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Found 5 results

  1. Hi Guys. That's the first post of mine so at first thank you everyone for spending time and such a great effort for sharing knowledge. That's what i really appreciate ! Anyways ... lately started my journey to houdini and as I'am grooming/fur guy i started with my profesion thing in houdini ... and it lasted ... about hour to wonder how to go further so question goes below. I did pretty simple ear fur and wanted to mirror it so as follows i removed one side of guides , then mirror proper one (adjust position) then i did ray node for sticking root point to surface and then i used merge and i tried guidegroom again to adjust it a bit and demirror look of it . And here's the problem ... roots are considered as tips on those mirrored guides ... i tried reverse and some other things but i don't know if that's a bug of mine or if that's a feature Thank you very much in advance! Scene and prev below. mis_02.hipnc
  2. I have a suspicion this is a tick box somewhere and I just can't find it. Is it possible during crowd setup to include mirroring as one of the randomization options? currently all of my guys are carrying their weapons in their right hands. is there any sort of way to mirror some percentage of agents and their associated clips so they are left handed?
  3. 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
  4. Hey guys, it is possible to mirror noise within vops? Im trying to create some sort of fractal noise, for example on a grid of 4, having the same noise on each grid but flipped / mirrored. Thanks!
  5. Hi ladies and gentlemen, boys and girls, I have a job to create a kaleidoscope animation. I'm just learning how a Kaleidoscope works in real life and time is limited. Has anyone ever worked on such a project and can give tips on how to get started and maybe some math behind how it works? I've attached a video I found that has this effect created by buck (starting at about 16 seconds in). Any help here would be much appreciated really. Thanks in advance. Sherwin Williams - Kaleidoscope-SD.mp4
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