[Sidefx-houdini-list] instance question

Olivier Jeannel facialdeluxe at gmail.com
Wed Sep 21 14:27:17 EDT 2016


"We are rendering in redshift so copy stamping doesn't work for this."

I'm doing copy stamping with time shift and it's rendering in Redshift.

On Wed, Sep 21, 2016 at 5:29 PM, Jordan Walsh <jordan.h.walsh at gmail.com>
wrote:

> if you have a packed prim setup in Houdini, saving to Alembic will do
> Alembic instancing inside the file... After that im not sure... Maya I
> think breaks all this nice work :(
>
> Jordan
>
> On 21 September 2016 at 11:29, Gerbrand Nel <g at cannonballbunny.com> wrote:
>
> > Hey Jordan
> > Sorry for the late reply, I only looked at it now.
> > Unfortunately my goal posts have shifted.
> > I need to get this scene to maya for render.
> > Do you, or anyone else here know if I can create a scene in houdini,
> using
> > packed primitives or instances, and get that into maya as instances
> rather
> > than full geo?
> > Thanks guys!
> > Gerbrand
> > On 2016/09/19 1:04 PM, Jordan Walsh wrote:
> >
> >> If you save one blade of grass as a bgeo sequence you can load it by
> using
> >> the instance SOP and having the file path as an attribute called
> >> *instancepath*. You can just build this manualy and then create an
> >>
> >> expression for the framenumber part of it to be a random number with
> ptnum
> >> as a seed, like this:
> >> /path/mygeo.`padzero(4, ($F + floor( fit01( rand(@ptnum), 0, 50 )
> >> )))`.bego
> >>
> >> Then you will get packed disk instances.
> >>
> >> Jordan
> >>
> >> On 19 September 2016 at 09:41, Gerbrand Nel <g at cannonballbunny.com>
> >> wrote:
> >>
> >> Hey guys
> >>> I need to make a grass field for a pre-rendered VR project.
> >>> I would like to create a bend animation on a blade of grass, and then
> >>> drive the animation of the grass field, using noise animated through
> the
> >>> points I use to scatter the grass.
> >>> If I use copy/stamping I can rescale the noise values to drive a
> >>> timeshift
> >>> node on the grass blade, but I need to use instancing, rather than
> >>> copy/stamp.
> >>> We are rendering in redshift so copy stamping doesn't work for this.
> >>> I would like to know if there is a way to offset animations on
> instances
> >>> in houdini.
> >>> Hope that made sense.
> >>> Thanks
> >>> Gerbrand
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