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  1. Want to have multiple explosions in your shot? Let's populate them! Why go through the trouble of simulating each Fx when we can just populate a scene with a few! The Populate Toolset is a comprehensive HDA (Houdini Digital Asset) Toolkit designed for intricate control to populate a scene with various caches. The OTL uses a bundle system, so we can switch between a low-resolution proxy cache and a high-resolution render cache anytime. This makes it easy for artists to preview shots, layout simulations and art direct timing as per their needs. How does this Setup Help? Easy Layout: Create quick and easy layouts and previews for your shots without using high config machines and dealing with the laggy viewport. Quick Controls: Get quick controls to art direct your simulation like adjusting scales, rotation and timing. Randomizer: An easy randomizer to get started with. Override Tool: When you need small adjustments just use the override tool to fix it! Gizmos: Gets user friendly preview gizmos that help artists preview scales and placements of cache. Used on Beautiful Hunan: Flight of The Pheonix & Halo (Mini TV Series) Get the HDA and Files on Gumroad: https://chakshuvfx.gumroad.com/l/art-direct-instances
  2. Hello dear people of the force. In lops: I have been trying to set up a simulation that takes existing point instances and then modifies them with a dop inside a sopnetwork. I have been looking at the drop node to try and kitbash a solution. I keep on having the problem that it just doesn`t work. I also can`t get modify point instances to work balls_test2.hiplc
  3. Hey there! i am trying to built a light setup with some blinking lights for a panel. after different tries of instancing lights and linking/driving them with attribs i wanted to ask for some help here. how would you do something like this. would it also be possible to link for example some CHOPS images to use them like a mask or something to drive the light. here is some kind of reference
  4. Hi. I'm currently working on vellum grain. I want to make the grain look like gravel, but i don't know how to proceed with copy instancing. So... I want to give detail to the grains of sand. If you have any good tips, please let me know. (If you have a good example or hip file, please share.) Thanks.
  5. Hey All, I have a stadium which ive generated in houdini and want to bring over to c4d for render. I have a copy to points setup with pack and instance checkbox ticked, which gives me around 15000 packed geos. Upon bringing into c4d, it seems sluggish and slow and was wondering if there is any way to bring over the instance settings for c4d. I've tried to set it to instances in the import alembic dialog in c4d but nothing seems to work. Thanks in advance
  6. Hi, I have an issue with Karma and instances. I use Karma as a render node in the SOP context in a ROP node (so not in Solaris). The instances I set are showing in the viewport, working properly in Mantra, but not in Karma. Here is a simple example: This is what I get in Mantra: But unfortunately Karma shows no instances: Is there a special way instances can be rendered out with Karma? I hope someone can explain wht I missed. Thank you in advance. PS: sample file is attached. karma_instance_issue.hipnc
  7. Hello. I was wondering, is it possible to convert already packed and instanced geo from a copy to points sop into an Arnold readable packed geo type that I can export to an .ass file? Thanks.
  8. Hello, My aim is to be able to recreate an explosion made of objects (in this case pills), which collide with each other and move away and float without gravity in the opposite direction from the central point of origin "of the explosion. Does anyone have any idea how to recreate this effect? My thought was to simulate an explosion or growth effect and then replace the latter with an instance of objects. Any help would be welcome thank you very much in advance!
  9. 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
  10. Hey wizards I have problems with exporting instanced scattered VDB clouds( they build a cloudscape). When i try to put a ROP geometry or a ROP alembic node at the end of the chain it doesnt work... My Goal is to export the "cloudscape" as a single vdb file to use that in 3ds max with vray for Production. Can anyone explain how to properly do that? Thanks in advance ;-) Cheers, Marcel
  11. 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
  12. Hi Everyone, If we have an Instanced geometry. Is there a way we can convert each instance into a Geo or convert to actual Geo with a path attribute in order to extract that Geo for further use from that instance. Thanks guys! Arnov
  13. Hola I designed a procedural method to building thousand of hard surface modelling piece, scifi look like those below and could fit together like a puzzle. Okay, that's cool and working. In the old time, i remember when using max for example i was able to use "reference" (not instance) where all downstream nodes were shared but the referenced piece B from model A could also have an additional node on top. Like for example deformation, creep and so.. I realize im missing how to do this in houdini and if it's possible. I design my pattern in a flat plane, then i will wrap it using Creep or VEX by UV. but only this part will be different. Hopefully my words are clear enough, are they ? Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  14. 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
  15. 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
  16. 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
  17. 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!
  18. 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
  19. 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.
  20. 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!
  21. 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
  22. 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!
  23. 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
  24. 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!
  25. 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?
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