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Found 52 results

  1. Hi, I'm trying to find a way to export nested .ass files - for example with a crowd. I can get a crowd exported using alembics using this method - but I was wondering if anyone could point me in the right direction for exporting, say, each agent as an arnold procedural within a single arnold procedural i.e. nested. cheers
  2. Crowd Training Sources

    Does anyone knows a decent training source for learning fly crowd simulations in Houdini?
  3. Crowd tilt avoidance on terrain

    Hi, I have little agent insects on a rock, sitting on flat ledges. I'd like them to wander, while avoiding steep slopes of the terrain. Does anyone know the best method to go about this? (FYI I'm fairly new to crowd- I was imagining I'd need a pop wrangle to use a look-at function, which would estimate the possible future tilt, then apply an avoidance force.) Any help is much appreciated!
  4. Hey everyone. I was curious if there was a way to break constraints with an agent layer once they convert to ragdoll. For example, a crowd agent holding a sword, once hit becomes an active ragdoll. The sword is bound to the agent via an agent layer node. In DOPs, I'm trying to access the sword layer to tell it if state=ragdoll, sword's active=1, so that he lets go of his sword and it interacts with the rest of the sim as it falls and takes on any velocity from its original movement. Currently I can't find any attribute for the prop layer once the agent is packed and ready for dops. The only way I can access it is by name once it's unpacked, but this gets super slow and won't work properly in DOPs. Anyone know if what I'm trying to do is even possible? Or if there's a better way to do it? Thanks!
  5. Crowd Sim Popping

    Hi, I've been playing around with the demo crowd sim setup inside Houdini and wanted to setup my own based on this. I used MakeHuman and Mixamo and setup a character with animation. I got all the parts working but for some reason the animation on my character pops like the rig or cache is breaking. I've narrowed it down to being something about the retiming being done in the crowd sim but I have no idea what the actual problem is or how to fix it or even what to search for. Any ideas? Attaching my scene just in case. sim_test_v02.zip
  6. I got a crowd cached sequence files and an agent folder(with bgeo, rig, clips, etc). File SOP is throwing an error, can't read the sequence and finding the agent path. "Unable to read file: < cache file path >" (this path is correct, it's on my system) "Error loading the rig. The following paths were searched: < agent rig file path >. (nearbyte offset 408663, line 1, column 408634) Backend IO" (this path is pointing to the agent file on another system) I noticed if I click "Delay Load Geometry" the SOP doesn't give error anymore and the spreadsheet shows the content. But I don't see a primintrinsic or something I could edit to make it point to the correct agent files path. I gave it a try with "Packed Disk Edit" SOP, but no luck Where can I access the packed agent external reference and edit it to point to the folder on my system? Thanks
  7. Hello node friends! I have kinda of a problem when rendering crowds with motion blur. Since they are packed prims, I cant get my deformation blur to take effect. I'm loading a single rest shape as my base shape for the agent and rig. Then loading 15 fbx with just the animation. So far so good, it simulates the crowd, as all the transitions I need and so on. When it comes to render, I can get all my stylesheets working, but when I try to render with deformation blur, I cant only get it working when the agents are unpacked, any suggestions? I have my blur samples to 16 and geometry motion blur enabled. Sorry if my englando was bad or confusing. cheers
  8. OK, I have a crowd. I'd like to define a 2D bounding box for each agent from a given camera using the toNDC. I've unpacked the crowd, defined each vertex screenspace position, and now I'd like to put the minimum and maximum values back to the original crowd. I thought some kind of relation between to packed and the unpacked crowd, is it possible?
  9. Hello! I'm stuggling with texturing my crowd. Random texturing for the agents themselves works fine, but I've added shapes which I can't adress in the stylesheet. It seems like I'm loosing my primitive group when adding the shape to the agent layer. So my question is: How to keep the shapes primitive group when adding to the agentlayer? Or am I missing something and there is another way of applying (random) textures on the added shapes?
  10. Hello, So I have agents that are climbing using a locomotive clip. Each hand pulling the rest of the body up and the other etc. At the moment the way I have it having the pivot set to the hand joint for the first pull up. Then I'm using xyzdist to find the closest prim on the deforming object. Then I use primuv to have the agent hook onto that. This only works for the initial pull up, once it tries to pull it's self up with the other hand it just stays on the same location. I need a way to switch the pivot of the agent to another and keep the already moved up position of the previous frame when the other hand is locked in place. A more advanced way would be able to tell when the other hand is moving etc but i;d be fine with just inputting that data for now. Anyone got some ideas how I can achieve this. I've been trying to get this to work with solvers and getting the position of the other joint on the frame before it needs to change but using that to offset the next hand is not working. I think I was probably on the right track but my comprehension of the solver node is spotty and just gives me a headache.
  11. Hey folks! I'm working on a crowd scene. I set up an attribute to store unique RGB color for each generated agent. In the material builder I use bind parameter nose to incorporate the parameter. I set up the extra image plate too. It works properly with all other objects, but it doesn't work with crowd. I need the RGB color I need to control the RGB and also export it as a text file Cheers Szabolcs
  12. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
  13. Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
  14. I'm working on my first ever crowd and I'm trying to use the Look At node to make agents in a certain area look at an object. However, I noticed that unless I check the "Enable look at" in the crowd solver node, nothing happens (even if I use an "Look at apply" node). On the other hand, whenever I do check the "Enable look at" (even before I plug in the actual Look at node and specify the object), all of my agents heads turn and twist a bit. I tried using the group to limit that twisting, but to no avail - it seems like the group actually looks at the object, and all the other guys get changed just a bit. I don't want that! I want the heads of the guys outside of the area to remain normal, without the random twists. The fault is for sure not in the group. I tried both the shelf tool and the node.
  15. Hi all, I'm building a crude crowd-like system using POPs and I'd like to copy my imported walkcycle on to the particles with a random timeoffset. The old method of copystamp with a timeoffset value on a timeshift node works - but it's really slow. I've been reading up on the for-each / compile block method but I'm unable to compile timeshift or file nodes. So my question is - is it possible to do it with a for-each/compile setup or am I stuck with the old copystamp method?
  16. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  17. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  18. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  19. Crowd and Volume collisions

    I have baked agents loop for crowds. I need some hints how to generate smoke, dust on the each crowd agents footsteps for walk, run on a dusty terrain adaption in compositing for example, at what level does it have to be done?
  20. Hi all,I wonder is anyone else is having the problem I am experiencing:I have a simple crowd sim: 1. I have one agent defined from a FBX. The agent is generated in a different hip file and baked out. In my simulation scene, I am accessing the agent from ‘disk’2. I plug this agent into the crowd source node.3. I simulate my crowd source, using the shelf tool. All good so far.4. I have some geometry (waving flag) saved out as a bgeo sequence, which is brought into my crowd system as packed primitive sequence. It is then attached to my simulated agent with the Agent Relationship node.5. I save the scene.6. When I press play or try to cache out my geometry, I get ‘segmentation fault’, Houdini bombs out and I can not load my scene any more. Not only that, I cannot load the backup scene or even any other scenes I have ‘saved_as’ along the way. As soon as I try to load a hip file, I get a segmentation fault again and Houdini bombs out. Weird.I have remade my agent (with new name) from scratch and remade my simulation scene multiple times and this crash keeps happening.Has anyone seen this kind of problem? What can I do to recover my hip scenes
  21. Hello everybody! I've got one agent for a crowd simulation. He's holding a sword on his R_hand. When using Agentedit node, Im able to adjust transformations of that controller, which is great, but it affects all agents in the same way. =( What would be the approach to randomize the wrist rotation to get some variation over to the crowd sim ? Thanks!
  22. hey guys got a good un for you I attended a thingy in london some time ago and basically there was a vfx guy who was demonstrating how they setup the spaceship battles in the first guardians of the galaxy. So it got me thinking if i can use a spaceship as a little crowd agent and maybe transition from one ship pose to another as its affected by velocities. Are there any good workflows in houdini? I'm currently using a crowd/agent setup. I've got a little spaceship model with a basic idle on the spot and thats exported as a .fbx from maya. and wanted to have it so it transitions to another state (wings back when accelerating) when they move forward (another exported clip). Ideally it would be better to have say 100 points that move in space and on each point is a spaceship thats aligned by the points movement. anyone tried this in the past or got any good suggestions? cheers ant @Farmfield @mestela any good thoughts on this one? I'm guessing i can use points and a popnet possibly to control the flight of my spaceships - the idea of using the crowd is to get them to 'animate' based on what they are doing
  23. Crowd Rendering in Arnold

    Hi guys. Is there anyone here who is rendering crowds from H in Arnold? Arnold doesn't support packed primitives, so: I'm trying to figure out how to leverage instancing at Rendertime in Arnold so that rendering really big datasets(hair, cloth included) is possible. Are there any smart ways/workflows to go about this?
  24. Hey, I am attaching a shape to my agent's hand (via agentlayer). Is there a way to disconnect the shape from the hand and make it rbd (as to drop to the floor)? Thank you!
  25. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
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