In general it wouldn't just be points or curves (for my particular needs right now it is though).
So it seems that the only option is to write my own VRAY Procedural - is this the case?
It's somewhat frustrating that the functionality is there in the Point Replicate Procedural, where you have the option to run a CVEX Operator to move points around, and the delayed load procedural does not. I'm wondering if this is worth submitting an RFE for.
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Technical Discussion » Move points at render time?
- Anti-Distinctlyminty
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Technical Discussion » Move points at render time?
- Anti-Distinctlyminty
- 271 posts
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Hi all,
I wasn't sure whether to put this into shading or effects, so it just ended up here.
The title says it all - is there a way to move points at render time? Just apply a noise or something like that, essentially a render time VOP Network.
The reason is I have a heavy piece of geo that just needs to sit in the background and wobble slightly. That's all. It seems very wrong to write out geo for every frame.
I wasn't sure whether to put this into shading or effects, so it just ended up here.
The title says it all - is there a way to move points at render time? Just apply a noise or something like that, essentially a render time VOP Network.
The reason is I have a heavy piece of geo that just needs to sit in the background and wobble slightly. That's all. It seems very wrong to write out geo for every frame.
Technical Discussion » Blurring Normals in Shaders
- Anti-Distinctlyminty
- 271 posts
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Hi all,
Is there a way to blur surface normals in a shader? I'm currently trying to find a way to make a whole bunch of primitive spheres look like they are blending together. I can't find much in the way of resources on this.
My thinking was to do something like a pcfilter in the shader, and modify the surface normals, but I can't see how to use the pc functions in the shader, or modify the surface normals of the principal shader (I'd rather not rebuild that entire thing from scratch).
Is there a way to blur surface normals in a shader? I'm currently trying to find a way to make a whole bunch of primitive spheres look like they are blending together. I can't find much in the way of resources on this.
My thinking was to do something like a pcfilter in the shader, and modify the surface normals, but I can't see how to use the pc functions in the shader, or modify the surface normals of the principal shader (I'd rather not rebuild that entire thing from scratch).
Edited by Anti-Distinctlyminty - March 6, 2017 17:33:13
Technical Discussion » Cannot get material SOP to work on points
- Anti-Distinctlyminty
- 271 posts
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Technical Discussion » Use Points as Particles
- Anti-Distinctlyminty
- 271 posts
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friedasparagus
Here's a little example of using a DOP object as a particle source. What's quite groovy here is that the pop wind is not affecting the sphere at all directly. What's making the sphere move is the collisions with the particles that are being affected by the wind
Thanks for the example. It's sort of obvious now
If you try changing the ‘Affector Relationship’ on the merge1 node to ‘left input affects right input’ you'll see the ball stop being dragged over to one side.
This is interesting. I had no idea that pop nodes could affect RBD objects.
Also, I noticed that you wire in the popsource, popdrag and popwind all into a merge - is this any different to wiring one into the other? (So popsource is wired into popdrag, and popdrag is wired into popwind)
Technical Discussion » Cannot get material SOP to work on points
- Anti-Distinctlyminty
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Yes…it turns out that it's handy if there's a light in the scene That's what i get for working late at night.
But one thing that is odd - if you apply the material on torus_object1 > Render > Material, then it does show up as a solid colour.
Is there a reason that these two material assignments act differently?
But one thing that is odd - if you apply the material on torus_object1 > Render > Material, then it does show up as a solid colour.
Is there a reason that these two material assignments act differently?
Technical Discussion » Cannot get material SOP to work on points
- Anti-Distinctlyminty
- 271 posts
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Hi all,
I have a bunch of points, which I'm trying to apply a material to. However, if I use a material SOP it just does not work. I have to apply the material at the obj level. Is this normal or am I missing something? If this is normal behavior, then why not allow materials to be assigned to points at the SOP level?
I've attached a very simple scene showing this.
Thanks!
I have a bunch of points, which I'm trying to apply a material to. However, if I use a material SOP it just does not work. I have to apply the material at the obj level. Is this normal or am I missing something? If this is normal behavior, then why not allow materials to be assigned to points at the SOP level?
I've attached a very simple scene showing this.
Thanks!
Technical Discussion » Use Points as Particles
- Anti-Distinctlyminty
- 271 posts
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friedasparagus
EDIT: I had a look at the original hip, and deleting the pop source node seems to give the expected behaviour…
Yes indeed - that's what I was looking for.
I'm relatively new to the world of DOPs, and all of this is slightly different to SOP land. So I guess that the POP Source node is needed to spawn particles from geo and assign all the attributes (age, life, etc).
So, I'm still curious about what the POP Source > Source Tab > Geometry Source > Use DOP Objects option actually means.
Technical Discussion » Use Points as Particles
- Anti-Distinctlyminty
- 271 posts
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Hi,
Let's say I have a bunch of points that I have created, and I want to treat them as particles in a popnet - how do I do this? Is it possible to do this without emitting from the source points for one frame? I noticed that you can set the initial geometry for the popobject node, and gravity and forces do effect these points, but no pop nodes do anything at all.
How do I get the pop solver to consider these points as particles?
I have attached a simple example.
(Note: The popsource node has the Geometry Source set to ‘Use DOP Objects’, but this is undocumented)
Let's say I have a bunch of points that I have created, and I want to treat them as particles in a popnet - how do I do this? Is it possible to do this without emitting from the source points for one frame? I noticed that you can set the initial geometry for the popobject node, and gravity and forces do effect these points, but no pop nodes do anything at all.
How do I get the pop solver to consider these points as particles?
I have attached a simple example.
(Note: The popsource node has the Geometry Source set to ‘Use DOP Objects’, but this is undocumented)
Technical Discussion » Wires on Particles?
- Anti-Distinctlyminty
- 271 posts
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Technical Discussion » Wires on Particles?
- Anti-Distinctlyminty
- 271 posts
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Eventually I need to use these wires to capture and deform geometry. I'm not sure if that's possible with hairs is it?
Technical Discussion » Wires on Particles?
- Anti-Distinctlyminty
- 271 posts
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Hi,
I've attached a diagram showing what I was trying to achieve.
I have lots of filaments that descend onto a surface, and once there they attach. My thinking was just to use the particles to stick to the surface, and just copy wires onto those locations.
I've attached a diagram showing what I was trying to achieve.
I have lots of filaments that descend onto a surface, and once there they attach. My thinking was just to use the particles to stick to the surface, and just copy wires onto those locations.
Technical Discussion » Wires on Particles?
- Anti-Distinctlyminty
- 271 posts
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Hi everyone,
I'm trying to use the points created by a particle sim, and copy lines to them, then solve them as wires. However, so far I can get nothing to work at all. Nothing ever shows up the in viewport, I don't know why.
I have tried using one dop network to create the particles, and another to solve the wires, but this doesn't work. I suspect it's something to do with the fact that the newly created geometry needs to be imported into the DOP network, but I do not know how to do this.
Any advice would really be appreciated.
I'm trying to use the points created by a particle sim, and copy lines to them, then solve them as wires. However, so far I can get nothing to work at all. Nothing ever shows up the in viewport, I don't know why.
I have tried using one dop network to create the particles, and another to solve the wires, but this doesn't work. I suspect it's something to do with the fact that the newly created geometry needs to be imported into the DOP network, but I do not know how to do this.
Any advice would really be appreciated.
Houdini Learning Materials » Subsurface Scattering on Instances
- Anti-Distinctlyminty
- 271 posts
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jizrik
Hi, I'm having exactly same issue as this one right now. Did you manage to work around it somehow?
Thanks
I submitted it as a bug to SESI, but in the end I wrote my own shader based on the chanlum shader:
http://www.happyship.com/lab/chanlum/chanlum.html [happyship.com]
It's a bit old and basic now, but it does work quite a lot of the time. I will eventually make it into an asset and have it available for you all.
I know that SSS has had a rewrite in H16, so that's worth checking out.
Technical Discussion » Driver Output Type & Asset Modules
- Anti-Distinctlyminty
- 271 posts
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Ok, I'm just stupid. I'm not sure how I didn't try this before my lunch break, but to get the type when you do not have access to kwargs, just useSo the code from the previous post should read:
hou.pwd().type()
import toolutils foo = toolutils.createModuleFromSection('bar', hou.pwd().type(), 'PFX_Exporter_Functions')
Edited by Anti-Distinctlyminty - Feb. 2, 2017 07:44:15
Technical Discussion » Driver Output Type & Asset Modules
- Anti-Distinctlyminty
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Hi all,
I'm attempting to write a particle cache exporter and I'm having trouble getting the Python module to use functions that are stored in a different section.
My instinct was to create a new output driver type as the category made sense, but there were a few challenges which I'll mention here for others facing the same issues:
The ‘Render to Disk’ button's Callback Script section is greyed out. To run code when this button is pushed you need to
However, because this is an output driver, there appears to be no kwargs argument, so I cannot get the kwargs value. I've tried other methods such as hou.nodeTypeCategories(). Strangely the ‘Driver’ type is not available directly like all the others are as listed here [sidefx.com].
Does anyone know how to import modules from the other sections when using the Driver type?
I'm attempting to write a particle cache exporter and I'm having trouble getting the Python module to use functions that are stored in a different section.
My instinct was to create a new output driver type as the category made sense, but there were a few challenges which I'll mention here for others facing the same issues:
The ‘Render to Disk’ button's Callback Script section is greyed out. To run code when this button is pushed you need to
- Create a file parameter called ‘soho_program’ and change it's default channel value to ‘opdef:.?PythonModule’
- Create a file parameter called ‘soho_outputmode’ and change it's default to 2
import toolutils foo = toolutils.createModuleFromSection('bar', kwargs['type'], 'PFX_Exporter_Functions')
Does anyone know how to import modules from the other sections when using the Driver type?
Technical Discussion » New Operator Types
- Anti-Distinctlyminty
- 271 posts
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Hi all,
I'm attempting to make a new operator, and I'm still relatively new to Houdini in this regard, so every time I see this interface
I am always left with some questions, as there seems to be no list in the documentation about why the operators are broken up into these ‘Operator Styles’ and ‘Network Types’, e.g.
I'm currently trying to write a particle cache exporter, so I though it needs to be an ‘Output Driver Type’, but if I do that the callback script option is greyed out.
I'm attempting to make a new operator, and I'm still relatively new to Houdini in this regard, so every time I see this interface
I am always left with some questions, as there seems to be no list in the documentation about why the operators are broken up into these ‘Operator Styles’ and ‘Network Types’, e.g.
- Why are these particular ‘Operator Styles’ the ones available? Are they presets, or are they fundamentally different in some way?
- Is a ‘VEX Type’ ‘Geometry operator’ different from a ‘Python Type’ 'Geometry operator'? And is that different from a ‘Subnet Type’ 'Geometry operator'?
- 'Python Type' is one of the Styles, but I thought all operators were implemented in Python - does this type mean something else?
I'm currently trying to write a particle cache exporter, so I though it needs to be an ‘Output Driver Type’, but if I do that the callback script option is greyed out.
Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- Anti-Distinctlyminty
- 271 posts
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circusmonkeyI may still submit it so they can decide if it's WAD or needs some polish. I originally had my take setup as a nested tree structure, but takes couldn't be run recursively.
Hi,
There is no bug,its just the way the wedge rop works, it was written way back for Houdini 9.5. Writing geometry to disk is not the issue.
You can always peel open the wedge rop and do a bit of a re-write.That may be an interesting exercise, but time is my enemy here - I've not been using Houdini that long, and writing Python for it for an even shorter amount of time
Or like I mentioned in my first reply, revise your approach.Copying ~100 nodes? It does seems somewhat un-Houdini in approach, unless I'm misunderstanding
Edited by Anti-Distinctlyminty - Jan. 2, 2017 05:10:31
Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- Anti-Distinctlyminty
- 271 posts
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Thanks Rob,
I shall submit a bug report, as I think the simple hip file should work. However, in the meantime I can try writing the geo to disk first to see if that will help automate the process. Thanks for the tip
I shall submit a bug report, as I think the simple hip file should work. However, in the meantime I can try writing the geo to disk first to see if that will help automate the process. Thanks for the tip
Technical Discussion » Problem Rendering Multiple Output Nodes With Takes
- Anti-Distinctlyminty
- 271 posts
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Hi Rob,
This is just a simple setup. For my actual scene I have many takes (nearing 100), and several wren nodes and a mantra node.
In any case, the setup doesn't seem to work when it should. I'm trying to ascertain if this is a bug - I'm pretty sure it is
circusmonkeyIf you go to Windows > Take List you can see take1 and take2 change the value of the switch.
Hi, your really over thinking this and making it for more complex than it needs to be. You have no wedge values for either take.
If you want to use takes , just add another mantra ROP and set to your take 2 , chain your mantra rops and hit render , making sure you define a path to a file.
Rob
This is just a simple setup. For my actual scene I have many takes (nearing 100), and several wren nodes and a mantra node.
In any case, the setup doesn't seem to work when it should. I'm trying to ascertain if this is a bug - I'm pretty sure it is
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