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Showing results for tags 'footprints'.
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Hello, I'm learning houdini and so far I'm loving it but I'm having a problem to understand a concept of manually editting something that has already been generated. I guess this could be quite a common use-case but I haven't found solution anywhere so I'm trying to seek help/guidance here: I am working on procedural generation of buildings from their footprints. To simplify, I have a geometry node in which I have a foreach loop SOP that iterates over footprints (primitives) and extrudes them based on their height attribute. Now, is it possible to select a specific footprint and change its height attribute so that this specific footprint will be extruded by different amount? What I'm trying to achieve is that user is able to select any procedurally generated building and adjust/override its default/random parameters like height, roof type, texture... and after that - this building will be re-generated reflecting these changes (while other unchanged buldings won't be regenerated to speedup this process) Does houdini provide such functionality? Or are there any best practices how to approach this problem? Thanks
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Hello! I'm a total newbie to Houdini, my background is design, live-action directing, but I'm really wanting to learn Houdini and hopefully implement it in my work. This is the effect I'm wanting to achieve, only take out the character, the footsteps appear by themselves but with the same displacement, snow clumping effect etc:https://youtu.be/9H1gRQ6S7gg?t=3m30s Except I want to shoot actual footage, create the footsteps effect, then composite it back into the live action footage. I've been messing around with wet grains, using various pieces of geometry to displace them but I'm not really achieving the results like in this video. Also, I'm not sure if wet grains is the best way to go about it, perhaps animating a displacement map would be better, then using grains to add to the effect. Thanks for reading and for any help! Any advice is absolutely welcome!
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