! Bye!
  9. Hey all The idea is I have bunch of objects and would like to render small image (like icon 256x256) of the object. Now instead fiting the one by one I was thiking of using some Houdini power. Switch node to maybe object bound...to camera position...distance thing... anyone tried something like that? Thanks a bunch
  10. Hi, I am just learning Houdini so please be patient with me... I just need to zoom and pan ("2d zoom and pan") inside my view, when I am modeling details based on BGimage of the camera. I've seen these camera parameters can achieve that. But for some reason BGimage is floating and doesn't correspond with my 3d view, when I am trying to pan/zoom. Please, what I am doing wrong?
  11. Output render file naming

    Hey! I was wondering if anybody knows how to bring the camera name into the file name when rendering with redshift. I was trying to use the following today: "$HIP/render/$HIPNAME`_``chsop("RS_renderCamera")``_`$F4.exr" the problem is that `chsop("RS_renderCamera")` gives you not only the camera name but puts the /obj in the beginning: "/obj/cam1". So when you render, instead of naming the file "Name_01_cam1_0001" it creates a subfolder called "obj" I was wandering if there is a possibility to strip the beginning of a string or another solution to get the camera name into the file name. Something like $CAMERANAME would be nice Best, M I tried this one, it didn't work for me, I guess its for mantra?! https://www.sidefx.com/forum/topic/55206/
  12. Hello all, Getting to it I have a camera in Maya with camera shake enabled. I know baking can only work if the Horizontal Shake and Vertical shake options have been moved from the background to the channel box with the Channel Control in the shape node of the camera. Once it's baked I export it as .fbx into Houdini(16.5 if it matters). But the camera shake still doesn't show up in Houdini. Also of note, I looked through the camera settings in Houdini and I don't find anything similar to a camera shake option in there, so maybe because there isn't a setting it won't use that baked information but I am truly stuck. For fun I attached the camera, don't know if it's useful but its there. TL;DR = Camera shake from Maya camera doesn't import into Houdini, what do? Thanks. Edit for all the people out there. The solution is to just not use .fbx. Just use alembic guys, it works. Hopefully somebody else in the future will be able to use this advice so they didn't have to be me scrolling around google for two hours. CameraExport_01.fbx
  13. Hey Everyone, Can anyone give me information about baking a texture onto an object? So I projected camera footage onto an object however I'm making the object disintegrate like paper and need the projected texture to remain on the object after it has disintegrated. I can't seem to find any resources about this? Many thanks in advance
  14. export camera?

    Hi, I cannot find this anywhere. How do you export a camera from Houdini? Here is what I tried: I created a new geo node, then object merge node, merged the camera then changed transform to into this object. I used a file node then export. When you import it, the camera is there and moves correctly, but when you go to choose camera there is no camera to choose. I tried creating a camera, then changing the defcam.bgeo to my directory, but that did not work either. What do I do? My end goal is to export a camera to another houdini scene and to maya. Thanks
  15. This is one of those "I know it can be done in Houdini, but I cant figure out how" questions: I have a rollercoaster, with a cart nicely moving and banking along the rails. I'd like a view from the rollercoaster - as if you were an occupant, and I imagine tying a camera to the carts coordinate frame (eg including location and orientation) But the cameras are one level "up" from my cart geometry...they do have an input however... What is an elegant solution for this ? <pre apologies if this is so obvious that its a stupid question - I couldn't find anything on Google on this - but i am eager to learn>
  16. I'm trying to delete points bases on the camera's origin. I have a vex script that was calculating the visibility: vector camera_dir = point(1,"P",1) - point(1,"P",0); f@vis = dot(@N,camera_dir); the problem is that it's based off of having two points from a ray sop. Can I just do it based off the camera origin itself? Any help would be amazing! Thanks, camOrigin01_v001.hip
  17. This seems like a simple one, but I must be missing something. I would like to create a vdb from a camera with fog volume values inside the frustum area. When I choose 'From Camera' the vdb sop node shows me a frustum guide with appropriate dimensions but it always gives me 0 voxels. This is Houdini 16.0.633
  18. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  19. I have a bunch of cameras exported from photoScan (photogrammetry app) and I would like to create a master one which can animate between the whole set. What's the best way to get the transform of two cameras, blend between them and drive a different camera? I tried to extract the intrinsics from the alembic export, but didn't manage to make it work. I ended up key-framing the camera in maya with a good old mel script and export it as an alembic. But I was wondering if there is a better way in houdini, with either an FBX or alembic scene from the photogrammetry or any other application. thanks
  20. Hi, rookie question: Why is it that when I import an Alembic camera from Maya into Houdini, it makes the whole scene insanely large. The camera moves a massive distance and as such I am forced to create massive grids and simulations with attributes set to numbers in the thousands. This is really hard to work with and creates clipping problems if you move close to the geometry, which i cant seem to fix even in display options. I'll attach the scene file and the ABC camera file (not sure how to attach them in the same file). So import the ABC file yourselves Basically the camera is leading a car straight along a road and there is going to be a dust storm in the background and also dust trailing behind the car. If you convert the tube in the scene to Billowy Smoke, it comes up with a warning saying 'Object level scales detected. A new object has been created to convert to world space'. Which I suppose is a way of saying 'Hey, your scene is super massive and could be fixed somehow'. I'd like to know if there is some way to import the same camera, but have the scene scaled to a suitable size so i dont have to put huge numbers in while experimenting with smoke, particles etc. Thanks Scene01.hipnc Camera Alembic.abc
  21. Hey Guys, I have been playing with a raytracing shader. The surface I apply the shader on and the actual position I am computing in the shader is quite a faire distance away. It's like I'm looking through a window. All works well and good however I am now looking into implementing Deep data in this shader We can read deep data with dsmpixel. But is there anyway of writing it out from the shader ? At the moment my deep data comes out with the actual plane surface data that the shader is applied to but not the objects and procedural inside the "window" which my shader generates. Do any of you have any clues on how to feed this custom data to Mantra do so ? Is it just an simple array variable to export or a twin array both depth and color/alpha ? Is it even possible ? Thanks for any idea you might have. J
  22. I'm trying to generate a motion vector pass for use in Nuke later. The way I've usually done it is like this, inside a shader: http://imgur.com/tSbatjM Well that's not working now, and strangely if I set all the motion blur settings to 0 but I enable motion blur I still get motion blur. http://imgur.com/7htfLLi When I change the shutter time setting on the camera in the scene, that seems to be influencing the motion blur. http://imgur.com/gNgKfru Is there any way I can extract a useable motion vector pass for Nuke from what the camera is seeing, or am I going about this all wrong?
  23. Video as Image plane

    How to set up video as image plane for the camera. So I can view tracked points with video footage in BG. Somehow background image works only for a single image. When I change it to .mov of IMG seq, I don`t see anything. Thanks in advance Janis
  24. Hey everyone, Sorry I've been bombarding the forums with questions in the past days. I want to know if it's possible for a digital asset to have a camera embedded in itself? I'm attaching an example file, it doesn't work in this scenario, I wanted to know if anyone has ever done this and what's the right way to do this. Basically I want to have a "object network" in my subnet and inside that I want to have a camera that has some specific properties, My problem is that first of all I can not switch to my camera in my viewport and what is worse is than when I render with that camera I get nothing. Thanks CameraInHDA.hipnc
  25. Camera going out of water

    Hi, For a school project I need to create a shot where the camera starts inside an ocean and slowly goes out (vertical travelling). That means at one point the camera sees both the inside and the surface of the water. I'm a beginner in Houdini and the schedule for the project is kinda tight. I was wondering if you could point me towards the good direction to achieve this effect? Should I use particles or is there a simpler way? Thanks in advance for your help!
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