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Found 13 results

  1. Hi everyone, Can you please share your most efficient way of loading an alembic camera? I'm working with 2 alembic files (animated object and camera) and I'm trying to Object merge them in a new Geometry node so I can use the Timeshift node to offset their animations. I can see that it's working in the viewport(I'm seeing the camera and objects move at my specified time) , but I can't think of a way to look through the "camera" from the object merge. The goal is to control the time offset of many assets using 1 node. I guess I'm generally asking for the best practices while working with alembic cameras. I'm currently learning Houdini and I realize my questions can be disoriented,but any help would be appreciated, there's not much about alembic cameras in the documentation. Cheers!
  2. Why is my Color Transfer Offset?

    Hi Guys, Im trying to achieve this stepped layering effect on my mesh and figured the correct approach woould be to use a shatter boolean with multiple cubes (which i have colored differently) and then transfer my Cd attributes across however although i am getting the hoirzontal cuts across my mesh in the correct place as intended, the color transfer is offset (almost as if my exactly half of the original cubes height) Why is this occuring / how can i make sure the color transfer occurs only between the cut lines ? Thank you
  3. Hey guys Im trying to create a similar effect to this: Ive been playing around with techniques from Entagma's 'Directions from growth' tutorial. I get the animation to play by using the following ''($F+detail('/obj/growth/data', "offset", 0))" but it doesnt give me the required results. Any help? I would like the objects to only start their rotation once they are on the edge of the transition. D
  4. Hey magicians, I've got an alembic walk cycle cloned on a curve that I need to offset the points in order to make them look like walking forward, its probably a dumb question but I can't figure out how to offset the points. Line sop has offset so I thought I can just deform this with a noise and offset that, but how can I offset points on a hand made curve like this? Something like this Thanks!
  5. Offset Mesh

    HI Does anyone know how to make an offset mesh, to create thickness?? Also, does anyone know how to make the exterior surface of my mesh like the image? I have uploaded my hip file. scene3.hipnc
  6. Hi guys! So, I'm working on a project where we have to render short animation of a Mandelbulb. The Entagma tutorial worked like a charm in this case, but there is no explanation of how to do the mandelbulb animation I did some research , and I found this link, talking about how to add a phase variable, with a new function, to make the animation work. Does anyone have any idea of how to do this in vex? Here is the function: http://www.fractalforums.com/videos/3d-mandelbrot-set-phase-shift-animations/ My hipfile is attached Mandelbulb.hipnc
  7. offset animation formula

    Hi, this formula is about offsetting animation of several objects (or points, etc.) over a period of time, in such a way that the interval of time for each object is related to number of objects and the desired period of time. Let's say you have 10 objects, and you want to animate all of them over 3 seconds, with some time offset for each object. With this formula you can change the number of objects, adjust the amount of offset or adjust the period of time, and each object will automatically adjust its start and end time, so all object animation will fit within the specified period of time. Recently, I started learning Houdini and VEX. I was curious to see the application of this formula inside Houdini. then I found this thread: http://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/ in the example of Twisting Box, matt uses "smooth" function. this is what I was looking for: smooth() function in Houdini is the equivalent to ease() function in AfterEffects.
  8. Instance Time offset

    If someone would help me with this I would greatly appreciate it: 1. I have a SOP with animation on it. 2. It is instanced via the point instance technique Question: How would I offset and randomize the animation timing on each instance? Copy sop is too memory intensive and the geometry is heavy as it is.
  9. Hi everyone, I'm trying to figure out a way I can offset a keyframe by a channel value. For example, I want to animate the uniform scale on a sphere but I want to be able to control the start frame of the animation by a channel value. I'm sure there is a way you could do this in CHOPS, but I'm not very comfortable using CHOPS, and thought there must be a simpler way of doing this! Thanks in advance
  10. Hey guys, I'm trying to replicate some UI stuff in houdini as a way to practice and learn. Here's what I got so far And here are some samples of what I'm trying to get My main question is how to offset the lines of the copy so they don't start all at the same position, I tried an attribute vop and connected the position to a random but doesn't work, I also tried the carve node and a attribute vop for the velocity but also isn't working. Lastly on the samples there are some lines that are more contrasted to others, I get a similar look with an attribute random with "alpha", but that changes the alpha of the overall circle instead of just some cut lines as the samples. As for different directons of noises, I played with noises in attribute vop and directed them by a float to vector and then a vector to float to chose if they act in x y or z, is this a good way to do this? Attached is my hip file Thanks in advice houdini ui2.hipnc
  11. Hi All, I am taking small steps at rebuilding and improving upon some of the functionality of ESRI CityEngine within Houdini. One of the most important functions is the ability to apply 'planning setbacks' to property boundaries (see image below). From a modeling point of view this requires the ability to offset the poly from selective edges only and a way of keeping track of what each edge of the poly represents, i.e.: is the edge a street, side or rear frontage? I have been able to work out a method off applying the selective edge offsets using VEX (see attached ZIP that includes HIP and BGEO) but am struggling to find the best method of defining the edge types in a procedural way. Given this problem does anyone have suggestions for the following: Is there a way of being able to track poly edge groups in the event of the point numbers changing (points being added or removed)? Is there a way / work around to be able to procedurally defining edge groups? One of the areas most of this work is pushing me towards is the application of poly straight skeletons which is a bit daunting at the moment! I have found a really good thesis on poly skeletons here though: http://theses.gla.ac.uk/4975/ Thanks for any help you can provide! Cheers! Lot_Setbacks_Problem.zip
  12. Hello all, I'm rather new to Houdini and this has left me scratching my head. My goal is to have a bunch of spheres moving up and down, as if they were bobbing on water. I've created a field of spheres by scattering some points onto a grid and then linking a sphere into a Copy Sop. I then stamped a variable called "bobbing" with this expression: rand($PT)*sin($F*10)/3. This makes some of my spheres move more than the others. My issue is that I can't manage to stop them from all starting this motion together and the sine curve kicks in for every one at the same time giving me the effect of a sound speaker playing. How do I get them to retain their current up-down animation while offsetting the start time? I've tried a ForEach SOP and also a Timeshift SOP but none of them worked and I'm stumped. I'd be grateful if you could offer any suggestions. I've attached the .hip file. bouncingBalls.hipnc
  13. I can't find the reason why my instanced boxes are offseted from the particle position .... Can anyone help? Thanks in advance! Offseted Instances 1.hipnc
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