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Found 64 results

  1. as you can see the title says my question.
  2. My Crowds agents are glitching

    Hello magicians, I've been having this problem for a while. I've been experimenting a lot with crowds and today I feel I've hit a brick wall. So the problem is rather simple but seems very complicated to me. Long story short, my crowds have glitches for some reason and they don't loop. With Mixamo animation I feel like they are skipping a frame or something but I can see that the motion is not fluid, like they get stuck one frame. I have prepared a scene for you, a scene with a situation where the glitch is very obvious. If you open the scene and check out the "Crowds" node, above frame 200 everyone just loses their walk cycle and starts again from another point. In the same scene, I added my broken Mocapbiped 2 which literally snaps at one point and is not a loop. I just added it to the scene from the shelf and it's not looped. Isn't it suppose to loop? I feel like it should loop, and I messed something up. Why would you have a run cycle that's not looped. I feel like I messed something up but everytime I try to start a new crowd setup, tried all the tutorial and for me it's acting up. With a mixamo walk cycle, I see the agent being looped correctly but when I start making my crowd it skips a frame. It's been bugging me for a while and I think you magicians can have a better guess than I do. It's also annoying because the problem is not consistent. In the attached scene it heavily glitches, but with mixamo fbx it's barely visible but it's there. My guess is that the framerate is not synced with the animation's framerate. Somewhere I have to set up my agent's animation, but I don't see a control for this anywhere. I'm not necessarily a noob, I've been using it since h15, and the most simple problems humbles me every day. Also I have no one near me using Houdini... Thanks in advance. Crowd Setup Not Looping.hiplc
  3. I am trying to adapt this tutorial by Rohan Dalvi called: HOUDINI KINEFX - 1 - Basic parenting https://www.youtube.com/watch?v=RTNVyGbpwv0&t=917s At around 4:46 he is using a transform node to define the distance between the parent and the child. The tz (transform in the z axis) parameter is used to define the distance from the parent to the child. My goal: I want to create a loopable animation, have the child revolve around a parent one time per animation (rotating the parent 360 degrees results in the child revolving once around the parent), but I want to vary the distance from child to parent in like an oscillating fashion. I want an imperfect circle meaning a changing radius, but create a seamlessly loopable animation. In this example, the child is translated by 3, but my goal is to change this value in a periodic fashion. Let's say between 2.7 and 3.3. Sin wave? 1. I want to have easy control over the the distance between parent and child, without keyframes (I just didn't know what to google or how to adapt snippets of code for my problem) 2. Control the frequency of it happening (x times per animation) 3. The whole thing should result in a seamless loop. Maybe asking for too much, but: Is it possible to have smoothly changing random z transform values, or at least seemingly irregular and make it loopable? I am thinking of something like the wiggle expression in After Effects, which would move a point in random directions but smoothly, and if I recall correctly this was loopable. wiggle(freq, amp, octaves = 1, amp_mult = .5, t = time) wiggle(3,15); https://www.schoolofmotion.com/blog/wiggle-expression odforce_oscillating_transform.hiplc
  4. I am trying to rearrange all the primitive blocks using for loop but couldn't find a solution. I want to revert all the pieces back to their original place from the centroid. I used 2 transform nodes in the for each node to bring all the pieces to the origin. Now, I want to bring all the pieces back to their original position aka the first screenshot. Heres the hip file. Thank you for reading reaarange_test.hip
  5. (I have posted on the wrong sub forum, reposting here) Hello everyone. I have been using Houdini to Niagara on several projects for now and it works fine. However i would like to loop some of my sims. I do it with a couple of time remap nodes in Houdini. Of course it doesn't work within Niagara. (the sim ends in the middle, exactly where the "end" of the sim is and the second part is not showing up). I tried to alter a few attributes ( age, life ) with no success. I am wondering if there are intrinsic attributes that should be changed in order for this to work? ( I have attached an example ) let me know if I missed something. thanks! looptoNiagara.hiplc
  6. Hello everyone. I have been using Houdini to Niagara on several projects for now and it works fine. However i started to want to time stretch / duplicate points and most importantly loop my sims. I do it with a couple of time remap nodes in Houdini. Of course it doesn't work within Niagara. (the sim ends in the middle, exactly where the "end" of the sim is and the second part is not showing up). I tried to alter a few attributes ( age, life ) with no success. I am wondering if there are intrinsic attributes that should be changed in order for this to work? thanks! looptoNiagara.hiplc
  7. How can I loop through texture map names in a foreachloop. I thought this should work with a spare parameter: H:/Assets/1x/Asset_`detail(-1,“iteration”,0)`.png
  8. How can I loop through texture map names in a foreachloop. I thought this should work with a spare parameter: H:/Assets/1x/Asset_`detail(-1,“iteration”,0)`.png
  9. Hello, I have a for each connected loop, and I created a meta import node. To access the node using the detail function in a wrangle I have to use the back ticks to get the value of the iteration otherwise it just shows 0 without the back ticks. Can some please explain to me why we need to use the detail function in back ticks, for example `detail("../eachP/", "iteration", 1);` in a wrangle node for it to work? Thanks, This is with back ticks This is without back ticks
  10. Loop cloud noise

    Hi, Is there a way loop a cloud noise? Looking to make a cloud that animates seamlessly over 250 frames. Cheers,
  11. 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
  12. array value increment doesn't work in VOP

    why my while loop just pass the whole 9 times loop result to the last element of my array? ArrayValueIncrementQuestion.hip
  13. While loop in VOP

    how does while loop work in VOP?
  14. Hello dear fellas, I'm currently studying Anastasia Opara's Procedural Lake Houses (wonderful, but a little bit outdated since it still makes use of for loop subnets) and I'm reporting a "weird behaviour" when using for-loops along with the iteration detail attribute that comes from metadata.. While trying to "update" Anastasia's workflow to houdini 18, I wanted to use the iteration number coming from metadata to blast everything but the correspondent "piece" number, which unexpectedly keeps piece 0 at every iteration and not piece=iteration. I'm using a second block begin fetching in some primitives (I've already tried fetching pieces but it gives an error since block end isn't set to "pieces" but "feedback"). I'm sure it will make more sense from images and my hip file, I've already tried the documentation and a lot of other topics here on odforce but I couldn't figure out what i'm missing. Is there anyone who could find what I'm missing? It would be of great help! Thank you in advance Cheers Frank for_loop_issue.hip
  15. as you can see in image below , I want make the i1 (index) incremenal with VOP for loop . how's the workflow , please show me with another simple sample.
  16. as you can see the code below: i[]@values = findattribval(0,"point","random_number",3); for(int i = 0 ; i < len(@values) ; i++) { if(@ptnum == @values[i]) { @pscale = ch('specific_pscale'); } else { if(@ptnum != @values[i]) @pscale = ch('rest'); } } the second if inside the else doesn't work properly. Specific_pscale.hip
  17. Hello and thank you for your time. This is my first post here. Not only am i new to the site, but also Houdini - having only been poking around a month or so. So, here's my problem, I'm feeding an edge wear graph that I'm working on, an imported mesh. The mesh is for a modular wall kit. The mesh is broken up into watertight bricks. I run the edge wear on this mesh within a foreach connected loop. What I really want to do is achieve a more natural and worn old rock wall look. To do that, I'd like to introduce small amounts of randomness to scale, rotation, and position. However, since the bricks aren't copied to points, I'm struggling to get anything to work. In fact, I can't get it to work within the loop or pulled out on it's own. Hopefully the issue makes sense. This has to be a trivial thing, but all the tutorials i'm finding are for using point attributes and vops... and when I do that, I'm unable to group the points within each connected mesh. In general, i want these to stay rectangular. Thanks again for your help.
  18. Hey guys! Ive recently been trying to code a basic path finder, for pipes on a building. I have tried writing it in a vex for loop, without much success. Did i just code it wrong, or is this even possible without using the solver node? I have a lot of buildings and i want to generate the pipes without running the timeline, any ideas? Thank for the help!
  19. An expanded Merge SOP operation. Goes well with H18 "Copy to Points" to boot, but there's a lot of other small things that enables.
  20. HDA loop not updating

    Hi guys. I have a problem with one of my HDA's. I have 3 parallel loops. The first one is looking for a number of iterations to run out of points and stop by triggering Stop Condition. The second and Third loop is using a number of iterations from the first loop. Problem is that the first loop does not update when HDA is inside a loop. I have to select the first loop output and then it works. UPDATE: I thought that the problem is that the first loop is parallel to the one dependent on it, but after I added it to the flow and it is before the 2 others it is still not updating. Any way out?
  21. looping particles

    I have been looping particles using CGmonkey's method: Once I raise the particles to something high(500000+) the particles start to freeze and stutter towards the middle. In theory they should all loop together, but for some reason they are not. I'm looking for a way around this or any help with looping high numbers of particles. Thanks. torus_particle_loop.hipnc
  22. Hey all, I've been trying to learn more about how loops work, right now I've got a faerie, its wings are expression driven (Sin function tied to a controller) and I have the main build in one shelf with a point cloud that it's instanced to in another. I needed to figure out how to randomly reverse the sin function for points/particles so that they aren't all flapping in unison. Right now I'm close to starting over because I learned maybe a for-each point loop with a timeshift could help, but I feel as though there's a simpler way. Granted this is my third project total in houdini so I'm VERY inexperienced with this. I have the Tokeru site up to help kinda learn how loops work but I'd love some guidance on how to get this to work. Also, what am i screwing up? I tried to export the animation so I could just re-import the baked animation to a particle source so as they spawn in they're offset from each other just based on life, but it doesn't save the animation. Do expression driven animations get baked to disk? To clarify my focuses: I need to completely offset the flapping wings of the instanced copies so they aren't in unison PS: Thank you to anyone who helps, I appreciate it. test_Navi.hip
  23. Hi there, is there a way to have just last iteration of the for each loop? I mean the last "generation" ? Im scattering points, looping a copytopoint node. So it is growing mesh. But i would like to have just the new ones every frame. metadata from each loop maybe, somehow? I also have a popnetwork after scatter, to get age and tried to use "Just Born group". But I still get the whole mesh every frame (for obvious reasons) Iteration Method is by count. Im rising iterations with $F. Thanks. BK.
  24. Hi all! Just a general question here. Having a solver inside a for-loop, looping through objects. I realize I need to turn off caching, or else it doesn't read in every new piece correctly. This seems to be extremely slow though, so I'm just wondering if there's a way to optimize this? What I'm doing is having an RBD sim, and having the pieces erode away. So I cached the sim, eroding the fracture elements in a for-loop and transfer the new pieces back to the simulation points. I hope and think this is a decent way to do it, except it'd be nice if I could cache out and iterate on the solver loop faster. Having 150 pieces, it's cooked 35 frames in 25 minutes now, and that's with a low-res VDB conversion, and naturally getting slower for each frame.
  25. Hello odforce, first time posting here. I am asset lookdev artist learning how to simulate foliage inside houdini, and I'm running into numerous problems. I'm rigging the plant by scattering points along its surfaces, conecting points with lines and fusing together for a low res representation fo the original mesh. Then simulating the rig with vellum cloth and skining original mesh back to the sim. The motion I'm getting is not natural at all, it is really tough to figure out proper values. I've used wire solver before and while its much easier to get natural spring motion out of the box I find it less flexible with different foliage shapes and sizes. Animation and graph below - do I use proper setup? Do I set the constraints and forces properly? What can I do better? I'm learning houdini on the side so advanced VEX is out of the question for now, please dont go Entagma on me I'm just scratching the surface of this awesome software, any feedback is most welcome. bushTest.mov palmTest.mov
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