Thanks a lot, that's it!
Awesome.
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Technical Discussion » RBD Fractured object and Blend solver
- sergey_sh
- 22 posts
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Technical Discussion » RBD Fractured object and Blend solver
- sergey_sh
- 22 posts
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The goal is to achieve smooth blending between rbd sim and hand-made anim.
This example is what I'm trying to do, except jump at frame 70 when switching from simulation to points animation.
If make this transition smooth over time - this will be exactly what I'm looking for.
Thanks for your help.
This example is what I'm trying to do, except jump at frame 70 when switching from simulation to points animation.
If make this transition smooth over time - this will be exactly what I'm looking for.
Thanks for your help.
Technical Discussion » RBD Fractured object and Blend solver
- sergey_sh
- 22 posts
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Thanks.
Saw this file a bit earlier
It's not exactly what I was looking for because I'm trying to deal with blend solver and this setup use slightly different way.
I was trying to understand if blend solver will work with fractured object or not.
Saw this file a bit earlier
It's not exactly what I was looking for because I'm trying to deal with blend solver and this setup use slightly different way.
I was trying to understand if blend solver will work with fractured object or not.
Technical Discussion » RBD Fractured object and Blend solver
- sergey_sh
- 22 posts
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Technical Discussion » RBD Fractured object and Blend solver
- sergey_sh
- 22 posts
- Offline
Hello,
I want to blend animation for fractured object made in dops with some “hand-made” animation.
Hand-made is just a popnet with number of particles equal to number of pieces.
Blending works, but all pieces follows one particle instead of following individual particle for each fractured piece.
What's wrong with this setup?
I want to blend animation for fractured object made in dops with some “hand-made” animation.
Hand-made is just a popnet with number of particles equal to number of pieces.
Blending works, but all pieces follows one particle instead of following individual particle for each fractured piece.
What's wrong with this setup?
Houdini Lounge » Changing attribute type from vector to float3
- sergey_sh
- 22 posts
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Hello,
I have a bgeo file with uv attribute of type vector.
It looks like Houdini expects it will be of type float3 to work.
Is there fast and elegant way to change a type for some attribute while preserving it's values?
I'm attaching file with my approach, however it becomes slow on heavy files.
I have a bgeo file with uv attribute of type vector.
It looks like Houdini expects it will be of type float3 to work.
Is there fast and elegant way to change a type for some attribute while preserving it's values?
I'm attaching file with my approach, however it becomes slow on heavy files.
Houdini Lounge » Deleting primitive groups
- sergey_sh
- 22 posts
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Hello,
Having two sequences of .bgeo files with same named primitive groups in each.
E.g.
prim_group_001
prim_group_002
prim_group_003
…
prim_group_100
I want to merge this two sequences into one and delete each primitive group from first sequence if it exists in second one.
The number of groups in second sequence is changing from frame to frame and they may appear in some random order.
For example: prim_group_050 and prim_group_024 in first frame and prim_group_098, prim_group_045, prim_group_023 in second frame.
What is the best way to do that?
Thanks.
Having two sequences of .bgeo files with same named primitive groups in each.
E.g.
prim_group_001
prim_group_002
prim_group_003
…
prim_group_100
I want to merge this two sequences into one and delete each primitive group from first sequence if it exists in second one.
The number of groups in second sequence is changing from frame to frame and they may appear in some random order.
For example: prim_group_050 and prim_group_024 in first frame and prim_group_098, prim_group_045, prim_group_023 in second frame.
What is the best way to do that?
Thanks.
Technical Discussion » Get light's direction L when computing shadow
- sergey_sh
- 22 posts
- Offline
SYmek, thanks for your reply.
Just need an angle between camera and light when mantra is creating deep shadow map. Looks like user parameter is the only solution.
Just need an angle between camera and light when mantra is creating deep shadow map. Looks like user parameter is the only solution.
Technical Discussion » Get light's direction L when computing shadow
- sergey_sh
- 22 posts
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May I have a stupid question.
How can one get actual camera direction - the direction of camera from which final image is computed while shader is being called for deep shadows creation?
How can one get actual camera direction - the direction of camera from which final image is computed while shader is being called for deep shadows creation?
Technical Discussion » Get light's direction L when computing shadow
- sergey_sh
- 22 posts
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Technical Discussion » Get light's direction L when computing shadow
- sergey_sh
- 22 posts
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Hello,
How can one get light's direction vector L in shader when computing shadowmap?
Trying to read this from illuminance loop, this doesn not work for me.
illuminance(P)
{
if( isshadowray() ){
printf(“L is: %d\n”, L);
}
}
This prints nothing.
Tried to make sort of custom illuminance loop, yet no luck.
lights = getlights(\“lightmask\”,_lightmask_,\“categories\”,_categories_);
if (setcurrentlight(lights)) {
if( isshadowray() ){
printf(“lights: %d\n”, lights);
}
}
The ‘lights’ array is empty in this case.
How can I read light's direction while computing shadow?
How can one get light's direction vector L in shader when computing shadowmap?
Trying to read this from illuminance loop, this doesn not work for me.
illuminance(P)
{
if( isshadowray() ){
printf(“L is: %d\n”, L);
}
}
This prints nothing.
Tried to make sort of custom illuminance loop, yet no luck.
lights = getlights(\“lightmask\”,_lightmask_,\“categories\”,_categories_);
if (setcurrentlight(lights)) {
if( isshadowray() ){
printf(“lights: %d\n”, lights);
}
}
The ‘lights’ array is empty in this case.
How can I read light's direction while computing shadow?
Technical Discussion » VEX: Getting number of objects with deep shadow
- sergey_sh
- 22 posts
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Hello,
Assume we have several strands lit with one light that uses deep shadow map.
How can one get number of strands that are between current shading point and light?
Please see the attached picture.
I've tried dsmpixel() function but it gives only one value if strands are opaque.
Is there some other way?
Assume we have several strands lit with one light that uses deep shadow map.
How can one get number of strands that are between current shading point and light?
Please see the attached picture.
I've tried dsmpixel() function but it gives only one value if strands are opaque.
Is there some other way?
Technical Discussion » Using Eclipse in Linux for Houdini 11
- sergey_sh
- 22 posts
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Hi Ben,
Currently don't have Linux workstation around to check but as far as I remember it is vitally important to have correct gcc version.
Make sure you use same gcc version as your Houdini build on Linux.
Gcc 4.3 if I'm not mistaking.
Currently don't have Linux workstation around to check but as far as I remember it is vitally important to have correct gcc version.
Make sure you use same gcc version as your Houdini build on Linux.
Gcc 4.3 if I'm not mistaking.
Houdini Lounge » Creating BDSF for PBR
- sergey_sh
- 22 posts
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rtalz
Here's a link describing the GGX model. http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf [cs.cornell.edu]
Sony-Imageworks tends to use this model allot along with Beckmann and Ashikhmin.
Check this out: http://www.youtube.com/watch?v=Mopk3gqisVI [youtube.com]
Just made an implementation of this paper. GGX specular is so cool!
Technical Discussion » Using Eclipse in Linux for Houdini 11
- sergey_sh
- 22 posts
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Technical Discussion » Using Eclipse in Linux for Houdini 11
- sergey_sh
- 22 posts
- Offline
Hello!
Trying to compile custom x64 plugin for Houdini 11 using Eclipse.
Same code for Houdini 10 was compiled just fine.
However, got some strange errors.
For example:
cast from ‘const void*’ to ‘uint’ loses precision
file $HFS/toolkit/include/SYS/SYS_Math.h in line 969
and
class ‘UT_OStrStream’ does not have any field named ‘ostrstream’
file $HFS/toolkit/include/UT/UT_NTStreamUtil.h line 58
The strangest thing for me is that this errors are not about my code but about code that comes with Houdini.
Anyone expeirenced something similar?
Should I do any additional steps to compile plugins for Houdini 11?
I'm using Eclipse Version: Helios Service Release 1
Build id: 20100917-0705
Linux Open Suse 2.6.34-12-desktop x86_64 GNU/Linux
gcc (SUSE Linux) 4.5.0 20100604
Trying to compile custom x64 plugin for Houdini 11 using Eclipse.
Same code for Houdini 10 was compiled just fine.
However, got some strange errors.
For example:
cast from ‘const void*’ to ‘uint’ loses precision
file $HFS/toolkit/include/SYS/SYS_Math.h in line 969
and
class ‘UT_OStrStream’ does not have any field named ‘ostrstream’
file $HFS/toolkit/include/UT/UT_NTStreamUtil.h line 58
The strangest thing for me is that this errors are not about my code but about code that comes with Houdini.
Anyone expeirenced something similar?
Should I do any additional steps to compile plugins for Houdini 11?
I'm using Eclipse Version: Helios Service Release 1
Build id: 20100917-0705
Linux Open Suse 2.6.34-12-desktop x86_64 GNU/Linux
gcc (SUSE Linux) 4.5.0 20100604
Technical Discussion » Transforming to arbitrary coordinate space
- sergey_sh
- 22 posts
- Offline
Pagefan
Try this piece of code:
Thanks for reply, unfortunately result seems to be wrong.
matrix maketransform(int trs, int xyz, vector t, vector r, vector s)
From the docs:
maketransform builds a general 4×4 transform matrix given an order of transformations (trs), an order for rotations (xyz), a vector representing the translation (t), rotation (r), scale (s)
In my case X,Y,Z are not vectors that represent rotation or scale.
This are just three vectors that form a basis.
Technical Discussion » Transforming to arbitrary coordinate space
- sergey_sh
- 22 posts
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Hello,
Have three vectors X,Y,Z in camera space that form an orthonormal basis.
And vector V also in camera space.
Just need to convert V from camera space to X,Y,Z space.
Tried to do it like this:
vector av = array(X,Y,Z);
matrix A = set(av);
vector res = vtransform(V, A );
but result is wrong.
How can one transform V from camera space to coordinate system defined by X,Y,Z?
Have three vectors X,Y,Z in camera space that form an orthonormal basis.
And vector V also in camera space.
Just need to convert V from camera space to X,Y,Z space.
Tried to do it like this:
vector av = array(X,Y,Z);
matrix A = set(av);
vector res = vtransform(V, A );
but result is wrong.
How can one transform V from camera space to coordinate system defined by X,Y,Z?
Technical Discussion » Camera independent hair tangent
- sergey_sh
- 22 posts
- Offline
Thanks SYmek, forgot about it.
vector Tangent = normalize(dPdt/Dv(t));
Tangent = vtransform(“space:world”, Tangent);
This works.
Thanks, Mario. Just saw your message after submitting mine.
vector Tangent = normalize(dPdt/Dv(t));
Tangent = vtransform(“space:world”, Tangent);
This works.
Thanks, Mario. Just saw your message after submitting mine.
Technical Discussion » Camera independent hair tangent
- sergey_sh
- 22 posts
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I'm rendering hair attached to some poly surface.
Use the following to get hair tangent direction:
vector Tangent = normalize(dPdt/Dv(t));
But using dPdt/Dv(t) or just dPdt seems to produce different results depending on point of view.
I.e if I rotate the camera around hairs then I get some other results for my tangents.
But hair tangent direction in world coordinates should not depend on camera position.
How can one get camera independent hair tangent?
Use the following to get hair tangent direction:
vector Tangent = normalize(dPdt/Dv(t));
But using dPdt/Dv(t) or just dPdt seems to produce different results depending on point of view.
I.e if I rotate the camera around hairs then I get some other results for my tangents.
But hair tangent direction in world coordinates should not depend on camera position.
How can one get camera independent hair tangent?
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