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Found 14 results

  1. Want to have multiple explosions in your shot? Let's populate them! Why go through the trouble of simulating each Fx when we can just populate a scene with a few! The Populate Toolset is a comprehensive HDA (Houdini Digital Asset) Toolkit designed for intricate control to populate a scene with various caches. The OTL uses a bundle system, so we can switch between a low-resolution proxy cache and a high-resolution render cache anytime. This makes it easy for artists to preview shots, layout simulations and art direct timing as per their needs. How does this Setup Help? Easy Layout: Create quick and easy layouts and previews for your shots without using high config machines and dealing with the laggy viewport. Quick Controls: Get quick controls to art direct your simulation like adjusting scales, rotation and timing. Randomizer: An easy randomizer to get started with. Override Tool: When you need small adjustments just use the override tool to fix it! Gizmos: Gets user friendly preview gizmos that help artists preview scales and placements of cache. Used on Beautiful Hunan: Flight of The Pheonix & Halo (Mini TV Series) Get the HDA and Files on Gumroad: https://chakshuvfx.gumroad.com/l/art-direct-instances
  2. Hi; In a Copy Stamp SOP, I would like to pass different bend values to each copy of geometry, based on a point attribute. I don't know where should I place the "Bend SOP" ,and how to retrieve the values. Thanks for helping. Vary_Bend.hip
  3. Hi; In a “Copy Stamp SOP”, I tried to create a random integer attribute ranged from 0 to 10, but it creates values from 2 to 9. How can I fix this? Thanks for helping. CopyFit.hip
  4. Hello everyone! I am trying to do a simple thing but it seems like I am missing something. I want something similar to this: But instead of controlling it by pscale, I would like to take the bounds of my instancing objects and make them get away from each other if the bounds of the instanced object is bigger than the distance between the points, or maybe deleting them as well. I am trying to do this just to scatter some crowds in a field, is there is an easier way to do that, it would be nice to know as well as I am quite new to crowds. I am attaching a simple example file of what I am trying to do. Crowd_RND_01.hip
  5. I am still amazed at how quickly you can build complexity with Houdini. This scene has just a few nodes - sphere, spring, add, copy stamp, poly wire - and result looks rather good, even if I say so myself
  6. R&D in Mystique type effect - flipping tiles driven by procedural animation. In this case, I used curvature to drive rotation of tiles in copy stamp sop.
  7. Hello, I'm trying to create some really basic glass debris (small on screen and limited in poly counts (games)), so instead of using material based debris (too directional) or voronoi fracture (too hexagonal looking), I thought I would use Steven Knipping technique and use booleans. -create one glass panel -add points -attribrandomize the points -copy to points grids for cutting -boolean scatter the glass panel with the cutting grids -copy stamp the panels ...wishing to use stamp to add randomness to attribrandomize. It works great except that I can't get the randomness of my stamp attribute to randomize the seed, so all panel look the same. I'm creating a rnd attribute in the copy stamp SOP with the following expression: rand($NCY) and in the attribrandomize under options tab>Global seed I enter: stamp("../copy6/", "rnd", 0)*12345 If anyone as a minute to take a look or has any suggestion that'll be fantastic!! thanks BooleanStamp.hip
  8. I'm attempting to make a cloudscape time lapse and need to find a way to efficiently create the cloud volumes. My solution so far has been to build the clouds themselves from spherical 'puffs' and to instance those puffs onto points at render time. My issue with this method at the moment is I can't find any way to have control over per-instance variations (beyond transforms, mostly looking for varying density). I have attached a file that shows a basic setup. Cache the frame to your local drive and make sure the instancefile attribute path is set to the cached file location correctly. One solution to my problem could be to cache multiple cloud puffs at different density values, and use different instancefile paths. But this will get heavy quickly as I need hundreds of frames to make up the time lapse animation. I'm hoping to find a method similar to how you would do regular copy stamping, using pt attributes to drive variations in the instanced geo. But obviously copy stamping is too heavy for my purposes. Any ideas/thoughts would be greatly appreciated! clouds_v001.hipnc
  9. CAMP_2016_Behind_The_Scenes_on_626475235.mp4 Very nice piece in my opinion by Raw & Rendered! Inspiring. I believe the technique is related to curl noise and many examples I found in this forum. However, I am particular interested in this setup where the curl noise is actually controlled by guide curves/circles. Also interested in how the spheres are randomly scattered on the curves and flows with the motion. I have attached the actual references for the frames. I am very new to Houdini and love procedural. Have been experimenting with wrangler nodes, sops, vops and etc. It would be great if anyone could share the approach on creating a piece like this. Looking forward to your input. Great community I found here. CREDITS Directed & Designed by Raw & Rendered | Joey Camacho rawandrendered.com Special Thanks to Maxon | Cinema 4D - maxon.net Insydium | X-Particles - 3.x-particles.com/ Otoy | Octane Render - otoy.com Music and SFX by Jay Klos | soundcloud.com/jay-klos Produced by Olaf Blomerus | blmrs.com CAMP Opening Titles and behind the scenes.
  10. Hey guys, I would usually do this easily with a Copy Sop (Copy to Points now), just like on Rohan Dalvi's Mograph Series but, since the fragments are not over points, I have no idea on how to do this without a stamp. Here's something very similar from what I need: Thx, Alvaro
  11. Hey guys, I would usually do this easily with a Copy Sop (Copy to Points now), just like on Rohan Dalvi's Mograph Series but, since the fragments are not over points, I have no idea on how to do this without a stamp. Here's something very similar from what I need, it's just rotation and scale of the individual pieces: Thx, Alvaro
  12. Hi all, I'm trying to model a disco ball via copy stamping some extruded grids onto a sphere (polygon mesh). It's all good until it reaches the points at the poles, at which point the copied geometry begins to overlap due to the points on the sphere being closer together. Also, how would i introduce some random rotation to the rows? at the moment it's quite uniform and if you look at an actual disco ball, there's some slight variation. Any help is much appreciated x
  13. hola, i'm copying box and a sphere to particles and using copy stamp in order to randomize their scale. (rand($PT+215)) i'm watching my particles as they travel ,their point numbers are changing. so my expression returns diffrent result at every frame , so overall effect is look jittering. any idea how to fix? h14_jittering_particlescale.hipnc
  14. Hi, I'm trying to create an effect that grows dandelion seeds over the surface over time. I've used a copy stamp to grow the seed from 0 - 1 for the coloured partic.es At the moment the seeds grow from scale (0 - 1) on the frame (0-100). So when the point is birthed at frame 50, the scale will be 50% because it's on frame 50. Does anyone know a way in which the particles start the growth from when they are birthed so it's not as uniform? I've attached my .hip file. Thanks in advance! Growth_Test.hipnc
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