Hey guys,
I was wondering if it's possible to use an input meshes vertex colour for something like scattering points but then deleting the vertex colour so that the output mesh doesn't have a colour set.
Mike
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Houdini Engine for Maya » Use input mesh vertex colour but don't create colour set
- wywait
- 25 posts
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Houdini Engine for Maya » Assigning vertex colour to specific groups
- wywait
- 25 posts
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Found the problem. It was somewhere between the chair and the computer.
Thanks for looking into this.
Thanks for looking into this.
Houdini Engine for Maya » Assigning vertex colour to specific groups
- wywait
- 25 posts
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Hey guys,
I'm attempting to add a red colour to the edges of a piece of geo using a specific group with a vertex wrangle. In Maya this doesn't seem to work. If I assign a colour to the entire mesh then it creates a colourset with the correct colour. Is this a limitation or am I missing something?
Mike
I'm attempting to add a red colour to the edges of a piece of geo using a specific group with a vertex wrangle. In Maya this doesn't seem to work. If I assign a colour to the entire mesh then it creates a colourset with the correct colour. Is this a limitation or am I missing something?
Mike
Houdini Engine for Maya » Face material assignment when creating multiple materials
- wywait
- 25 posts
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Hey guys,
I have an HDA which assigns 2 materials to a fractured object - one for the outside faces and one for the inside faces.
In Maya the materials aren't generated until I “Reload Asset” or “Split Geos By Group”. At that point the materials are assigned at an object level.
I can manually select the face set members in the outliner and assign the inside or outside material but I was wondering why this doesn't happen automatically from the HDA. Is that something that is currently possible or could that be added?
Thanks.
Mike
I have an HDA which assigns 2 materials to a fractured object - one for the outside faces and one for the inside faces.
In Maya the materials aren't generated until I “Reload Asset” or “Split Geos By Group”. At that point the materials are assigned at an object level.
I can manually select the face set members in the outliner and assign the inside or outside material but I was wondering why this doesn't happen automatically from the HDA. Is that something that is currently possible or could that be added?
Thanks.
Mike
Houdini Engine for Unreal » Updating an existing baked mesh instead of creating a new one
- wywait
- 25 posts
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I'm trying to figure out the best practice for generating meshes through an hda. Let's say I want to fracture an in-game asset using an hda. Currently I'm baking out the resulting mesh. But if I want to make changes to the fracture settings and bake it out again, it creates a new asset instead of updating the existing one. Is there a way to change this workflow? I'm spending a lot of time cleaning up iterations of the asset I'm not using.
I found this thread from a year ago but I don't know if anything has been changed.
https://www.sidefx.com/forum/topic/39284/ [sidefx.com]
Mike
I found this thread from a year ago but I don't know if anything has been changed.
https://www.sidefx.com/forum/topic/39284/ [sidefx.com]
Mike
Houdini Lounge » Viewing multiple uv sets
- wywait
- 25 posts
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Houdini Lounge » Viewing multiple uv sets
- wywait
- 25 posts
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Maybe I should clarify. I want to view uv2 in the UV viewport. How does creating a marker visualiser allow me to do that?
Houdini Lounge » Viewing multiple uv sets
- wywait
- 25 posts
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Hi folks,
Other than renaming uv2 to uv is there a menu drop down to view different uv sets?
Mike
Other than renaming uv2 to uv is there a menu drop down to view different uv sets?
Mike
Technical Discussion » FLIP farm distribution broken?
- wywait
- 25 posts
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Did anyone find a solution to this problem? I can definitely see the benefits of distributing. But I'm also running into issues when introducing a source and a sink.
Mike
Mike
Houdini Lounge » Render flag in foreach effects render outside of foreach
- wywait
- 25 posts
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Thanks for the clarification Jeff.
I've been using the shortcut keys for render and display flags for the last year. I guess I just didn't notice that render flags within subnets effected the render process. What added to my confusion was that I tried using a file node to write out the geo and that uses the display flag rather than the render flag.
Mike
I've been using the shortcut keys for render and display flags for the last year. I guess I just didn't notice that render flags within subnets effected the render process. What added to my confusion was that I tried using a file node to write out the geo and that uses the display flag rather than the render flag.
Mike
Houdini Lounge » Render flag in foreach effects render outside of foreach
- wywait
- 25 posts
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Hey guys,
I don't know if I just never noticed this before. I discovered that if the render flag inside a foreach isn't set to the same node that has the display flag then it exports the render flag node at render time. This also seems to effect ROP's. This doesn't seem right. Was it like this in previous versions? I'm using 12.5.533
Mike
I don't know if I just never noticed this before. I discovered that if the render flag inside a foreach isn't set to the same node that has the display flag then it exports the render flag node at render time. This also seems to effect ROP's. This doesn't seem right. Was it like this in previous versions? I'm using 12.5.533
Mike
Technical Discussion » Volume glsl shader
- wywait
- 25 posts
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Hey guys,
I've been playing around with the glsl shaders and managed to create and modify some basic geometry shaders. I'm now trying to create a simple volume shader but I can't seem to figure out how to pass the volume or a slice to the fragment shader.
I've had a look at some of the code in the glsl/volume folder and the fragment shader is using uniform sampler3D volumeTex. I know that for sampler2D I would use a File - Image parm but I don't know what to use for sampler3D.
How do I pass the volume to the fragment shader?
Thanks
Mike
I've been playing around with the glsl shaders and managed to create and modify some basic geometry shaders. I'm now trying to create a simple volume shader but I can't seem to figure out how to pass the volume or a slice to the fragment shader.
I've had a look at some of the code in the glsl/volume folder and the fragment shader is using uniform sampler3D volumeTex. I know that for sampler2D I would use a File - Image parm but I don't know what to use for sampler3D.
How do I pass the volume to the fragment shader?
Thanks
Mike
Technical Discussion » Generating photon maps from instances of volumes
- wywait
- 25 posts
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Hey guys,
I'm currently rendering a volume with photon map generation happening through an indirect light. I was hoping to instance the volume to points and generate a photon map for all instanced volumes but I'm not having any luck. I know that in one of the more recent builds(681) the physicalsss was updated to have scope:self to allow for multi scattering sss with instances and thought this might be a similar issue but alas I can't figure out if there's a light shader or something I can modify to reflect a similar change.
Any help would be greatly appreciated.
Mike
I'm currently rendering a volume with photon map generation happening through an indirect light. I was hoping to instance the volume to points and generate a photon map for all instanced volumes but I'm not having any luck. I know that in one of the more recent builds(681) the physicalsss was updated to have scope:self to allow for multi scattering sss with instances and thought this might be a similar issue but alas I can't figure out if there's a light shader or something I can modify to reflect a similar change.
Any help would be greatly appreciated.
Mike
Technical Discussion » Point instance procedural
- wywait
- 25 posts
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That's awesome! Thanks guys. And it works with caustics. Score.
From what I can tell there's no extra setup either. Is that correct? Can you think of an example where one might want to pass custom arguments to the scope parameter?
Mike
From what I can tell there's no extra setup either. Is that correct? Can you think of an example where one might want to pass custom arguments to the scope parameter?
Mike
Technical Discussion » Point instance procedural
- wywait
- 25 posts
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We've been in contact with support. It's a know bug. I believe they're looking into it.
Technical Discussion » Point instance procedural
- wywait
- 25 posts
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circusmonkeyHey guys, Is it possible to use single scatter sss with the point instance procedural? I could have sworn I had it working earlier but recently all I get is black renders.
Mike
Cannot say Ive looked into that. do you have a file ?
Rob
Sorry for the delay. Here's an example of what I'm talking about. Single scatter sss doesn't calculate from what I can tell with fast point instancing.
Technical Discussion » Point instance procedural
- wywait
- 25 posts
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Hey guys, Is it possible to use single scatter sss with the point instance procedural? I could have sworn I had it working earlier but recently all I get is black renders.
Mike
Mike
Houdini Lounge » Hair Shader's Specular still broken?
- wywait
- 25 posts
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One other thing. We found that if we rendered the base object as phantom. Then rendered the base object without the fur and comp'd the two together we could cut the render times in half.
Houdini Lounge » Hair Shader's Specular still broken?
- wywait
- 25 posts
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I ran into this a while ago and sent sidefx my solution but never heard back from them. Maybe I'm doing it wrong but I would disconnect the hairnormal from the hairspec node in the textured-hair material and it seems like it works.
My two cents
Mike
My two cents
Mike
Technical Discussion » Bullet physics implementation and other stuff
- wywait
- 25 posts
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Hey Cybermax.
I had a problem compiling on linux.(latest build 614)
SOP_ETransform.cpp: In member function ‘virtual OP_ERROR SOP_ETransform::cookMySop(OP_Context&)’:
SOP_ETransform.cpp:104:91: error: cannot call constructor ‘UT_XformOrder::UT_XformOrder’ directly
SOP_ETransform.cpp:104:91: error: for a function-style cast, remove the redundant ‘::UT_XformOrder’
SOP_ETransform.cpp:82:13: warning: unused variable ‘input_1’
Compile failed
So I changed line 104 in SOP_ETransform.cpp to
UT_XformOrder order(UT_XformOrder::TSR, UT_XformOrder::XYZ);
I have no idea what I'm doing but it worked.
Thanks for all the hard work.
Mike
I had a problem compiling on linux.(latest build 614)
SOP_ETransform.cpp: In member function ‘virtual OP_ERROR SOP_ETransform::cookMySop(OP_Context&)’:
SOP_ETransform.cpp:104:91: error: cannot call constructor ‘UT_XformOrder::UT_XformOrder’ directly
SOP_ETransform.cpp:104:91: error: for a function-style cast, remove the redundant ‘::UT_XformOrder’
SOP_ETransform.cpp:82:13: warning: unused variable ‘input_1’
Compile failed
So I changed line 104 in SOP_ETransform.cpp to
UT_XformOrder order(UT_XformOrder::TSR, UT_XformOrder::XYZ);
I have no idea what I'm doing but it worked.
Thanks for all the hard work.
Mike
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