[Sidefx-houdini-list] instance question

Jordan Halsey jordanhalsey at gmail.com
Wed Sep 21 16:23:48 EDT 2016


Have you tried getting this in with Houdini Engine?


*Jordan Reece Halsey*
*maya | houdini | nuke | ae*
*www.jordanhalsey.com <http://www.jordanhalsey.com>*
*323-273-9995*

On Wed, Sep 21, 2016 at 11:27 AM, Olivier Jeannel <facialdeluxe at gmail.com>
wrote:

> "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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