I'm doing something wrong, because, the Husk render is the same level of dicing - I'd expect it to be alot smoother/finer than the viewport.
Viewport is at 0.5 quality, Dicing is at 1.
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3rd Party » Houdini Ocean and 3rd Party Render Engines
- TwinSnakes007
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Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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edward
Another approach could be storing all the configurations that you want for the entire sequence that you want to play back. Sort of like feeding a motionclip into the rig and telling it where to playback in the motionclip.
I get where you going with your thinking here…but, to me, we might as well keyframe everything and play that back, or its very similar to exactly as you described, KineFX + MotionClip(s).
When the FabricEngine guys wanted to get into rigging, I challenged Helge to the same standard, a Rubix Rig/Dynamic Parenting. What Helge came up with was exactly that, but, (as I’m trying to do here), it (the solution) had more utility than just a Rubix Rig. Helge showed the solution using a roller coaster - one control in viewer state twisted the tracks + all cars on the tracks, while another control in viewer state moved the cars along the track: demonstrating, the parent/pivot of the cars was based on the active control.
The innovation here is: proximal parenting in APEX
But Yes, you need a way to persist the manipulation across the timeline, cuz, no matter what, the end result is an animation.
3rd Party » Houdini Ocean and 3rd Party Render Engines
- TwinSnakes007
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This is proving to be a bit tricky, it looks like there some Mtlx shaders that are created by default using the Shelf tools for Small/Large ocean, and it's not obvious to me how to remove those from the /stage and apply my own native Arnold shaders to them.
Huge Edit: The Ocean procedural has toggle(s) to turn shading completely off!
Huge Edit: The Ocean procedural has toggle(s) to turn shading completely off!
Edited by TwinSnakes007 - Dec. 18, 2023 21:10:51
3rd Party » Arnold 7.2.5 and Houdini 20
- TwinSnakes007
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Further updates, so, once you create a SimLink for Arnold and HTOA plugins between the Houdini Production and your Houdini Daily Build version numbers - when you subsequently install a newer Daily Build, all you have to do is update the SimLink folder name to the Houdini version number you installed...and..BAM!....Arnold loads up and runs fine.
Edited by TwinSnakes007 - Dec. 18, 2023 16:22:27
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Frankly, I dont like the idea of Vex being the solution here - to me, it'd be more practical, if a APEX TransformOp node can do dynamic parenting (which is basically a dynamic Pivot) in the Viewer State.
THAT sounds more procedural to me, than the community sharing Vex snippets.
Thinking more as I type this out, if the TransformOp had some kind of soft radius (influencing packed primitive transforms) and that can also be limited to a specific axis, then, that'd be enough to do it.
THAT sounds more procedural to me, than the community sharing Vex snippets.
Thinking more as I type this out, if the TransformOp had some kind of soft radius (influencing packed primitive transforms) and that can also be limited to a specific axis, then, that'd be enough to do it.
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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edward
Oh, I had meant an RFE for VEX not as a general thing to do rubix cube
I'm not sure, no, I'm 100% sure I dont follow you at all...
....we can do Rubix logic in Vex already, so "what" would this RFE be requesting?
....a VEX way to do a bounding box selection so that the transform intrinsic's can be modified?
3rd Party » Houdini Ocean and 3rd Party Render Engines
- TwinSnakes007
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Sooooo....the H20 Docs says its certainly possible (without exporting texture maps to disk first).
Has anyone tried/got this working yet before I try? lol
Has anyone tried/got this working yet before I try? lol
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Solaris and Karma » Intel Open Image Denoise 2.1.0
- TwinSnakes007
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Doesnt look like this will work - Autodesk Licensing see's the Clones as *new* license pulls - so, it rejects the clone render attempts.
This will probably need an RFE to Autodesk to allow support for multi-session rendering on GPU with H20 Clones.
edit: Hmm...maybe TOPs will work - since the render is from the same process and not an external process (Clone).
This will probably need an RFE to Autodesk to allow support for multi-session rendering on GPU with H20 Clones.
edit: Hmm...maybe TOPs will work - since the render is from the same process and not an external process (Clone).
Edited by TwinSnakes007 - Dec. 14, 2023 17:07:15
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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I dont think the question was, at least from my perspective, can Houdini do a Rubix rig - my question was, "how" to do a Rubix rig using APEX ( even though APEX is a more generalized graph framework, its focus, for now, is rigging ).
There's probably several ways to do this is SOPs - but the challenge is, APEX - since APEX is Houdini's attempt at a procedural rigging framework.
My suggestion of a Viewer State proximal based parenting, is only one APEX idea of how to solve this - it seems like the easiest to knowledge transfer to others ( so they can support and expand to their needs ).
I will log an RFE - and certainly welcome other APEX based ideas for a Rubix rig.
There's probably several ways to do this is SOPs - but the challenge is, APEX - since APEX is Houdini's attempt at a procedural rigging framework.
My suggestion of a Viewer State proximal based parenting, is only one APEX idea of how to solve this - it seems like the easiest to knowledge transfer to others ( so they can support and expand to their needs ).
I will log an RFE - and certainly welcome other APEX based ideas for a Rubix rig.
Edited by TwinSnakes007 - Dec. 14, 2023 12:33:16
3rd Party » Arnold 7.2.5 and Houdini 20
- TwinSnakes007
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I created symlinks (Win11) from Prod H20.0.547 to Daily H20.0.554 and Arnold loads and renders fine - so, no breaking HDK changes between those versions it seems.
3rd Party » Arnold 7.2.5 and Houdini 20
- TwinSnakes007
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FWIW - I installed the latest Arnold version and it's working fine with the latest H20 Prod build of H20.0.547
A lot of features to unpack and kick the tires on.
Will post my testing outcomes here, if anyone wants to subscribe to this thread.
Am open to creating some video tutorials if there's interest as well. Lemme know.
A lot of features to unpack and kick the tires on.
Will post my testing outcomes here, if anyone wants to subscribe to this thread.
Am open to creating some video tutorials if there's interest as well. Lemme know.
Solaris and Karma » Intel Open Image Denoise 2.1.0
- TwinSnakes007
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Yup, I peeped this as well - there's also a multi-session GPU render feature in this Arnold release. I'm currently installing it to see if it works with the new H20 Clone feature (which would be freakin awesome!).
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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I've looked at the entire H20 Hive, the H20 APEX documentation, manually created some APEX Graphs, and did some thought reflection...
..and I dont think this is possible - in my mind, what would be needed is, a Viewer State proximal parenting feature based on the active control.
In View State, click to activate control - that activation "triggers" a world space bounding box selection of Objects that are parented to the activated control (only while this control is activated).
It seems like, "something" like this should be possible, with a few additional pieces from SideFX, because, H20 already has some Viewer State workflow(s).
..and I dont think this is possible - in my mind, what would be needed is, a Viewer State proximal parenting feature based on the active control.
In View State, click to activate control - that activation "triggers" a world space bounding box selection of Objects that are parented to the activated control (only while this control is activated).
It seems like, "something" like this should be possible, with a few additional pieces from SideFX, because, H20 already has some Viewer State workflow(s).
Edited by TwinSnakes007 - Dec. 11, 2023 12:02:12
Houdini Lounge » Karma XPU (H20) vs Redshift
- TwinSnakes007
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dreamblk
does Redshift work with Houdini 20 docs say only 19.5
Yes, H20 support has been there the entire time, even during H20 Beta.
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Okay, so, making some progress - so, I'm going to prototype this in SOPs and then try and make it procedural in APEX (which seems like a much easier way to setup custom graphs - just referencing working SOP nodes).
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Well, I did it this way on purpose, just to try and force myself to learn more about "what" APEX is...so, there's that.
But, I can see value here - especially for "procedural" control(s) - where you want to position the control as an offset from the Geometry (based on world space bounds, etc.)
But, I can see value here - especially for "procedural" control(s) - where you want to position the control as an offset from the Geometry (based on world space bounds, etc.)
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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guilhermecasagrandi
I found a way to do that, but is not optimal. Hope SESI will add more nodes to the geo section. But you can use the attrib vop inside apex. Attrib vop can run a vex code, so you would need to set the vex code to read the intrinsic and then write onto some other attrib you can read later, using the geo nodes.
Thanks for tracking that down. I guess its still very early days in APEX land.
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Looks like there's a bug with setting uniform scale on sop:<nodes>, I promoted scale as a float parameter and its not evaluating at all it seems.
I bounced Houdini and reloaded the file to be sure it wasnt a session issue.
I bounced Houdini and reloaded the file to be sure it wasnt a session issue.
Edited by TwinSnakes007 - Dec. 5, 2023 13:50:53
Rigging » APEX Trials - Rubix Cube
- TwinSnakes007
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Is there anyway to read intrinsics yet?
I'm trying to read the bounds attribute of a sop:box as a float array, and I cant grab it at all.
I tried:
geo:arrayattrib<detail, float>
geo:detailattribute<float array>
Any alternative to know the size of something in worldspace?
I'm trying to read the bounds attribute of a sop:box as a float array, and I cant grab it at all.
I tried:
geo:arrayattrib<detail, float>
geo:detailattribute<float array>
Any alternative to know the size of something in worldspace?
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