Jump to content

Search the Community

Showing results for tags 'copysop'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 6 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, if you could have a look at this hip, I bet I'm doing it wrong cause it's very slow. It's 2500 boxes (copysop + stamping) growing up. I scatter points on a painted grid, fuse points to avoid overlapping, attributeVOP to randomize and add a fadeout effect. I'd learn a lot if someone could point out the mistakes. Might not be mistakes, but maybe there's ways to optimize. I'm not comfortable with coding yet, so I couldn't wrangle this, but if I'm not mistaken, VOP is VEX, so I was expecting faster cooking. Could it be slow elsewhere ? the copysop? I checked "packed geo bedore copying" just to see... still slow. Or before the VOP? I unchecked "relax "iterations" in the scatter node to speed up the scattering, in case it was cooking it each frame, but no. OR the number of boxes is the pb and there's no way to optimize? I doubt that as I've got heavier scene running smoothly. if you have the time, I'd appreciate thanks, cyril. optimizeBOX.hipnc
  3. Hello, Trying to learn and understand Houdini's procedural modeling processes. I am trying to build a bookshelf like so Can anybody suggest a good way to randomize the scale of each copy? Ideally, no expressions if possible. Prefer to visually connect nodes in Houdini TEST 06 Book shelf.hiplc
  4. I'm trying to figure out a way to take 2 objects in a merge and then randomly output 1 or the other to a CopySop. Simply, I have the copy connected to particles and I just want the shapes to randomly go to a random particle. Right now(for obvious reasons) it's just taking the 2 merged objects and assigning both of them to each point. I attached my file and left a blue sticky under the green nodes where the issue is taking place. I do have questions regarding this problem. - I know I can merge multiple objects and then in the DOP node that has those particles, just use packed geometry to achieve this. - Is it even possibly to do what I'm trying to acheive in the way I'm trying to in my example file? - Which method is best? - if one is better than the other? Many thanks in advance! I'm always unsure if I'm being super confusing, so I apologize if I am. dop_crack_part.hipnc
  5. Hi, I want to control an animation range by a color attribute. I want to use attribute transfer of color (black is default, red is the color transferred) so that when the points are black the animation is at frame 1, and when the points get to red the animation is at its endframe. I have tried some tutorials and got some copy stamped animation on some spheres (see attached file). As the point colors change to red it triggers the animation BUT this will only play through once and never get triggered again, even if the point color returns to red again. I cant figure out how to do this - and I would love the help of some more experienced folk please. thanks from chris sphere_anim_triggered_by_color.hipnc
  6. Hi guys. I'm experimenting in creation of pine tree. I use copy sop for splines and polywire for meshing. Then I put Fur Sop, but when I apply wire dynamics looks like Fur for some reason change its orientation randomly. But when I'm deforming static tree with a simple twist - looks like everything is fine. I wanna get dynamic pine tree which reacts to wind pinetree.hip
×
×
  • Create New...