Hi
As I understand the situation - houdini works with two kinds of materials - native karma materials and "external" MaterialX materials
Serious questions immediately arise:
1. MaterialX is external world format - and it will not adapt for native karma format
2. Karma format deeply integrated into houdini that is positive. It allow to get advanced possibilities when working with materials in contrast to materialX
3. MaterialX never removes native Karma
The quaestion: - may be recompile MaterialX and native Karma to get new KarmarialX material format as a layer for simplicity and harmonization to extend the capabilities of MaterialX to those of Karma.
KarmarialX will be effective (layer, stratum) for ease of use of materials and Karma itself will only be used by the firm's technical developers
PS
I just learn Houdini: - as i know we can't use karma material and MaterialX material togather?
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Solaris and Karma » technical task: KarmarialX will be effective (layer, stratum) for ease of use
- Fordencore1966
- 7 posts
- Online
Houdini Indie and Apprentice » ambientcg.com materials library
- alecaille
- 25 posts
- Offline
https://ambientcg.com/ [ambientcg.com] has a massive PBR textures library, in USDC and mtlx format.
How can I integrate it in Material Linker like GPUOpen ?
How can I integrate it in Material Linker like GPUOpen ?
PDG/TOPs » Dicing only 1 frame instead of evry frame.
- NicTanghe
- 198 posts
- Offline
Hello a while back i read somewhere in the changelogs that there was a variable you could check so that the geometry is only diced once and not every frame. I cant however seem to find anny info on it.
Does someone know what this variable is and where to set it ?
Does someone know what this variable is and where to set it ?
Rigging » lucha rig tags
- Ivan L
- 178 posts
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trying to make sense of the lucha rig, what's the point/logic of this part?
is it likeor do I miss the logic ?
is it like
@tags = @tags
Edited by Ivan L - yesterday 14:15:21
Technical Discussion » Network View: Create multiple Background Images?
- olivierth
- 1013 posts
- Offline
Hi!
I often put some reference images in my network view but I have to import one at a time. Is there a way I can select a bunch of images at the same time?
-Olivier
I often put some reference images in my network view but I have to import one at a time. Is there a way I can select a bunch of images at the same time?
-Olivier
Technical Discussion » Fallback from HOUDINI_USER_PREF_DIR if drive not found
- Mark Wallman
- 666 posts
- Online
Hi. I am using the variable HOUDINI_USER_PREF_DIR to a custom drive in Windows environment variable. Is they some way to have a fallback variable to default to the Windows username...if the drive goes offline. Best. Mark
News » Houdini 20 Production Build updated to 20.0.724
- chrism
- 2498 posts
- Offline
Hidey ho! The Houdini 20 Production Build has been updated to 20.0.724.
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=688&build_1=724&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=688&build_1=724&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Houdini Indie and Apprentice » Combining blend shapes with soft body
- gordig
- 31 posts
- Offline
I'm having trouble getting the two to play well together. I've got a character set up with facial blend shapes (I'm using a Skeleton Blend with a bunch of Rig Poses, but have also set up a Character Blend Shapes from an earlier iteration) that I've also set up for a Tetrahedral Soft Body simulation, that is then feeding a Point Deform to drive a higher-resolution mesh. At some point, I noticed that the blend shapes weren't surviving that entire process, and I've tried a variety of solutions, none of which I find satisfactory:
I'm hoping that I've just got the order of operations wrong, because this feels like an absolutely solvable problem.
- Setting the radius really low on a Point Capture - deforms the mesh and still doesn't fully capture the expressions
- Separating the face from the rest of the body so that the face isn't simulated, then combining them afterwards - leaves a gap between the face and body that appears to get larger over the course of the animation
- Joint Deforming the tetrahedral mesh before simulating - leaves several points that remain static over the course of the animation
- Joint Deforming the mesh AFTER simulating but before the final Point Deform - the mesh just goes completely crazy
I'm hoping that I've just got the order of operations wrong, because this feels like an absolutely solvable problem.
Houdini Learning Materials » Trouble making fracture separate
- Kyparon
- 1 posts
- Offline
Hello, I'm very new to Houdini and started out following Robert Magee's bomb tutorial here: https://www.sidefx.com/tutorials/foundations-destruction-fx/ [www.sidefx.com]
I'm stuck on the blow up the bomb part. I got my geo fractured and followed the tutorial to get the settings set up, but I can't even get it to drop and fall apart. It just rolls. I was only able to get it to separate when I set all glue values to 0, but I don't think he does that in the tutorial.
What might I be doing wrong?
I'm stuck on the blow up the bomb part. I got my geo fractured and followed the tutorial to get the settings set up, but I can't even get it to drop and fall apart. It just rolls. I was only able to get it to separate when I set all glue values to 0, but I don't think he does that in the tutorial.
What might I be doing wrong?
Houdini Engine for Unreal » Trouble setting UProperty GeneratedFoliageDefaultSettings
- TRex92
- 36 posts
- Offline
I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!
My vex code is in a detail wrangle as follows:
I've also tried setting using the string value as follows:
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";
I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
Houdini Indie and Apprentice » Volume Trails Keep Flickering
- justinngreen
- 2 posts
- Online
Hello, I am visualizing my vector field using volume trails and I am noticing this flickering. The tutorial I followed doesn't have this flickering. I was wondering if anyone had any ideas.
Houdini Engine API » HAPI won't return the expected number of attribute values
- arthur.cousseau
- 5 posts
- Offline
Hello,
I've created this topic in Technical Discussion but it could also belong to this category:
Click here to go [www.sidefx.com]
I've created this topic in Technical Discussion but it could also belong to this category:
Click here to go [www.sidefx.com]
Edited by arthur.cousseau - May 30, 2024 09:44:09
Technical Discussion » HAPI won't return the expected number of attribute values
- arthur.cousseau
- 5 posts
- Offline
Hello,
I'm creating 2 tetrahedrons in my geo, with a Prim attribute named 'X', of type float.
The first tetra has 'X' = 4 and the 2nd one has 'X' = 42, as you can see here :
Later on, I'm using HAPI in C++ to retrieve the value of this attribute in my geo.
Surprisingly, I get an array such as: {4, 4, 4, 4, 42, 42, 42, 42} when I'm expecting {4, 42}
From what I understand, this is because my 2 tetras have 8 points in total:
I'm saying this because I had only 1 tetra in my geo in the first place, and I got 4 values instead of 1.
But I don't get how the number of points can have an impact on the number of values of my 'X' attribute?
I wonder if I'm missing the big picture here and simply not getting the philosophy of Houdini.
I think it's pretty unlikely that HAPI has a bug on such a core feature.
As a matter of fact, when using HAPI in python, with the code:
I do get the expected values:
But that's not the case with the C++ HAPI which is returning {4, 4, 4, 4, 42, 42, 42, 42} as I said earlier.
And I'm only interested in a C++ solution.
What am I doing wrong then? Thanks.
I'm creating 2 tetrahedrons in my geo, with a Prim attribute named 'X', of type float.
The first tetra has 'X' = 4 and the 2nd one has 'X' = 42, as you can see here :
Later on, I'm using HAPI in C++ to retrieve the value of this attribute in my geo.
Surprisingly, I get an array such as: {4, 4, 4, 4, 42, 42, 42, 42} when I'm expecting {4, 42}
From what I understand, this is because my 2 tetras have 8 points in total:
I'm saying this because I had only 1 tetra in my geo in the first place, and I got 4 values instead of 1.
But I don't get how the number of points can have an impact on the number of values of my 'X' attribute?
I wonder if I'm missing the big picture here and simply not getting the philosophy of Houdini.
I think it's pretty unlikely that HAPI has a bug on such a core feature.
As a matter of fact, when using HAPI in python, with the code:
geo.primFloatAttribValues('X')
(4.0, 42.0)
But that's not the case with the C++ HAPI which is returning {4, 4, 4, 4, 42, 42, 42, 42} as I said earlier.
And I'm only interested in a C++ solution.
What am I doing wrong then? Thanks.
Edited by arthur.cousseau - May 30, 2024 09:46:26
Houdini Indie and Apprentice » Materials fail in render view after unpacking (Mantra)
- Cola8
- 11 posts
- Offline
Hello, I can't find what am I doing wrong. When I unpack my models they look weird in render view.
Here are the screenshots the first is after unpack and the second when I don't unpack.
Here are the screenshots the first is after unpack and the second when I don't unpack.
Edited by Cola8 - May 30, 2024 08:29:33
Technical Discussion » Twisting cracking plant
- hugoaboab
- 4 posts
- Offline
Hi, I'm trying to make a sunflower stem twist and crack. I have my sunflower (and a twist animation), but I don't know where to begin. The idea behind the effect is to get the tension of the stem rotating and breaking during the movement. Do you guys know what type of setup can be used to get that kind of effect?
Technical Discussion » Keyframe expression
- Chawki
- 4 posts
- Offline
Hi,
I would like to translate in Y each primitive in a for each loop by its Y size at a specific frame.
Since expression cannot be entered as a keyframe value on an animation bezier curve, I don't know how to keyframe the expression "-bbox(0,D_YSIZE)" let's say from frame 1 to its original Y position (value 0) at let's say frame 50.
Is there a way to do that ?
Thanks
I would like to translate in Y each primitive in a for each loop by its Y size at a specific frame.
Since expression cannot be entered as a keyframe value on an animation bezier curve, I don't know how to keyframe the expression "-bbox(0,D_YSIZE)" let's say from frame 1 to its original Y position (value 0) at let's say frame 50.
Is there a way to do that ?
Thanks
Work in Progress » Houdini Growth Procedural Animation Asset
- Amir Akbarshahi
- 1 posts
- Offline
In the of my 3D personal project, I was confronted with the challenge of creating vegetation. To address this, I crafted a procedural tool within Houdini software, leveraging a variety of techniques to achieve for creating and Growth the Branches , that by using Several methods Including : using paint mask or draw curve , or by using Determined position or random position over the source object , I can create branches and leaves . or I can create a animation Growing for that , I hope that I will developing and enhancing its efficiency this procedural tool in future.
Technical Discussion » Event Handler files (OnCreated) can only be registered once?
- pullpullson
- 10 posts
- Offline
Hey everyone,
we are having the issues that we have 2 different plugins that each have their own OnCreated.py and other event handler files.
Both plugins are registered via the $HOUDINI_PATH env variable.
But houdini only executes the first one it found in the HOUDINI_PATH, and ignore every other event handler files.
Is this expected behavior?
If so how can 2 plugins listen for node creation events?
And is there another way to listen for node creation / deletion other then the event handler files?
Using Houdini 19.5.716
we are having the issues that we have 2 different plugins that each have their own OnCreated.py and other event handler files.
plugin1/ scripts/ OnCreated.py plugin2/ scripts/ OnCreated.py
Both plugins are registered via the $HOUDINI_PATH env variable.
But houdini only executes the first one it found in the HOUDINI_PATH, and ignore every other event handler files.
Is this expected behavior?
If so how can 2 plugins listen for node creation events?
And is there another way to listen for node creation / deletion other then the event handler files?
Using Houdini 19.5.716
Technical Discussion » Reading and using image metadata in a vopcop2filter
- Jackdaw
- 3 posts
- Offline
I'm trying to change my rendered Normal from Karma from world space to camera space. I noticed that Karma adds a matrix that should be possible to use.
So I was trying to create a vopcop2filter with an inline node that reads the meta data. It kind of works for the first frame but for the rest of them it seems like it keeps using the first frame metadata. How can I make sure that I reread the meta data for each frame?
So I was trying to create a vopcop2filter with an inline node that reads the meta data. It kind of works for the first frame but for the rest of them it seems like it keeps using the first frame metadata. How can I make sure that I reread the meta data for each frame?
Edited by Jackdaw - May 29, 2024 10:43:25
Technical Discussion » Using a 2d smoke solver to generate a tiling flow map
- Jackdaw
- 3 posts
- Offline
I'm trying to use the smoke solver to create a even turbulence noise and that also tiles over it's borders. I expected the "border type: repeating" to help me with that. But the borders are very clear even if something is done. Is there any other setting that should be used for this to happen or do I expect to much of it? Could I copy over velocity from the other side my self?
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