Re: Latest Houdini Wrangle Masterclass

2017-03-20 Thread Eugene Flormata
so this hasn't changed much since in the 16 update? I just started some tutorials on game tutors and bought https://vimeo.com/195580569, it got into vex pretty quickly. coding in general is pretty outside my skillset, so I'm looking for basics in houdini to pick up. https://www.pluralsight.com/cour

Re: ramp up motion blur

2017-03-20 Thread Chris Marshall
Thanks guys. I'll try both of those On Monday, 20 March 2017, Andy Nicholas wrote: > How about a OnBeginFrame event in your workgroup and set the values from > there? Just make sure you do a pattern match for your scene filename so it > doesn't affect everyone else. > A > > On 20/03/2017 17:42

Maya Time Editor

2017-03-20 Thread Sofronis Efstathiou
Hi everyone, I hope you are well. I had a quick question about Maya's Time Editor, I was hoping someone maybe can help, or push me in the right direction. When storing animation in Softimage's Animation Mixer we had the option of isolation which channel we wanted to store. However, in Maya's Ti

Re: ramp up motion blur

2017-03-20 Thread Andy Nicholas
How about a OnBeginFrame event in your workgroup and set the values from there? Just make sure you do a pattern match for your scene filename so it doesn't affect everyone else. A On 20/03/2017 17:42, Chris Marshall wrote: If it was a one-off, I'd just render each of the 10 frames separately w

Re: ramp up motion blur

2017-03-20 Thread Sandy Sutherland
Not touched Softimage for a few years now, but can you not use ICE to add a multiplier to PointVelocity and AngularVeocilty? S. On Mon, Mar 20, 2017 at 5:42 PM, Chris Marshall wrote: > If it was a one-off, I'd just render each of the 10 frames separately with > different settings. it's just a s

Re: ramp up motion blur

2017-03-20 Thread Chris Marshall
If it was a one-off, I'd just render each of the 10 frames separately with different settings. it's just a slight pain. Maybe 10 passes could do it. Thanks On 20 March 2017 at 17:40, patrick nethercoat wrote: > Hi Chris, > Brute force with separate passes is the first thing to come to mind. Can

Re: ramp up motion blur

2017-03-20 Thread patrick nethercoat
Hi Chris, Brute force with separate passes is the first thing to come to mind. Can't think of a smart way. On 20 March 2017 at 17:34, Chris Marshall wrote: > Hi there, > I have a motion graphic animation which suddenly speeds up over the last > 30 frames. So I'd like to not have motion blur swit

Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Bradley Gabe
Sounds like a fun challenge. I recall a similar situation and was able to resolve it by having each vertex find neighbor points by edge or vertex, and selecting the lowest point in the group. Once you have that point set, you can use that to generate a second cloud from the source geometry. ---

ramp up motion blur

2017-03-20 Thread Chris Marshall
Hi there, I have a motion graphic animation which suddenly speeds up over the last 30 frames. So I'd like to not have motion blur switched on up to that point, then ramp it in over eg 10 frames. There's no animation divot on the motion blur property, so I was wondering if anyone knows of a solution

RE: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
Thanks. These are pretty good for getting through the whole thing. I have seen a lot of his videos but have missed these. MB > Den 20. marts 2017 klokken 11:34 skrev Jonathan Moore > : > > > There was an old 'certified training' tutorial that might help as it's midway > between a simulatio

Re: Question about the latest release of MentalRay for Maya

2017-03-20 Thread Matt Lind
Generally speaking, mental ray is fairly finicky about versioning and compatibility. Usually shaders need to be re-compiled for each version of mental ray, and only on rare occasion does an older compiled shader work on a newer version of the renderer because of all the subtle changes to the c

Latest Houdini Wrangle Masterclass

2017-03-20 Thread Jonathan Moore
Something for those of you that are trying to get to grips with VEX Wrangles in Houdini https://vimeo.com/173658697 It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions, and on that basis it’s one that you’ll want to watch a few times. Be sure to download the deck an

Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul
If you send me a section of your Twig Geo, I'll take a look at the best approach -Original Message- From: Morten Bartholdy Sent: Monday, March 20, 2017 10:19 AM To: Official Softimage Users Mailing List.https://groups.google.com/forum/#!forum/xsi_list Subject: Re: ICE - generating parti

RE: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Jonathan Moore
There was an old 'certified training' tutorial that might help as it's midway between a simulation and art directable implementation of raindrops dripping off a leaf (only once the water droplets have accumulated). Having a flick through might inspire an new approach at the very least. https://

Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
Ideally the small branch has twigs which are all merged into one geometry, so no SRT info per twig, but if it would make it easier I could cut it up. There will be smaller twigs and buds which will all create low points where drops should gather. It would of course be nice if I could introduce s

Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul
Doing a simulated one will more accurately reflect where drips would actually gather, but there are a number of ways you could generate points on the underside or lowest point of twigs. Are all the twigs separate and are they rotated/translated etc ? Do you want each twig to only have 1 drip

Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Thomas Volkmann
Try to find the parts where the normals point straight downward... that might work if you are lucky. cheers, Thomas > Morten Bartholdy hat am 20. März 2017 um 10:52 > geschrieben: > > > I need to create raindrops hanging from the lowest parts of twigs on a branch. > I have a setup where I use s

ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
I need to create raindrops hanging from the lowest parts of twigs on a branch. I have a setup where I use slide on surface to emit drops and simulate them until the reach the lowest point on any given twig and set it up so they don't drip, but thought it might be possible to do a quicker and mor