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Found 57 results

  1. Hi all, First of all, please let me know if somebody else asked this question and got an answer, I looked for an answer here and didn't find any, someone has asked on SideFX forum but nobody answered. anyway, I have a scene with hundreds of thousands of points in it that I wanna render as instances. It works fine when I render with Mantra, the @instancepath attrib works just fine, and it does work with Redshift too but it's very slow and it just freezes when the number of points goes up, even 1000 points would take forever to render with RS. So I was wondering if I'm missing something. Thank you, E
  2. instance chaining when point number changes

    Hi, I'm trying to instance different geometry on points, but the instanced object is chaning its object every frame, since the point numberis chaning, tried adding the id, I'm not sure where it got wrong, can someone help me here, copy_instance chaning_problem.hip
  3. In a pipeline that requires you to do VFX work in Houdini and then render said VFX in 3ds max, there are many formats that are viable (I mostly use alembic). But I was not lucky finding a straightforward method/format to export particle systems that were created in Houdini to be later replaced by geometry in 3ds max for rendering. After some tests, we managed to do it using an HDA called PRTRop which exports particles in .prt file format. The particles were then imported into 3ds max using TyFlow, that reads a couple attributes such as width (pscale), id - this one is necessary for tyflow to import the particles, velocity, etc... Then we hit another roadblock: what if I want to export particles with orientation information for my geometry instancing? It turns out that, after some more testing, we discovered Tyflow uses an attribute called Orientation (case sensitive) which is a quaternion just like Houdinis orient attribute, and it has to be exported as a float16. So in case some of you were wondering how to do this, I'm sharing the workflow used here. If some of you know a better way feel free to share it... it might save some lives! Cheers, Mozzo
  4. I have put some instanced geo as a bounding box in the group node. It works at someplace perfectly fine but at other places, it does not select all the points inside the bounding obj or selects points outside. I have attached the images and hip file. I want to know if it is a bug or it really just doesn't work with instanced geo or there is something else I am doing wrong? Thank you. cactus_01.hiplc
  5. While trying to bring in the moana island scatter data into LOPs, since each point data has its own obj filepath attribute to scatter stuff; i was wondering how i can use these with the instancer LOP within Solaris and make it work since it has the "name attribute" parameter. i tried using the instance Sop within the "sop create" and even tried but it keeps crashing, running out of ideas at this point. I even tried instancing within SOPs and using "sop import" within Solaris but no luck another crash. tldr - how to scatter lots of objs with the help of filename string attribute on each point cleverly without having to manually bring in each obj file within Solaris? thank you!
  6. I would like to input Maya geometry into the HDA, which then will do it's magic, like placing that 1 geo 100 times, and then instance it when baked.
  7. Hi, I have a heighfield of 10912 x 10912 px with multiple heightfield nodes using a cop network texture. I try to instance 1,6 millions of trees with the heighfield_scatter node, which is no problem in the scene view, but with Mantra renderer. Mantra eats insanely much RAM, no matter I use full geometry or packed primitives of the trees. The tree loaded as full geometry has 26 MB and as packed primitive 14 KB. The render resolution is 6000 x 4000 px. The maximum number of trees, which I can render without chrashing Mantra is 800.000. I have also tried instancing through the instance node, which changes nothing. Do you have any ideas for another solution as upgrading to 256 GB RAM ? Kind regards System: Core i7 7820X, 128 GB RAM, GTX 1080 graphics card
  8. Instances following curl noise?

    Hey magicians, Anybody got a clue on how to achieve something like this? first thought is some flip with curl and instance geo, but did some tests with no luck. 4WEj4HDysF.mp4 Thanks!
  9. I'm currently working on a procedural book model with controls to open/close it, flip through pages and whatnot. My issue is that I'm not sure how to bend the pages using MOPS. I'm really enjoying how easy they make any kind of transform operation relating to instancing of any kind, but I'm still learning how to make them deform geometry. I hope I don't have to switch to a Copy Stamp + Foreach Loop workflow, but if anyone has any feedback or thoughts, I'd love to hear them! I've attached a few renders and a video of my work in progress. D__Personal_Houdini_Book_0001.hiplc_-_Houdini_Indie_Limited-Commercial_18.0.532_2020-09-27_19-42-42.mp4
  10. Hi, I would like to ask how to export instanced geometry using Instance Node to FBX? I would like to get the instanced geometry out to work with it in Maya LT (that's why FBX) Thank you in advance!
  11. Hello, i come to you after several sleepless nights due to a matter i can't find a solution. Hopefully some of you may provide help. In my project i have one geo, replicated and simulated in vellum with "Instance on points" method: every 4 frames a new geo is created and the simulation starts. Now i have trouble point deforming the proxy simulated geo with the original geo, because Hi-res and Rest geos should appear exactly when a new proxy is created. I thought it would suffice a ForEach and something like a Birthid attribute to isolate every guy, but it seems i'm not able to make it work. Below the hipfile attached: i simplified it and replaced my original geo with a Rubbertoy; so don't mind too much attention to the shape of the proxy geo... now it's strange, but in my case it did the work. I really hope in some clarifications with the script, i'm stuck there. Thank you very much! pointdeform.hipnc
  12. Good day to you Houdini magicians out there! I have been following the Particles IV Tutorial by Steven Knipping (the one with the cherry blossom petals) and as i did with the previous tutorials i always found a workaround to get it to work with Redshift... except for this one and it makes me go nuts. On the surface level everything is working as intended, except for the materials. I've tried applying the shaders on the actual instancing items, even stuff like applying the material onto the instance itself.The materials are also set up to read the Cd attributes and i checked that the Cd attribute isn't replaced or erased somewhere. Can somebody help me? Did someone out there stumble upon the same problem and found a fix. If needed i can provide the .hip file. I know it's not a too big of a problem but it's bugging me really bad. I am thankful for every bit of help!
  13. Instance on hair

    I would like to recreate this effect in Houdini that is easy to do in C4D: https://vimeo.com/59735927 [vimeo.com] Is there a way of instancing objects on hair and allowing soft body dynamics? If so, can one randomize the quaternary rotation around the hair?
  14. Hi guys, I would like to animate an object, a chain production like in factory, i tryed with wrangler approch but i'm stucked.. Thank u for helping.
  15. transform matrix attribute not working inside instance node?
  16. Hey, I have a very frustrating issue. I have an alembic that I have scattered points onto and managed to get them to stick in place. The problem is now the random values I have assigned to these points i.e pscale, change every frame. Does anyone have an idea how resolve this, please? Thanks Andy
  17. Hello there, So I'm back on a V-ray project, and I have to scatter a few impact-like VDBs. I was thinking of going the traditionnal way, getting the point cloud, adding instancepath / instancefile, with a made up string including the much needed offset. Classic, right ? My issue is that I just can't get it to work with vray. It just renders nothing with no relevant info in the log - except "render's done". I tried with VDB files. I tried with vrscene files, tweaking the anim_start primintrinsic. I tried with copystamp and timeshift. I even tried by linking a geo diretly into the relevant instance field. Best I could get to render was instancing the same frame on all points. Instancepath and/or timeoffset look dead in the water. With no access to their own forums, I'm forced to come here to ask : How the heck are we supposed to instance from disk files or create a cloud of timeoffseted instances with Vray ? And all of this despite the V-ray beta 1 release notes stating this :
  18. Hi, I'd like to get some help from you, because I ran out of ideas. It's about Redshift proxy and instances. I'd like to make forest with different colors with the "RSUserDataInteger" in the Redshift Material in shop network. I tried with the simple box example, and it worked. However, when I use the material override in different ways for the proxy trees and it uses only one color, so I cannot randomize colors. I attached the hip file and proxy tree for you to examine. Thank you in advance! switchShaderTest_02_v003.hiplc tree_01_v01.rs
  19. Instancing Lights

    rendering 10.000 instanced lights takes forever. Instancing is supposed to make this happen, no? am i over the threshold or is there another way im not seeing? light_instancing.hip
  20. Hi guys, This is noob question but I just can't figure it out. I have a pyro cache in the scene. All I want to do is to intance that obj node and transform a bit and scale it up. I've tried using Instance object but it seems I can't rotate or move it. Can anyone help? Thanks! shawn
  21. Hi everyone! I made an HDA that generates a level. Got a couple of blueprints in Unreal I need to spawn. This works fine when I use the unreal_instance as point-attribute with the spawn-points. Since I want to rotate the blueprints instances as well, i added a rot point-attribute (also tested with orient) to the points - but this doesn't seem to carry over. Works fine inside Houdini when I test it with proxy geo (e.g. boxes) Every instance of the blueprint Unreal though has the same rotation. Am I doing something wrong here? best, Ron
  22. Hi I'm trying to use the instance object to make different spheres on my different POP groups but whenever I assign the Instance to a specific group I get no result. Only works with no group specified. Surface Advect Final.hiplc
  23. Hi. I'm working on the tool, that should scatter some multiple objects as intances. I'm using Operator Path as an input source. I am able to pass multiple geometry under it in Unreal(as seen on the screenshots). However I'm getting 1 of 2 cases: 1 - HDA returns correctly instanced geometry(but at each point i have a combined geometry from all inputs) 2 - if I manually delete unneeded geometry in VEX inside copy-to-points loop - I have proper geometry but without instances(each copy is unique) Is it possible to have multiple input geometry scattered across points with proper instancing. I've also added the HDA. The primitive wrangle will manually delete geometry but will break intancing(so I turned it off) scatter_instance.hdalc
  24. If you're interested, be sure to check out the course right here: http://bit.ly/2tEhWFN L-systems offer a great way of procedurally modeling geometry, and with these skills, you'll be able to create a wide variety of complex objects. If you've ever wanted to create foliage, complex fractal geometry, or spline-based models from scratch, then L-systems offers you a procedural way of doing so. Unlike many other tutorials, this course aims to address the topic in an easy-to-follow, technical, and artistic way. In addition to L-systems, you'll learn more about instancing and how to work efficiently with Houdini. We'll be rendering out millions of polygons with both Mantra and Redshift while aiming to optimize render times as much as possible. These optimizations are applicable across a wide variety of 3D topics. Large scale environment creation, destruction, crowds, and real-time render engines are all examples of other 3D topics which will benefit from this course. Thank you for watching!
  25. Hello, im trying to have a good instancing setup with copytopoints node, but i feel like having a loop just to have instance variance is very much an overkill. Like my transforms are working without it and are super fast, but when i add the loop it just start to cook the loop for seconds after any changes. It is better when i put it in a compile block but still could be faster. I found one solution i did like with packed disk primitives and just changing the intrinsic attribute , but as far as a i know i cant do live objects from houdini, or lights and other type of objects. Any advices on this? I find it bit weird that the replacement of instance node workflow is so much slower, what do i miss here? Cheers, Mark
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