Jump to content

Search the Community

Showing results for tags 'loop'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 31 results

  1. Vellum loop?

    Hey magicians, I was requested to create some cloth in motion assets, I'm working with vellum, but having troubles to loop it as client requested. So far I used a blend shapes with first and end frame at the end, but the loop is quite noticeable since it reverses the blend at the end to start again. Here's a sample of the asset I need to loop: Here's another idea I had, I'm going to test it now: 1) Having the initial frame with cloth shape 2) Group the edges of that 3) Pin constraint the edges to vellum 4) Animate the edges having first and last frame in same state Any tips to loop vellum? Thanks!
  2. Hello, The title may be not that clear so rather then tell, I will show what I need to achieve first and then I will describe my approach (or better say approacheS, because I have been banging my head against the wall for quite some time with this). So basically here is what I need (did this quick and dirty animation in C4D): https://www.dropbox.com/home?preview=test.mp4 Now the tricky part is that this animation has to loop. Initially I started in C4D. Made some particles crawling along the surface of the statue, cloned some primitives on those particles and applied dynamics. It all works great but how do I loop it. Simulations are are very tricky to loop (especially in C4D) so I decided to go the Houdini way and try to build procedural setup that would give me similar result. My initial thoughts of the setup are the following: - scatter points on statue - make them move with the noise and use (minpos() function to stick them to the surface), and use periodic noise so the movement can be easily looped. - every frame attribute transfer normals of the statue to the moving points, so that when I copy objects they will be aligned to the surface - copy objects onto points and make sure there transformation axis is at the bottom so that when copied they appear on the surface of the statue - check for intersections with the statue (still not sure how to approach it but as far as I remember there is a way to see if two meshes intersect or not - if they intersect, move the object away from the statue along the normal of the point it is copied onto (I think this will have to be done in solver so that I move it slightly and then check for intersections again, because the distance the object has to be moved may differ) - I still do not know how to avoid intersection between all the objects on the statue themselves ( do not have any ideas so far) For now I am stuck on trying to loop the movement of the points. I can loop them easily in 3D space but when I minpos() them on to the surface they jump from time to time. I understand why this happens but can't figure out how to avoid it. I tried attrib transfering the normals of the statue to the points every frame (in solver) and then calculating the cross product between normal of the point and vector generated bu the noise. This gives pretty smooth movement but the loop breaks of course as you may have guessed. Anyway, thanks for reading this far. If you have any ideas on how to make it work, please let me know, I appreciate any input. I have posted same question on the SideFx Forums on friday but it is still been reviewed (takes so long). Maybe I am overthinking things and there is easier way to do it say in C4D, in case you know it, please let me know. And do you think my thinking process is somewhat right? Looking forward to any help. Have a great day everyone!
  3. Looping FLIP Fluid Sim

    Hi, I'm trying to loop a FLIP fluid simulation, it's a simple water container with various floating objects interacting with the water. I need to loop the sim and didn't have any luck with the "Make Loop" node from the Games shelf. Anyone know how to get this to work with a fluid sim? Thanks!
  4. Copy to Points - Foreach

    Hey! I was wondering how to copy Geo to points using the Foreach Loop block, but without using a switch. Instead I am trying to use groups to switch between the input Geo. Unfortunately I was not successful yet. Maybe anybody has an idea what I am doing wrong here? Best, M CopyLoop_01.hip
  5. Edge Fracturing

    Hello houdini people, Im relatively new to the houdini scene coming from traditional modelling background so go easy on me! I came across a webinar from 2016 with Mike Lyndon in which he talks very briefly about applying a secondary frracture to already fractured pieces around their edges. I've attempted this with what very little skills and understanding i have in the software to this point but just can not seem to figure out how to contrain the secondary fracture to just the outer edges of each piece. I figured an approach would be to bevel the pieces and create a new group for this beveled area and apply the secondary fracture to only this group however i am not getting the desired results. I've attached a file with the approach i took and how far i got Any suggestions on achieving the effect would be much appreciated! Cheers guys and girls! Edge Fracturing.hip
  6. I have 2 sets of points: 'parent' and 'child'. Both have the same number of points. I need each parent point to have a unique child assigned to it - no duplicates. I need to be able to animate in an active value for the parent points, so that they all become active in 3-4 frames. When a parent point becomes 'active', it needs to search for its nearest available animated point and set that animated point's id number as 'child_id'. An animated point is only 'available' if it doesn't already have a parent point, or in other words: if the child_id is currently unused. My issue comes from the VOP I've set up within a SOP solver. If there is more than one parent point becoming active on a single frame, I get multiple parent points assigned with the same child point. I need to be able to write to 'child_id' and read from it on the same frame, to make sure that I am not getting multiple parent points with the same child points (leaving some very lonely, parent-less child points ). Please take a look at my attached file. I've highlighted the important nodes, and the Find Attribute Value VOP in red is where the issue is originating. find_unique_child.hip
  7. I have four visible platonic objects in the viewport here in this scene, but wehn i display the information on the end loop ive got 48? how can i split them or randomize there position? Lines_001.hip
  8. Condision in SOP ?

    is there any solution for make a condition in sop level ? for example i have a loop (based on connectivity) and inside that i want to add pollycap on only objects which have unshared edge. is this possible to do it in houdini sop ? thanks
  9. ForEach VEX doubt!

    hey guys, I have various primitives and those have different amount of points on them, for example each one primitive might have 10 points and other might have 20 so it varies like this, Now i want to have an attributes which ranges from 0 to 1 for each primitive just like what we get from curveu attribute in resample node. I know how to do this in for each sop but i want to do this in vex, am somehow not able to get that loop working correctly. I store the array using primpoints to get the points on that primitive and iterate that through a for loop but i am not able to get normalised value ranging from 0 - 1. Can please someone help?
  10. Loop Particles for Geo Instances

    Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip
  11. The Cube

    Hey all, I got super excited on this image and started to make something based on it And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  12. The Cube

    Hey all, I got super excited on this image and started to make something based on it. And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  13. Hi guys, is it possible to get an attribute value from loop before current in foreach loop?
  14. Looping Fluid Simulation

    Hi I made a water tornado, the movement is just like a tornado, rising from ground but I used flip particles and the pop axis force to generate the orbit and lift force. After a certain frame, I would like to let the simulation loop but without increasing the height of the water pillar. Basically, the pillar stops rising but the flip particles still behaves dynamically. Is this possible? How would I go about doing this? Thanks
  15. UV loop

    Hey, I need a bump map to repeat on each primitive of an object. Not I can use an uv flatten in a for each loop and apply a map onto each prim. That works with simpler scenes. But on my scene the loop has to make 600.000 passes + it tends to crash. Does anyone know a way to increase the speed of this process or a better, faster way? Cheers!
  16. Hi guys, first topic, it's a beautifull moment. So i have a really really simple thing to do but i can't figure a way. I have like 3 objects, i want to go threw a for loop to get the bbox of these 3 objects and the generate a bbox from a cube with every of these objects. So at the end i will have 3 boxes with the size of the windows. I want to make it automatic so if i plug a new window it will be generate. Easy right? But i can't find the way to do it with the for each loop, some help? thanks So just for you to know, i loop in every windows and i take the bbox in a wrangle with this v@bbox= getbbox_size(0);
  17. Point Wrangle inside foreach loop

    I'll get right to it. I am running a foreach loop on a bunch of prims. For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those points. In the wrangle I run intersect on each of the points and if one hits I want to set an attribute on the prim (foreach loop peice) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage. What I cant figure out is how to set up the forloop so that this works.
  18. This has been driving me insane for the last half an hour so I thought I'd see if anyone here has any insights. I've made two near identical setups. One in a foreach subnet (working correctly) and on in a foreach block (not working correctly). I've attached a simplified setup to demonstrate the problem. I suspect it has something to do with the "merge each iteration" option. Which seems to work slightly differently on the blocks. It's like it's not feeding the results back into the next iteration correctly. Any ideas? There's no real reason that I can't use a subnet, I'm just intrigued as to why the results are so different. I'm sure it's just me doing something wrong. FOREACH_Loop_vs_Subnet_01.hiplc
  19. Insert Many Edge Loops - HELP!

    Is there any ways to insert multiple edge loops? As in, REDO the instrument many times. I'm a professional 3d modeller in Maya, and it drives me CRAZY that I have to ALWAYS MANUALLY assign a whole node to such a trivial and self-repeating task. Right now, my pipeline is this: Create PolySplit node(afterwards "Q" to repeat), change mode to "edge loop" -> insert the node into my NodeNetwork -> make edge loop. REALLY. I have to insert like 40-50 UNIQUE edge loops on a piece of a model, and it seems like HELL right now. There is a tool in the "Polygon" shelf in the top, that says "Edge Loop", but when I activate it, it always branches out a different rout in my NodeNetwork, making the whole "procedural" thing a mess. ALSO, Is there a way to see the Smooth(Subdivided) preview of what you are modelling, while you model it. Like, insert edge loops on to a smoothed version of the model, and see the changes on the fly. Please help!
  20. How to write for loop in vex

    Hello guys, I know how for loop works in c++ but i am not able to write in vex .Can anyone explain me how to write for loop with simple point and color example . Thank you
  21. Routine (8 second loop)

    http://cargocollective.com/pedrokobuti/Routine
  22. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  23. Hi, I am relatively new at Houdini and I am sure I am making a few things quite inefficiently. But this is one I am pretty sure I must be doing it quite terribly so: Basically I am doing a small flock simulation from scratch (which my producer gave me a whole day and a half to do, ) with a animated loop for the bird instance (wich I also had to do on the same day an a half). Now, when using instances the animation works super fast, but once I offset the loop with a copy stamp technique on a time blend everything becomes quite slow....understandably. The technique I got it from Peter Quint tutorial here: https://vimeo.com/24969874 And it is quite useful (thanks Peter) but it is 5 years old! I wonder if nothing has changed since then. Because as I said is amazing how fast using instances Houdini is but as soon as I use the copy stamp technique, not so. And I have 200 birds only.... i cannot imagine the cost if it is 5000 particles.
  24. Spyrogif

    Hi, Since almost 2 years, i 'm making some looping GIF using mostly Houdini and octane under the Spyrogif alias. Most of this works are made during various productions to test some Houdini features or while waiting during simulation time. :-) Now i've got a number of those, I thought it might interest you. These tests cover a number of differents technicals approaches and workflows from simple keyframe animation and modelling to fully procedural stuffs. The only thing in common in all these tests is that almost all are using modulo expressions with time blending to get perfects cycles. All these GIF are using a houdini>octanerender via alembic export. The main reason to that is only the fact i like to tweak my render at home and to not overload various postproduction compagnies renderfarm with silly and weird tests. :-) If you want to keep track on this "project" feel free to subscribe to my tumblr. http://spyrogif.tumblr.com/ Edit : You can now follow this on Facebook too. https://www.facebook.com/spyrogif/ Hope you like it. Ps : i'm feeling always guilty to not participate in this forums more. It's a real gold mine and a awsome community (odforce and sidefx forum). Thanks you to everybody, you are awsome. I know that i can always count on you when i struggle with a problem. Thanks for that. Some of them.. More at Spyrogif
  25. Shadows over loops

    Hi! So we can't have nested foreach() loops? This: int thoseNumbers[] = array(0, 1, 2); int otherNumbers[] = array(3, 4, 5); foreach(int this; thoseNumbers) { foreach(int other; otherNumbers) { } } throws this: warning.WTF? Happy rainy day!
×