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Showing results for tags 'transition'.
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This is roughly what I'm trying to create, only with a smoother transition. In the example, the smoke is being generated by an animated gradient ramp, and the opacity of the text geometry is controlled with another ramp at render time. With Houdini, I want to utilize another workflow, I'm importing the whole text in my pyro sim as a fog vdb. But I don't want the whole text to be affected at once, I want to gradually dissolve the text from left to right, similar to the shown example. 1. (How) Can I drive the 'activeness' of the pyro solver with an attribute? 2. How can I make my density text vdb as opaque, as if it would be an sdf? Thank you in advance!
Hi all, Question, i'm trying to convert my polygons to vdb and back, to create a Particles-to-liquid effect. The only problem is, that i don't know how to activate the vdb when it enters the area of change. Someone any idea on how to fix this problem? I put my file in here and a screenshot of what i want to achieve. Thanks in advance! Greatz, Christof 08_Particles_To_Mesh_V01.hip
ackermanken posted a topic in General Houdini QuestionsHello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!