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Found 7 results

  1. Hello, I am looking for an artist, who can build me a simple tree particle system, based on a heighfield (HF comes from LiDAR). The trees have to fade out /pop away (like dying trees) and also have to regrow (fade in /pop in, so no crazy animated needed). The system should work with Redshift proxies and scatter about 3 random trees and give me the option to change the speed of fading out/fading in. While the trees die, they have to be replaced with dead trees. If you are interested, pls send me a PM. Thank you, sant0s
  2. I'm rendering a big point cloud from a BGEO file. The only thing that changes is the camera animation. If I use the interactive renderer then the scene updates super quick and renders at about 10-20 secs a frame. If I render using a mantra ROP it takes about a 60-70 seconds. I'm assuming it reloads the geometry every frame (or something!?). Is there a way to get something like the interactive render speeds in Mantra? I've tried using delayed load and disk primitives and also various renderers in Mantra (e.g. micropoly, physical) without much success. There is no lighting or any other vex or vops or anything going on. Simple constant shader. Thanks Simon
  3. Hi all. Can anyone tell me what the best method for bringing in ASCII data into Houdini would be. I have PTX point clouds that I would like to mesh in Houdini, but I can't load them. Here's an example of the first 20 lines from one of the PTX files: 3680 2463 7115.197796 14574.203673 51.118767 0.737771 -0.675051 0 0.675051 0.737771 0 0 0 1 0.737771 -0.675051 0 0 0.675051 0.737771 0 0 0 0 1 0 7115.197796 14574.203673 51.118767 1 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 0 0 0 0.500000 0 0 0 Thanks!
  4. Hello everybody, I was wondering wether the setup for a LIDAR-like effect as described here: https://vimeo.com/132679428 could be achieved with HOUDINI CORE. There's no particles or any other kind of simulation involved, so it should be possible, right? On a side note, I'm also curious if the solver-node is part of HOUDINI CORE. I've seen it for example in differential-growth-setups and the like and I'm not sure if it's included in HOUDINI CORE. Any advice on this would be greatly appreciated. Best regards, Florian.
  5. Hi all I've read through previous posts on this topic as well as other websites attempting to solve this, but I have yet to find an adequate solution. I am trying to build a workflow for meshing large point clouds (lidar ply files) that we can offload to our render farm. The issues I'm currently having: 1. The point clouds have no normals so point cloud ISO does not work. I'm not sure what math other point cloud software uses to generate normals on point clouds. 2. I've tested using both VDB from points and Particle Fluid Surfacer. The particle fluid surfacer seems to be faster at meshing the points, but the big problem with both is that it ends up giving you thickness which is ultimately double the number of polygons and completely unnecessary. 3. The point clouds are massive (averaging 100 million points per file), and I haven't found a good way of automatically splitting that up into better chunks. The point cluster is really slow on that many points. Any advice would be much appreciated. I'd love to keep this inside Houdini rather than using traditional point cloud software, mainly because I can run it on the farm and because the rest of our workflow is all houdini based. Thanks!
  6. Hi all, I'm not sure if tipping is allowed ( I can't find the rules ) but I'm happy to tip with any crypto of your choice - any help on this would be much appreciated, I'm quite new to Houdini but have some experience in C4D so go easy on me. In short, I'm trying to achieve a LiDAR effect but starting with existing models as opposed to using actual point cloud data. I've had some success with this in C4D but the materials editor there is limited and I want to achieve some things that I don't think it could do. I'll try to be as concise as possible. Before i start I've seen Danil Krivoruchko's LiDAR tutorial and had a look at the files (which are too advanced for me right now) and I've also seen this thread - which gets as close as I've seen so far but doesn't take into account shadowing - only directional faces. - LiDARs, because they're emitting from one point, create shadows in which they can't see (as shown well on the underside of the car above or behind the figure below ). My instinct would be to use a light source to dictate how the scatter tool distributed it's points over a mesh, however I'm open to ideas. I'd also like the shadows from separate objects to obscure scatter points of other objects. - I don't mind whether the points are randomly spaced or appear as a more ordered 'scan' lattice across the objects. - I don't need colour but if there is a way to colour the points from the objects colour map that would be amazing. - I'd really like the points to 'jostle' when animated to, this is to simulate LiDAR's imperfect scanning over time. Please let me know if you'd like any more information and I hope someone can crack this. Thanks
  7. Hey everyone! After about year and a half after I switched to Houdini from Autodesk Softimage I decided to create series of tutorials with a things I`ve learned so far. 3 is ready for now, the target is to make 10 =) Plexus-like effect Prometheus-inspired "scan" effect - Sound driven deforms on animated garment All sources are available for download in video description on Vimeo. I`ll update this post as new tutorials will be available. UPDATE: Number 04 - VEX trails on vortex-like points movement
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