Jump to content

Search the Community

Showing results for tags 'looping'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • 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 5 results

  1. pnoise: remapping output values

    I need a simple noise that loops over the course of five (or however many) seconds, moving the @P.x of the points on a line back and forth, and so I'm using pnoise. I would like to give it precise min and max values (I want things to be able to bump against each other but not intersect), which would be easy enough with a fit, but I haven't been able to find it's precise output values in any reference. Over the course of 120 frames the output appears to be 0.5-centric and it goes between 0.22398 and 0.800649, so it doesn't appear to be an even +/- any obvious value like 1 or 0.5. How can I find the actual minimum and maximum outputs for pnoise so I can make sure it hits zero (or 1) at its extremes? I've tried periodic noise in a point VOP but that seems very unwieldy. I know Unified noise can loop and is always 0 - 1, but it has a whole lot more to it than I need to deal with. (Plus I just want to know how to do these things in VEX). The only output value reference I've been able to find is that aanoise is -0.5 to 0.5 and unified noise is 0 - 1. If it makes any difference, here's what's tucked in my point wrangle (reference parameters on an outer master null): int offset = prim(0,"id",0); float roughness = ch("../MASTER/roughness",0); float frequency = ch("../MASTER/frequency",0); int period = ch("../MASTER/period",0); float noisemult = ch("../MASTER/outerNoiseMult"); float noiseval = pnoise((@Time*frequency)+offset, @P.z*roughness, frequency*period, 0); @P.x += (noiseval * noisemult)-(noisemult/2); //the noisemult/2 is to get them back to 0-centric Thanks!
  2. Hey, I am working on a HDA that loops over an input mesh and loops over sockets and attaches the corresponding meshes to the sockets, in the next iteration of the loop, it should look at the sockets of the attached mesh and attach the corresponding meshes to it. The idea behind it is to have a gun assembly tool. Unfortunately, it crashes after the second iteration with an out of bounds error. Any idea what it causing the crash or on how to fix it, I guess it has something to do with the mesh sockets, but I can't really pin down the problem. Test_SocketLoop.hdanc
  3. Some Looping RND Animations

    I'm not working in a studio setting anymore, so I've been doing random little houdini experiments to challenge myself, and keep learning new techniques. It's been a lot of fun. https://www.instagram.com/rycofx/ Hey does anyone know a better way to present these than instagram, or have a suggestion for a good GIF converter for linux?
  4. Hello, Houdini student beginner here and I can't figure out the following problem: I have made this system that should allow vines to grow along the surface of a wall. I wanted that when the particle dies that it replicates itself and when that dies that it replicates again . But it only replicates once (Frame=121).When it dies it doesn't replicate again. I've been trying all day and I can't find a solution anywhere.. As far as I saw/read the POP replicate should constantly replicate(correct me if I am wrong) I've attached my test scene. Thanks! Replicate_Particles_01.hipnc
  5. Fire Flipbook Loop

    Hey, I was wondering if there is a better way to approach creating a looping flipbook fire? Peter Quint has a great tutorial on using time shift to create a loop but it looks like it's cross fading. Could something be done at the comp level, ie: rendering out 'x' number of frames, finding similar frames? Or is there something you can do with the volume data to make it look the same at a user defined frame. Thanks
×