Search the Community
Showing results for tags 'falloff'.
-
Hello. This is a question for Paul's best tutorial series. I would like to set up a Vellum and Falloff mechanism extracted from a GIF, but I have tried and tried without success and wonder how to accomplish this. I will upload a file in the process of using MOPS in case you are interested. Thank you in advance. vellumfalloff_failed.hiplc
-
Hello, I am trying to activate my vellum sim only where the falloff is located, in my scene I am using mops but I am not sure how could I achieve this. Any help is appreciated.
-
I have particles in my scene. I want to fade out my particles pscale based on controller geo and a falloff. But I want to add a bit randomness to it. In cinema 4d I would just grab a linear field and a random field. In Houdini, my plan was to use a grid with maskfromgeometry and attribtransfer that on the particles. However, this will just scale down all the particles that are in one axis the same way. I have no idea how to add randomness on the particles scale, (I want that some particles scale down faster, and some particles need longer to be scaled down)
-
Hi I am doing the entagma tutorial where he is blending from low poly to high poly object. In their example they are using a single point from a sphere to create the blend as in the image below . I would like to use a piece of animated logo to reveal between the two. Using bit of vex I found on this site I think I am getting the distance from sphere to each point on the grid but when I visualise it as Cd. It only seems to be taking a few points into account. What I expect is black circle around the sphere. Thanks finddistanceB.hipnc
-
Hello-- I've been working with using distance falloff from reference objects to control various attributes (mainly FEM stiffnesses). I had been using straight 0 - 1 Fits in a pointVop, but wanting more control, I've added a ramp to my setup. My way-simple test setup isn't working, though (attached)--theoretically it's measuring distance from a sphere to the recolored grid, but now my radial black-to-white falloff is not reading any translation in my reference sphere, either through scale or translation--EXCEPT on one tiny little strip of the grid, where it looks like it's repeating and not quite working, but at least some colors change when I move the reference object. You can see on the screenshot attached, too--it looks like the falloff is working, but moving the sphere doesn't move the gradient--and the upper right edge shows the spots where it IS updating, just weirdly. My main, big project has done this a tiny bit--by and large the falloff has worked, but there have been some stray vertices that just won't behave. What am I doing wrong? Thanks for any help! falloff_issue.hip
-
Hello, I'm new to houdini and I'm building a watersim which creates a wave. At the moment I'm using a box as a pusher and a initial velocity to push the fluids in the opposite direction. But I'm looking for a way to only move the water below the surface. Maybe some sort of box in which the fluids below the surface are pushed towards the pusher. Does anyone know a easy way to achieve this? Thx! Wave_v05.hipnc
-
Hi! I'm struggeling to create a "Cinema 4D mograph like effect." I have fractured a geo and I want them to rotate based on an effector. I have tried to pack it and or with a for each loop, bt I couldn't get it close to it. Can anyone help with it? Thanks!
-
Hey I'm having a strange issue. I modeled a fosset to shade but the S & T are just strange. I'm confused since I thought S and T were suppose to have everything to do with the UV map 0-1 space. However, here (see image) I am getting some strange results which cause my shader to appear almost at random. I dropped in a perfect asset (shirt geometry) that works perfectly in production when I textured and shaded it, but as soon as I plug in the S into the color ouput of the material shader builder it appears super strange. I'm confused at why I'm getting these results. Thanks
-
Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks
-
Hi Is it possible to get a fall off and attenuation for the area light like spotlight and point light do i need to make a light shader if yes how would i go about it, i have never worked on a light shader thanks
-
- falloff
- attenuation
-
(and 2 more)
Tagged with: