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houdini14 stadium crowd question


xs2222

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Hey Guys,

 

I am having a look at Houdini 14 stadium crowd setup , and most of it makes sense , except for the agents , as i see male agents and no female agents and shader attachment for the agents , how would i go about doing that , ive used massive and ai implant before for crowd sims , just need to get a grasp of shading agents in h14

 

Thanks in advance

 

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well managed to figure out randomizing agents , under crowd source, randomize , copied the DA from agent_sit2 to sit3 changed the texture to another value , reckon i am missing something here , is it the material style sheet that i have to modify on the crowd source to get the texture variation and if so how ? 

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:) replying to my own question , got the baking part of the agent cycle done , and colour variation, but still trying to figure , the gender variation  , do i need to import female agents as DA from somewhere ? 

 

 

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Ok Fellas , solved my own question :)

 

found a good example of style sheets , thanks to the internet land and hey presto , its solved ,

 

Here is what i learnt !

 

so basically , to answer my question 

 

 

on your crowd source node Randomize -> variations to the number of agents you have added,

 

and after adding an agent , dive into the bake cycle rop network node , copy paste  an existing node or create an agent node , name them appropriatley and render these cycles to disk 

 

1: preset clips can be accessed from the shelf tool , charachter -> mocapbiped , these are preinstalled DA`s , 

2: click on these nodes and right click to access edit  type parameters 

3: and there you can see the various clothing values , edit them using a paint program , 

 

in your crowd source style sheet

4: { 

"styles" : [ 
{ "target" : { "group" : "100-200" }, 
"overrides" : { "material" : { "baseColorMap" : "`blah..(your color map`" } } 
} ] }
 

"styles" : [  
{ "target" : { "group" : "200-300" }, 
"overrides" : { "material" : { "baseColorMap" : "`blah2..(your color map`" } } 
} ] }

 

 

and you end up with various agent cycles and varying textures for them 

 

 

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