Animated Instances using Solaris and Variants: Instancing Part 3 - Handy Houdini Tips

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  • @pdjinne65
    @pdjinne65 9 місяців тому

    Brilliant! Thank you so much. Looks faster than the SOP copy points.

  • @ArjunSingh-kb9iq
    @ArjunSingh-kb9iq Рік тому +7

    Houdini is HIP Part 2 Please 🙇

  • @AlexandruPreoteasa
    @AlexandruPreoteasa Рік тому +7

    Nice techniques. You mentioned in your video you'd like to see how other people do this.
    There is a video Josh Weber published 12 days ago with the title "Houdini | Creating animated USD assets and time offsetting instances" which I highly recommend.

    • @cgaltruist2938
      @cgaltruist2938 Рік тому +2

      I was thinking the same, Weber video goes without creating the variants, both are great methods. Thanks for sharing.

    • @ripvangu
      @ripvangu 6 місяців тому

      I appreciate the tutorial but i think making a variant for every frame is a convoliuted way of doing things

    • @pinkmoon5332
      @pinkmoon5332 4 місяці тому

      I did the weber tutorial recently. Quite nice! But neither of these tutorials address instancing with adjustments to the shader (such as in part2 of this 3-part demo). Most instancing techniques pre-usd cover that area.

  • @khalilboss2855
    @khalilboss2855 Рік тому +1

    Another goldy houdini tip. Thank you for sharing your knowledge!

  • @oleit3
    @oleit3 Рік тому +4

    Thank you for sharing your approach!
    I've been researching for a way to do this, and it seems like the "Retime Instances" LOP node might also be a great way to go, if anyone would like to try that. It appears to be a more native way to do this, without having to separate frames into variants.

    • @ripvangu
      @ripvangu 6 місяців тому

      i think so too

  • @spectrewashere
    @spectrewashere 6 місяців тому

    Hey dude, great technique. Would you do a version based on the species method you explained in the previous video please ?

  • @StayOkToday
    @StayOkToday Рік тому +1

    Hey, great video! I was wondering where I could find a link to your discord channel?
    I was just struggling with instancing rbds in Solaris as they stay visible before they are born or killed. Will attempt using collections and instancer for this, because I just did simple SOP import and that did not work.

  • @pinkmoon5332
    @pinkmoon5332 4 місяці тому

    oh no! which quixel object is it? nvmd, figured it out, but I dont see you passing through the color (clr) noise pattern to the shader as you did in part 2. How can this be done in part 3? Usually that process is readily achievable in the instancing realm.

  • @bodhihorton5854
    @bodhihorton5854 Рік тому +1

    Great tutorial. Have you found a simple way to export from Solaris to unreal with material x ?

    • @oleit3
      @oleit3 Рік тому

      Hey Bodhi, afaik Unreal still only supports standalone MtlX files, not yet ones embedded within a USD file, sadly... If you find any way around this please hit me up!

  • @songpeng
    @songpeng Рік тому

    Awesome🎉 as usual❤

  • @nicolaastanghe475
    @nicolaastanghe475 Рік тому

    you can use VFP to make ezalaly make simulation geo and then use pointdeform to transfer the sim.
    ->
    Note go try if this works with your ropes and a line

  • @nathanbayne3576
    @nathanbayne3576 Рік тому

    for some reason when im at one iteration in the for each end block i get a ball of jumbled polygons, not sure whats happening

  • @doelhasan7310
    @doelhasan7310 Рік тому

    Why is CPU(Embree) rendering usage so low in karma XPU?
    The GPU(Optix) usage is close to 100%.
    Should both CPU and GPU be used in a balanced way like GPU 100 and CPU 70 to 100?

  • @wewantmoreparty
    @wewantmoreparty Рік тому

    🤘🤘

  • @马莱利
    @马莱利 Рік тому

    brilliant

  • @randomlikeu
    @randomlikeu Рік тому

  • @mechmedved
    @mechmedved Рік тому

    how you say if i try transfer the color from points to instance ? It is easy but not simple )

  • @kaleliberali903
    @kaleliberali903 Рік тому

    Nice! You can't do animated instancing in redshift

  • @WillPreston3D
    @WillPreston3D Рік тому

    Is there a part 1 to this?

    • @NineBetween
      @NineBetween  Рік тому +1

      Hi Will, there is, although it isn't really a follow along type tutorial series, each part just covers important instancing tips. The others can be found here:
      ua-cam.com/video/Im_t2PJtTuI/v-deo.html
      ua-cam.com/video/_lCFA7N0tRk/v-deo.html

    • @WillPreston3D
      @WillPreston3D 8 місяців тому

      @@NineBetween thanks

  • @publikumsorientiert
    @publikumsorientiert 9 місяців тому

    感恩

  • @tanrayta7352
    @tanrayta7352 Рік тому +2

    Hello author, ask you a question. I did it the way you did, but the final effect is not animated, although it does have frame changes, but it is not dynamic. Could you ask me about it in detail? Similar to the effect of this animation, I have this animation plant programmed growth project, if you need to send it to you directly for animation scatter. ua-cam.com/video/S9Ccta-6YC8/v-deo.html

  • @lewistaylorFX
    @lewistaylorFX 7 місяців тому +1

    I don't think you should be storing variants per frame, that is not how you'd approach this workflow.

    • @tomallen5837
      @tomallen5837 4 місяці тому

      Is there a better way? I'm looking for what I think is the holy grail having just gotten into lops. Yes, I don't think this is it, but definitely some great things I learned along the way. So, what's the holy grail? Okay the holy grail is to be able to have multiple instances complete with multiple materials assignments for each instance, and to be able to scrub the timeline quickly, supporting proxy instances. If you have a better way, please point the way.

  • @edh615
    @edh615 Рік тому +1

    too tedious for an artist

  • @Snowsample
    @Snowsample Рік тому

    Hello, cool tutor. But how, for example, to make it different flowers with random animation?
    sop wrangle
    string basepath = chs('root_path');
    string elemlist[] = {'PLANT_A','PLANT_B','PLANT_C','PLANT_D','PLANT_E'};
    string elem = elemlist[i@variant];
    string fr = sprintf('%04d',i@fr);
    s@instancefile= basepath+elem+'/'+elem+'.'+fr+'.'+'bgeo.sc';

    • @apzzpa
      @apzzpa 7 місяців тому

      I just took that course. All you need to do is copy the code he gave in In Bloom.
      ie
      i@fr = chi('frame');
      i@fr += chi('offset');
      i@fr -= floor(f@dist*chi('offset_delay'));
      i@fr = clamp(i@fr, 1, 150);
      You need to put this in a wrangle before the instancefile snippet so it can read the i@fr attribute
      f@dist is from a distancealonggeometry sop but you could use any falloff you want like mops falloff for example.