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Making Object Invisible procedurally


particlefx

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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

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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 by particlefx
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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.

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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 by particlefx
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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

post-4632-0-24329500-1418940898_thumb.jp

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    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.

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