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Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
Hey guys, I'm trying to figure out a way to unwrap the polygons of a geometry by face. Meaning that: face[x].vert.uv = [0,0] face[x].vert.uv = [0,1] face[x].vert.uv = [1,1] face[x].vert.uv = [1,0] What's the simple way to do this? Oh and I tought I could do this using the Vop(attribute) Sop but how do you output uvs since they are not in the output node... Thanks for your time guys.
Zabander posted a topic in ModelingHi guys, I met a problem, I sent an asseet from Houdini to Maya, then I saw a problem with the normals, that could be fixed in Maya with the Set to Face Normals, using the Create Vertex face normals in the mode Match face normals, I wonder is there a equivalent node in Houdini that can fix it before creating the asset? Thanks!