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Found 56 results

  1. 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!
  2. I want boolean outside camera area. How can i do?
  3. 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?
  4. 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!
  5. 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
  6. 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!
  7. 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
  8. 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.
  9. 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
  10. 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?
  11. 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
  12. 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
  13. Hi everyone, I've imported an animated camera from Maya to Houdini, but I would like to scale it along with the geometry in order to keep the proportions. Basically, I want the final proportions to match the ones that geometry and camera have if I remove the transform node “transform1” before the GEO_OUT. Thanks in advance! Alley_test_03.hipnc
  14. Hi everyone, Can you please share your most efficient way of loading an alembic camera? I'm working with 2 alembic files (animated object and camera) and I'm trying to Object merge them in a new Geometry node so I can use the Timeshift node to offset their animations. I can see that it's working in the viewport(I'm seeing the camera and objects move at my specified time) , but I can't think of a way to look through the "camera" from the object merge. The goal is to control the time offset of many assets using 1 node. I guess I'm generally asking for the best practices while working with alembic cameras. I'm currently learning Houdini and I realize my questions can be disoriented,but any help would be appreciated, there's not much about alembic cameras in the documentation. Cheers!
  15. Hi, I imported an FBX camera from NUKE to HOUDINI. I am having issues scaling the camera animation down by 100 to scale scene down to Nuke size. I've been looking around online to find out how to scale the camera animation down with no clear answer. I'm new at this, so any explanation without noob talk befuddles me. The solution that I have been trying to do is to go into the translation of the imported camera and divide it by 100, but I dont know how to apply that to all the keyframes. I'm not even sure if this is the right approach, so any help would be great. Thanks Das
  16. 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.
  17. 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.
  18. 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.
  19. 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!
  20. 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
  21. 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
  22. 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?
  23. 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!
  24. 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
  25. 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?
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