Experiencing the same problem. Only found that playing around with the create orientation attribute does some help... But it's still not great.
Also made a script for hairs that are the same as it's guides. So those would be captured outside of the hairdeform node. Those work perfect. So it seems the issue is the capture itself.
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Technical Discussion » Guide capture and deform artifacts
- Klonkel
- 70 posts
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Technical Discussion » Guidedeform needs Create Orientation Attribute? Why?
- Klonkel
- 70 posts
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We're busy getting a groom into usd and pre-capturing it with the guides, so we can sim the guides and with houdini Procedural hair deform the groom on render time.
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Solaris and Karma » USD - Making hairs inherit visibility of root prim (or mesh)
- Klonkel
- 70 posts
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We have a character with multiple limbs, sometimes limb_a is visible and limb_b is invisible. Both of them have grooms. Now when using the hair procedurals in 'deform' mode, we can't get it to work.
As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.
But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...
How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?
As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.
But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...
How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?
Solaris and Karma » Hair root deformation issue when importing maya usd anim?
- Klonkel
- 70 posts
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As shown in the 2 image previews I made a simple setup from the rubbertoy with hairs.
I can layer animations from Houdini and the hairs get perfectly fine deformed/transformed. But when I import the rubbertoy in Maya (doesn't matter if I imported it as an USD or OBJ) and then export it as a .usda file I get really weird offsets on the roots of the hairs, when sublayered to the original asset.
In the attachments you can also see it has the right hierarchy, the USD settings and also a hip file.
What makes it even more interesting is that if I use a sopmodify and unpack the purpose:render geometry to polygons the issue suddenly disappears. But this beats the purpose a bit considering the speed of USD.
The reason I want to import the usd from maya is because of animation purposes ofcours. Also .usd, or .usda doesn't make any difference.
Kind regards,
Chris
I can layer animations from Houdini and the hairs get perfectly fine deformed/transformed. But when I import the rubbertoy in Maya (doesn't matter if I imported it as an USD or OBJ) and then export it as a .usda file I get really weird offsets on the roots of the hairs, when sublayered to the original asset.
In the attachments you can also see it has the right hierarchy, the USD settings and also a hip file.
What makes it even more interesting is that if I use a sopmodify and unpack the purpose:render geometry to polygons the issue suddenly disappears. But this beats the purpose a bit considering the speed of USD.
The reason I want to import the usd from maya is because of animation purposes ofcours. Also .usd, or .usda doesn't make any difference.
Kind regards,
Chris
Solaris and Karma » Groom inherit visibility from skin?
- Klonkel
- 70 posts
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We have characters animated, but some of them have multiple wings for example. One for flying, one for standing etc. Now we have grooms on both wings, but when the flying wing is visible we don't want to see the groom of the standing wing. For the geo this already works, but for the groom it's a different story. Is there something I am missing to make the groom inherit the visibility of the geo? Or does this involve a custom setup in SOP Modify?
Kind regards,
Chris
Kind regards,
Chris
Edited by Klonkel - Aug. 24, 2023 06:01:55
Technical Discussion » (USD) Stage not updating, even when reloading assets?
- Klonkel
- 70 posts
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Hi thanks for the reply,
after some digging I found out that this was a writing permission issue (windows). When we changed all the file formats of the assets from .usd to .usda it can be update on the spot. We definitely need to start looking into an ar.
Thanks!
after some digging I found out that this was a writing permission issue (windows). When we changed all the file formats of the assets from .usd to .usda it can be update on the spot. We definitely need to start looking into an ar.
Thanks!
Technical Discussion » (USD) Stage not updating, even when reloading assets?
- Klonkel
- 70 posts
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In stage using USD, whenever one of my colleagues updates an asset, I cannot just click on reload in the reference node, I constantly have to close and restart houdini for it to recognize the updated file. Feels like some cache is not updating when clicking reload.
Now, we are looking into AR atm, but we probably won't have that working before the end of this project. Does anyone know a quick force re-cache/load that does actually update everything without having to close houdini?
Kind regards,
Chris
Now, we are looking into AR atm, but we probably won't have that working before the end of this project. Does anyone know a quick force re-cache/load that does actually update everything without having to close houdini?
Kind regards,
Chris
Edited by Klonkel - Aug. 16, 2023 08:02:06
Solaris and Karma » Asset and animation from a multiple-obj model
- Klonkel
- 70 posts
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For example you'd have a car rig, you'd have 5 objects. The 4 wheels and the body.
I'd want to know how to save out this geometry as a single USD and then drive this USD asset by using transforms only. So not saving out the geometry every frame.
Now I know this works by default with the USD export and scene import. But I'd like to set the save paths per object, so I can save the non-animated asset once, and then multiple animations for example also without the geometry, so I can sublayer those under the asset.
I have attached an example file in the attachments.
I'd want to know how to save out this geometry as a single USD and then drive this USD asset by using transforms only. So not saving out the geometry every frame.
Now I know this works by default with the USD export and scene import. But I'd like to set the save paths per object, so I can save the non-animated asset once, and then multiple animations for example also without the geometry, so I can sublayer those under the asset.
I have attached an example file in the attachments.
Solaris and Karma » The weird thing about layout node,it's a bug or not?
- Klonkel
- 70 posts
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I tried to replicate what you did, but haven't got the issues you have. Have to admit it is a bit buggy, but mainly not those issues.
Solaris and Karma » Solaris Layout node variants?
- Klonkel
- 70 posts
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Ah yes exactly, the layout node to be showing the variants as individual entries is what I am after.
The other option is storing each variant as a individual asset in the gallery, but that flood the gallery with all those kind of variants and assets.
The other option is storing each variant as a individual asset in the gallery, but that flood the gallery with all those kind of variants and assets.
Solaris and Karma » Solaris Layout node variants?
- Klonkel
- 70 posts
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Is there any way of making the Layout node see/work with all the different variants you can have in an asset?
EDIT - or modify the instances afterwards by then setting there variants?
Chris
EDIT - or modify the instances afterwards by then setting there variants?
Chris
Edited by Klonkel - March 16, 2023 05:07:53
Solaris and Karma » Tool: Hextile for Karma HDA - XPU compatible!
- Klonkel
- 70 posts
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When I saw that @Mohsen_Tabasi created the hextile HDA for procedural texturing large areas without getting repetition I wanted to use it with Karma XPU. Unfortunately this didn't work because of cvex.
So I thought of recreating the HDA, but then for Karma XPU / MaterialX!
Although I came across quite some surprises and had to do a few workarounds. IT WORKS!
The HDA can be downloaded here in the attachements!
Again credits to @Mohsen_Tabasi and his entry for the 'SideFX Labs Tech Art Challenge 2022' https://www.sidefx.com/forum/topic/87148/#post-377647 [www.sidefx.com]
And to mmikk https://github.com/mmikk/hextile-demo [github.com]].
It also works with displacement, although I ran across some issues.
One of the issues is the obvious hexagon lines in the image above. The image filtertype here is set to closest, which does actually give the best results (like the picture), but I guess the checkerboard picture is maybe 'too much' to try this effect on. When using regular texture these lines sort of mostly disappear.
Cheers,
Chris
So I thought of recreating the HDA, but then for Karma XPU / MaterialX!
Although I came across quite some surprises and had to do a few workarounds. IT WORKS!
The HDA can be downloaded here in the attachements!
Again credits to @Mohsen_Tabasi and his entry for the 'SideFX Labs Tech Art Challenge 2022' https://www.sidefx.com/forum/topic/87148/#post-377647 [www.sidefx.com]
And to mmikk https://github.com/mmikk/hextile-demo [github.com]].
It also works with displacement, although I ran across some issues.
One of the issues is the obvious hexagon lines in the image above. The image filtertype here is set to closest, which does actually give the best results (like the picture), but I guess the checkerboard picture is maybe 'too much' to try this effect on. When using regular texture these lines sort of mostly disappear.
Cheers,
Chris
Edited by Klonkel - March 10, 2023 09:17:36
Solaris and Karma » Karma XPU clamped materials?
- Klonkel
- 70 posts
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Sorry for the late response, didn't have access to houdini lately.
Anyway, this is the example, everything is the same (shader etc) and this is what the render looks like.
And this when having toned the viewports' exposure down. Whereas the CPU render (right) does it correctly and shows the diamonds and the XPU render had just clamped everything.
EDIT: When I increase the intensity of the domelight to +10 the image does get values way above 1, so it seems like it isn't the renderer which clamps, but the material.Still XPU:
Anyway, this is the example, everything is the same (shader etc) and this is what the render looks like.
And this when having toned the viewports' exposure down. Whereas the CPU render (right) does it correctly and shows the diamonds and the XPU render had just clamped everything.
EDIT: When I increase the intensity of the domelight to +10 the image does get values way above 1, so it seems like it isn't the renderer which clamps, but the material.Still XPU:
Edited by Klonkel - March 8, 2023 06:56:42
Solaris and Karma » Karma XPU clamped materials?
- Klonkel
- 70 posts
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jsmack
shouldn't albedo be clamped? Although, I've abused it not being clamped for sure
Hmm, yes that could be.
I was actually recreating the hextile asset from the tech challenge, butnthen for karma xpu:
https://www.sidefx.com/community-main-menu/contests-jams/tech-art-challenge-2022/ [www.sidefx.com]
Big props to: Mohsen_Tabasi!
When I ‘finished’ recreating the asset in mtlx I saw something was off, so started debugging and then came to notice that after the ‘texturing maths, deforming uv spaces etc’ the greens for example were just straight clamped (XPU). But when I switched to CPU it wasn’t and the uv tiles started to appear when lowering the viewport exposure.
Then checked it with just the basecolor of mtlx standard surface with the reds, same thing, the beauty was clamped on white when xpu, but got red when changing the exposure on cpu.
It’s probably bot clamped when getting lit by an extreme bright light, but the mtlx shaders clamp something it seems like. Atleast for xpu?
Solaris and Karma » Karma XPU clamped materials?
- Klonkel
- 70 posts
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So when rendering in Karma XPU, if you make a standard surface MTLX shader and set the base color rgb to: 10, 1, 1. The render output should be white, which is correct.
Now when you lower the exposure of the viewport/renderview the material should turn red, since the R value was way beyond 1, but it just stays white and gets darker.
Karma CPU doesn't have this clamping. Does karma XPU have some sort of internal clamping/am I missing a button, or because of Karma XPU is still beta?
Kind regards,
Chris
Now when you lower the exposure of the viewport/renderview the material should turn red, since the R value was way beyond 1, but it just stays white and gets darker.
Karma CPU doesn't have this clamping. Does karma XPU have some sort of internal clamping/am I missing a button, or because of Karma XPU is still beta?
Kind regards,
Chris
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- Klonkel
- 70 posts
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Thanks for the reply and the examples!
I actually couldn't get this idea implemented in my setup since I want it to work with timeslice on, so there's no timeline actually for the chops to be calculated on or extended. I added a scene file in the attachment.
I actually couldn't get this idea implemented in my setup since I want it to work with timeslice on, so there's no timeline actually for the chops to be calculated on or extended. I added a scene file in the attachment.
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- Klonkel
- 70 posts
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mrCatfish
I'd just lay down a channel CHOP, then right click and "Edit data channels," edit to make a nice smooth ease-in from 1-10 or so, and then mult your lag channel by that with a math CHOP.
Sean
Thanks for the reply, indeed also for me a new area of chops!
However, in this case you'd first need to make the current position relative to the origin, since otherwise you're going to fade-in/speed-in the animation from the origin to where the actual animation is located?
Apart from making the animation start from the origin, isn't there another way to get a pre-extend which fades in the animation?
Technical Discussion » Fade in initial animation for CHOPS lag/overshoot
- Klonkel
- 70 posts
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When having the chops lag node and using the overshoot settings, you need a smooth animation to drive it.
For example when using lag/overshoot for car dynamics and the car is already driving at 50kmh from frame 1, the lag/overshoot node shoots back and forth since it sees a huge acceleration from frame 1 to frame 2, whilst you actually dont want it to react to that part yet.
How’d you guys tackle this?
Klonkel
For example when using lag/overshoot for car dynamics and the car is already driving at 50kmh from frame 1, the lag/overshoot node shoots back and forth since it sees a huge acceleration from frame 1 to frame 2, whilst you actually dont want it to react to that part yet.
How’d you guys tackle this?
Klonkel
Houdini Lounge » Quality of life for Houdini users
- Klonkel
- 70 posts
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Mike_A
and a really big one:
The Viewport needs to be 100% reliable. No professional software should ever need to have a 'Reset Viewport' menu option.
+1
Had so many times already that it feels like I messed something up... but no it was the viewport haha.
On the plus side, knowing this actually does happen sometimes, the first thing to do when some weird stuff happens is reset the viewport, and that fixes the problem :-D
Edited by Klonkel - Feb. 9, 2023 08:37:13
Technical Discussion » Bending a curve towards vector by weight blending matrices
- Klonkel
- 70 posts
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Thank you both!
@tamte that makes sense indeed, the updated N needs a new sort of weight in order to still be correct.
@animatrix yeah I actually came acros that video last week, very very interesting work, also tried the rig_wrangle approach.
Currently I found out that the weight is needed, but not in a way where I have to make the sum of all weights together 1. But just all weight attribs just ramped between 0-1. That gives me more control.
Thank you both for the help!
Cheers,
Chris
@tamte that makes sense indeed, the updated N needs a new sort of weight in order to still be correct.
@animatrix yeah I actually came acros that video last week, very very interesting work, also tried the rig_wrangle approach.
Currently I found out that the weight is needed, but not in a way where I have to make the sum of all weights together 1. But just all weight attribs just ramped between 0-1. That gives me more control.
Thank you both for the help!
Cheers,
Chris
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