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ATEC 4371.001 Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa
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In class Pay attention Take notes Learn Be ready for a pop quiz
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Lecture 3: Houdini foundations Custom desktops Connection between nodes Houdini contexts Three functions of a node connection Particle systems
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Custom desktops You can move your custom desktops to another machine by copying.desk fines in houdini13.0/desktop
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Connection between nodes Function of a connection between nodes differs depending on which context it is in.
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Houdini contexts Major parts of Houdini (contexts) and corresponding node networks: /chCHOP (channel operators) network /imgCOP (composite operators) network /objObjects, cameras, and lights /obj/geoSOP (surface operators) network /outROP (render outputs) /partPOP (particle operators) network /shopSHOP (shader operators) network /vexVOP (VEX operators) network
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Three functions of a node connection 1. Parenting (/obj only) 2. Passing data 3. Listing operations
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1. Parenting Connection works as parenting. The transformations applied to a parent node are applied to its child nodes. Only in /obj – the scene (object) level
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2. Passing date Data are generated, modified and/or passed from an upper node to a lower node through the connection between the nodes. In /obj/geo - the geometry (SOP) level and in other contexts
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3. Listing operations Connections are used to list operations that are applied to the nodes. Orders are often important but not always. A later node can affect earlier node, e.g., POP network In /out – ROP rendering outputs and in other contexts
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Particle systems Technique for modeling and animating a class of fuzzy objects, such as fire, clouds, and water. Particle systems model such objects as clouds of primitive particles that define their volumes. Over a period of time, particles are: generated into the system moved and changed within the system removed from the system
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Particle systems For each frame the system checks the current state of each particle and updates it for the current frame. The state at the new frame depends on what happened in the past. Can update itself properly only in a forward direction. State dependent
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