particlefx Posted December 14, 2014 Share Posted December 14, 2014 Hello guys, I am currently working on a effects similar to Hollow man Need your guidance to know the right workflow to start with in Houdini to achieve the same. Came across the below link http://gaki.mayapyth...ture/index.html How to achieve the above functionality in houdini. Cheers Prakash Quote Link to comment Share on other sites More sharing options...
leozard Posted December 14, 2014 Share Posted December 14, 2014 if you are trying to achieve what I see at the bottom here with the face, why don't you do it with an animated displacement map making sure the map is clamped appropriately on one side of the gray values And you have set your shading quality high enough Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 14, 2014 Author Share Posted December 14, 2014 (edited) Hello leozard, Thank you for your quick reply. Tried your method,its usefull. Have attached the mov and the hip file,correct me if anything is wrong. Is it possible to get the same result with volumes. cheers Prakash FAding_Test_V_01.mov Maya_Houdini_Test_03.hip Edited December 14, 2014 by particlefx Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 14, 2014 Author Share Posted December 14, 2014 (edited) Hi, In the attached mov ,I am currently deleting the faces based on color. How can control the object visibility using maps in shader level instead of deleting the faces. Cheers Prakash Volume_Animation_Test_V01.mov Edited December 14, 2014 by particlefx Quote Link to comment Share on other sites More sharing options...
Rainroom Posted December 15, 2014 Share Posted December 15, 2014 You can use "Alpha" and "Opacity" to control the visibility. Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 15, 2014 Author Share Posted December 15, 2014 Hello Rain Room, Thank you. I am using VOP SOP to create the noise map and displacement map. Can i Use the same information to drive my opacity. Could you please explain the steps involves. cheers Prakash Quote Link to comment Share on other sites More sharing options...
Rainroom Posted December 15, 2014 Share Posted December 15, 2014 Yes you can. You can add a "Alpha" (or name it anything) attribute in your vopsop and call it in your shader using a parameter node. The name field in your parameter has to be exactly same as your attribute name. Your shader will read it in just fine. Then plug in your attribute that you called in from your point (namely "Alpha") and multiply your opacity and alpha with it in the shader and plug it to the Of and Af outputs. Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 15, 2014 Author Share Posted December 15, 2014 Thank you very much Rainroom, Will follow the steps.If possible could you please share a scene file. I have attached the Hip file without the opacity please have a look at it. cheers Prakash Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 15, 2014 Author Share Posted December 15, 2014 Thank you very much Rainroom, Will follow the steps.If possible could you please share a scene file. I have attached the Hip file without the opacity please have a look at it. cheers Prakash Maya_Houdini_Test_05.hip Quote Link to comment Share on other sites More sharing options...
Rainroom Posted December 15, 2014 Share Posted December 15, 2014 Please check the .hip file: Maya_Houdini_Test_fix.hip Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 15, 2014 Author Share Posted December 15, 2014 Thank you rain Room Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 15, 2014 Author Share Posted December 15, 2014 (edited) Hi Rain Room, The hip file was usefull. I attempted to animate circular gradient ramp,to get the effect (object gets invisible from center to edge) instead of randomly getting invisible. I could not achieve it in object level.So tried it in Shading level. Its working good with grid.But when I am trying with sphere I am not able to get the UV right. Could you please Let me know where I am going wrong. Attached the file for your reference. Cheers Prakash Circular_Gradient_Ramp_Test_01.hip Edited December 15, 2014 by particlefx Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 16, 2014 Author Share Posted December 16, 2014 (edited) Hi, Just got the circular gradient ramp working in object level. Please check the attached file and let me know if it is the right method. cheers Prakash Circular_Gradient_Ramp_Test_02.hip Edited December 16, 2014 by particlefx Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 18, 2014 Author Share Posted December 18, 2014 Hello, Below is the latest WIP_version of the effect. Volume_Erosion_Technical_Test_V03.mov In this version for the thickness I have used poly extrude node and a fuse SOP. Facing couple of issues while trying to voxelize it . 1.Isooffset When I tried using ISO Offset the geometry get its volume but getting some connecting lines in empty space of object. 2.POPNET Similarly when I try to emit particle with Volume emission type - Object gets filled with particle but doesn't follow the manipulated Shape. Have attached the image for above 2 issues. Please correct me. Prakash Volume_Erosion_Technical_Test_V03.mov Quote Link to comment Share on other sites More sharing options...
edward Posted December 19, 2014 Share Posted December 19, 2014 When I tried using ISO Offset the geometry get its volume but getting some connecting lines in empty space of object. How thick is that shell? Make sure your voxel size is 2-3x smaller than that. If that creates a volume that uses up too much memory, you might try using VDB From Polygons instead of IsoOffset. Quote Link to comment Share on other sites More sharing options...
Rainroom Posted December 19, 2014 Share Posted December 19, 2014 As edward has mentioned, its best to use VDB from polygons instead of iso-offset. VDBs tend to produce much cleaner and predictable volumes compared to regular H-volumes. They are much faster to calculate also. Quote Link to comment Share on other sites More sharing options...
particlefx Posted December 19, 2014 Author Share Posted December 19, 2014 Thank you edward and rainroom.... VDB from Polygon gave perfect flawless result. Cheers Quote Link to comment Share on other sites More sharing options...
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