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
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
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
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
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
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
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
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.
---
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
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
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
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
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
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://
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
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
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
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
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