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Found 12 results

  1. FFX Align To Curve HDA FFX Align To Curve brings a faster system for customizing orientation of geometry along the length of a curve. Working with point data directly, a user is easlily able to develop in realtime their desired orientation data. A clear adjustable guide system shows exactly which direction your geometry will orient towards once copied onto the processed points. Scaleable arrows reveal the primary tangentu orientation and travel direction along the curve. Auxillary normal and bitangent markers reveal the other axis orientations. Features include: - Guide scaling, opacity, and color. - Offset parameter to slide points along curve. - Reversible orientation direction - Roll, Pitch, and Yaw controls that can be varied over the length of curve. - Pscale (scale) point attribute that can be randomized and varied over the length of curve. - Cd (color) point attribute that can be varied over the length of curve. - Separate head and tail point breakout to allow for unique geometry from the main curve. - Plus other adjustment, and output options. Video Tutorial: https://vimeo.com/478682335 For more information please visit https://fendrafx.com
  2. I have particles in my scene. I want to fade out my particles pscale based on controller geo and a falloff. But I want to add a bit randomness to it. In cinema 4d I would just grab a linear field and a random field. In Houdini, my plan was to use a grid with maskfromgeometry and attribtransfer that on the particles. However, this will just scale down all the particles that are in one axis the same way. I have no idea how to add randomness on the particles scale, (I want that some particles scale down faster, and some particles need longer to be scaled down)
  3. Here is a breakdown of how I made this bear made out of duplo blocks: The video isn't super comprehensive, I mainly cover setting up the constraints in SOPs, though I briefly touch on some other parts too. But the hip file is available to pick apart! Thanks! duplo_bear.zip
  4. Hello, Wondering if there is a simple way to create an effect like this:
  5. Hi everyone, Can anyone figure out how to do this stuff? I have tried many different ways but cant get it achieve the similar result. Down below are my approach, didnt really get colliding and sort of stacking effect.
  6. Good morning or afternoon, or night! Sorry about my English, hope you can understand the meaning of my topic.. ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ This question has been bothering me for a long time - How to recreate C4D push apart effector in Houdini ? I have tried to use nearpoints (or pcfind or pgfind) vex/vop function to find each point's one (or two or three or more...) nearest points base on the push apart radius and calculate the push apart direction of the point. Just as shown below. And in my opinion, the iterations of push apart effector is shown below. But in this way, I get two problems ① When increasing the push apart iterations, the points do not translate smoothly but jumpily. So I think my idea is totally wrong. ② C4D push apart effector seems can intelligent detect the dense points' bbox center( even there are more than one dense area) and push the points apart from the bbox center, as shown below. But in my way, it is unobtainable. I know the point relax SOP, and it also not work well in this case, it is slower than C4D push apart effector and points translate jumpily too. So does anybody know the principle of the C4D push apart effector? Thanks all.
  7. Hi! I'm struggeling to create a "Cinema 4D mograph like effect." I have fractured a geo and I want them to rotate based on an effector. I have tried to pack it and or with a for each loop, bt I couldn't get it close to it. Can anyone help with it? Thanks!
  8. I've been tasked with creating a panel of cubes that rotate based on a texture you feed into it. Imagine text going from left to right on a grid of boxes and as the text passes through it the boxes rotate to reveal the text. I'm a total beginner when it comes to Houdini mograph stuff like that. Does anyone have a good way of doing something similar and could help me out?
  9. Christian Arnesen did an awesome piece of animation with MASH, and I wanted to replicate it in Houdini: Here is the breakdown of 3 techniques for doing so, using Alembic caches, Copy Stamping, and VEX (file is attached below or at the link): Hope it's helpful! arnesen_cubes_in_houdini.zip
  10. Hi All, I am not sure I am posting this in the correct Forum segment..if note please let me know. For the life of me I cannot find a way to replace/control the hair shapes from ribbon to cubes or hexagons and etc..... Trying to achieve in the images below using Hair and Fur as it is much faster than using the Copy stamp Sop. I have tried Polywire (super slow) and I was using the Hair shelve tools. So created a Geometry Node with object merge using the output of the Hairs ====> Polywire. Any suggestions would be great The below is the result achieved so far....super fast performance Cheers!
  11. These are some fun works with Houdini displacements. Trying to create Procedural Abstract Texts.
  12. Hello Odforce. here are two pieces i finished for my Matchmoving class last term. I thought id share these since i dont see too much Mograph related work in Houdini. These were Shot with a Canon 60D and a Tamron wide lens. Camera Tracked in Nuke then Alembic to Houdini. I also made an HDRI to use in the Environment Light for a bit of more realism. Hope you guys Like em. http://vimeo.com/90494461 http://vimeo.com/91539338
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