Hi Mike.
What is for the “Pack Pscale into Position Alpha” feature?
I would like to scale the chunk of the fracture with rigid body.
Somehow, I want my chunks scale down and disappear before they hit the ground.
Is it possible?
Here is my workflow.
In Houdini, I create a pscale animation(in point attributes) after the simulation.
However the exported position map result with 100% white value in alpha channel.
Is there a proper way to export the pscale attribute?
Or did I misunderstood the “pscale” feature?
Also in UE4, it seems that the VAT material are doing nothing with the alpha channel of the position map.
Cheers.
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Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Akira_Vercoutter
- 16 posts
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Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Akira_Vercoutter
- 16 posts
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Hi mike.
Thanks for your reply and revisioning in the math.
It is good to know, I will use HDR Compression.
Yes I do think having very thin slices.
Is it the same cause for the crushing issues: does very thin slices provoke crushes in the debug mode in Houdini?
Cheers
Thanks for your reply and revisioning in the math.
mikelyndon-sesi
Akira, it looks like that's a limitation of the compression setting. There doesn't seem to be anything wrong with the math when using pad to power of 2. I think you need to use HDR Compression.
It is good to know, I will use HDR Compression.
mikelyndon-sesi
The warning messages are from the way the geometry has been fractured. You probably have some very thin slices.
Yes I do think having very thin slices.
Is it the same cause for the crushing issues: does very thin slices provoke crushes in the debug mode in Houdini?
Cheers
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Akira_Vercoutter
- 16 posts
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Hi Mike!
Yes the ratio values are correctly setted.
But for the debug view in Houdini, I cannot check them because it crushes when dived in.
To add, I also receive a warning message when opening the scene.
I attach the scene file, the capture of texture detail tab in UE4, and the log.
Cheers
mikelyndon-sesi
Have you set the padded ratio values? Does the flickering show up in the debug view in Houdini?
Yes the ratio values are correctly setted.
But for the debug view in Houdini, I cannot check them because it crushes when dived in.
To add, I also receive a warning message when opening the scene.
I attach the scene file, the capture of texture detail tab in UE4, and the log.
Cheers
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike.
Thank you for re-authoring.
It works fine now: I actually updated UE4 to 4.25.
The content plugin utility is pretty handy!
However, may be I have an issue with the “Pad to pow of2” function.
The “pow of2” version of VAT appears very flickering in UE4.
Is it normal or an issue?
When the compression setting of the pos/rot texture are set to “HDR(RGB, no sRGB)”, the symptom disappears.
I attache a movie of my case(the “pow of2”version on the left, the non-“pow of2”version on the right).
Cheers
mikelyndon-sesi
I've added a content plugin for 4.24 which will be available in tomorrow's daily build of SideFX Labs. Unfortunately the utility functionality isn't available but the materials and material functions should be there.
Thank you for re-authoring.
It works fine now: I actually updated UE4 to 4.25.
The content plugin utility is pretty handy!
However, may be I have an issue with the “Pad to pow of2” function.
The “pow of2” version of VAT appears very flickering in UE4.
Is it normal or an issue?
When the compression setting of the pos/rot texture are set to “HDR(RGB, no sRGB)”, the symptom disappears.
I attache a movie of my case(the “pow of2”version on the left, the non-“pow of2”version on the right).
Cheers
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike.
I have problem with content plugin.
After following the quick start video step by step, in UE4, I do can see all folders of SideFX_Lab's, but no item in there.
The uasset files are in the correct directory but don't show up in the content browser.
May the version of UE4 are sensitive?
My version of UE4 is 4.24.
Thanks and regards
I have problem with content plugin.
After following the quick start video step by step, in UE4, I do can see all folders of SideFX_Lab's, but no item in there.
The uasset files are in the correct directory but don't show up in the content browser.
May the version of UE4 are sensitive?
My version of UE4 is 4.24.
Thanks and regards
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike!
Your brand new VAT ROP works wonderfully.
I tried the Rigid method, and the result seems quite precise in houdini and in UE4.
I didn't even recognize the “1st frame precision issue” for my case.
I' very happy to see my fracture result in UE4.
Thanks a lot for your work.
Cheers.
p.s.
That aside, I have issues with the life easier method using content plugin.
I'll talk about that at the forum 2.1.
mikelyndon-sesi
Thank you for your patience. Tomorrow's daily build of SideFX Labs has the changes to the rigid export.
Your brand new VAT ROP works wonderfully.
I tried the Rigid method, and the result seems quite precise in houdini and in UE4.
I didn't even recognize the “1st frame precision issue” for my case.
I' very happy to see my fracture result in UE4.
Thanks a lot for your work.
Cheers.
p.s.
That aside, I have issues with the life easier method using content plugin.
I'll talk about that at the forum 2.1.
PDG/TOPs » Image Magick not functioning
- Akira_Vercoutter
- 16 posts
- Offline
Hi Brandon,
I tried your instruction with the latest daily build (18.0.484),
and it works fine!
Thank you very much for all of your support.
Cheers!
I tried your instruction with the latest daily build (18.0.484),
and it works fine!
Thank you very much for all of your support.
Cheers!
PDG/TOPs » Image Magick not functioning
- Akira_Vercoutter
- 16 posts
- Offline
Thank you, Mark and Brandon.
Glad to hear about filling bugs and work on the Imagemagick node.
Yes the subcommands(at least the montage one) are functionable in the terminal without “magick” command.
But I am not quite sure about the “Imagemagick binary folder” and “my system path”.
Binary folder: ~/imagemagick/7.0.10-14/bin?
System path: PDG_IMAGEMAGICK in the houdini.env?
If so, it doesn't work.
Yes, with the problems, I do struggle a lot but I also learned a lot.
I have almost never lay a finger on the terminal before: I was too frightened.
For the Houdini-internal solution, I guess it could be done by COPs approach with mosaic node.
Right?
Cheers
Glad to hear about filling bugs and work on the Imagemagick node.
Are you able to call the subcommands directly with your installation? If so, the easiest setup would be putting the Imagemagick binary folder on your system path.
Yes the subcommands(at least the montage one) are functionable in the terminal without “magick” command.
But I am not quite sure about the “Imagemagick binary folder” and “my system path”.
Binary folder: ~/imagemagick/7.0.10-14/bin?
System path: PDG_IMAGEMAGICK in the houdini.env?
If so, it doesn't work.
{sidenote:
While I do see the benefit of Houdini using external applications for tasks, using “Open Source” tools in my world has always been a critical and not-for-production choice of solving problems. Open Source tools tend to change their behaviour and “blindly” updating tool versions in a pipeline setup is prone to break everything. My suggestion here really is to replace more or less simple tasks like a “montage” by Houdini-internal solutions (after all, Houdini CAN do image montages) - but that's a hint towards SideFX, not so much towards the user that only wants to get on with their own job.
}
Yes, with the problems, I do struggle a lot but I also learned a lot.
I have almost never lay a finger on the terminal before: I was too frightened.
For the Houdini-internal solution, I guess it could be done by COPs approach with mosaic node.
Right?
Cheers
PDG/TOPs » Image Magick not functioning
- Akira_Vercoutter
- 16 posts
- Offline
Hi, malbrecht,
Thank you for your reply.
I followed your plan:B idea and think I found a kind of solution.
Here it is.
Add “montage” command in the node's Command Line after {imagemagick}.
I've tried the command in the terminal with same failure and error messages.
And after more imagemagick oriented searching, I ended up at the forum below which gave me a hint.
http://www.imagemagick.org/discourse-server/viewtopic.php?t=29664 [www.imagemagick.org]
As using a macOS I define “PDG_IMAGEMAGICK” to “magick” which is an UNIX executable(command?).
One more thing.
I also need an additional “composite” command in the Command Line for “Composite” operation.
I'm pretty happy finding a solution, but I still don't understand what is going on.
Is this a Houdini issue or am I doing something wrong?
By the way, yes, it looks like there is a line break in my previous post, but no, there isn't in the command.
Try copy&paste somewhere the command and you will see.
Akira
Thank you for your reply.
I followed your plan:B idea and think I found a kind of solution.
Here it is.
Add “montage” command in the node's Command Line after {imagemagick}.
I've tried the command in the terminal with same failure and error messages.
And after more imagemagick oriented searching, I ended up at the forum below which gave me a hint.
http://www.imagemagick.org/discourse-server/viewtopic.php?t=29664 [www.imagemagick.org]
As using a macOS I define “PDG_IMAGEMAGICK” to “magick” which is an UNIX executable(command?).
PDG_IMAGEMAGICK = “/usr/local/Cellar/imagemagick/7.0.10-13/bin/magick”And apparently this “magick” command (new in ImageMagick ver.7) alone doesn't operate montage.
One more thing.
I also need an additional “composite” command in the Command Line for “Composite” operation.
I'm pretty happy finding a solution, but I still don't understand what is going on.
Is this a Houdini issue or am I doing something wrong?
By the way, yes, it looks like there is a line break in my previous post, but no, there isn't in the command.
Try copy&paste somewhere the command and you will see.
Akira
PDG/TOPs » Image Magick not functioning
- Akira_Vercoutter
- 16 posts
- Offline
Hi BrandonA and everyone.
I have problem with imagemagick node with “montage” operation.
It fails when cooking and gives me the log below.
I am trying with the official example scene.
https://www.sidefx.com/docs/houdini/nodes/top/imagemagick.html#examples [www.sidefx.com]
So the images are definitely there.
And imagemagick itself is executable (no problem with “convert” operation).
Here is my system.
OS : macOS (latest version)
Houdini : 18.0.416
imagemagick : stable 7.0.10-14
I installed imagemagick by homebrew.
Any help?
Cheers
I have problem with imagemagick node with “montage” operation.
It fails when cooking and gives me the log below.
magick: no images found for operation `-mode' at CLI arg 5 @ error/operation.c/CLIOption/5332.
Executing command: “/usr/local/Cellar/imagemagick/7.0.10-13/bin/magick” -label ‘mymontage0’ -background black -mode concatenate “/Applications/Houdini/Houdini18.0.416/Frameworks/Houdini.framework/Versions/18.0/Resources/houdini/help/examples/nodes/top/imagemagick/terrain_images/inputs/ridges-inputs-001.png” “/Applications/Houdini/Houdini18.0.416/Frameworks/Houdini.framework/Versions/18.0/Resources/houdini/help/examples/nodes/top/imagemagick/terrain_images/targets/ridges-targets-001.png” “/Users/akira/projects/learning_PDG/images/imagemagick10.jpg”
I am trying with the official example scene.
https://www.sidefx.com/docs/houdini/nodes/top/imagemagick.html#examples [www.sidefx.com]
So the images are definitely there.
And imagemagick itself is executable (no problem with “convert” operation).
Here is my system.
OS : macOS (latest version)
Houdini : 18.0.416
imagemagick : stable 7.0.10-14
I installed imagemagick by homebrew.
Any help?
Cheers
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
mikelyndon-sesi
I'll be updating the VAT ROP in the next couple of days with a number of changes and a new version.
Unfortunately that means you will have to wait a little longer to resolve your issue.
Hi Mike,
Thanks for your work.
I will wait tranquilly: I have plenty of time nowadays.
Respectfully
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike.
I tested my scene with the latest version.
The viewer is fine,
but I still donnot have the weird behavior mentioned in your post bellow.
For the “Normalize data range…” parameter,
no matter the setting is, there is no “matching closer”: the results are all the same.
And I come back to my first question.
The VAT result seems very dislocated from the sims result,
are these the slight offset because of the lack of accuracy of the pivot info?
I created another scene with just 2 rotating pieces,
in which the result difference are very obvious (especially around 300th frame).
I attach my scene and a image of the viewer in Houdini.
Sincerely
I tested my scene with the latest version.
The viewer is fine,
but I still donnot have the weird behavior mentioned in your post bellow.
mikelyndon-sesi
I tried exporting your setup with “Normalize data range…” turned OFF. That matched a lot closer obviously.
But the weird thing is, I then turned it back on, hit render, and now it matches a lot closer.
For the “Normalize data range…” parameter,
no matter the setting is, there is no “matching closer”: the results are all the same.
And I come back to my first question.
The VAT result seems very dislocated from the sims result,
are these the slight offset because of the lack of accuracy of the pivot info?
I created another scene with just 2 rotating pieces,
in which the result difference are very obvious (especially around 300th frame).
I attach my scene and a image of the viewer in Houdini.
Sincerely
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike.
Thank you again.
I will try tomorrow(Saturday): I assume your tomorrow means my day after tomorrow in Japan.
For the meantime, I tried the 460 version of the Labs tool.
And find that “exporting Normalize turned OFF from the beggining” issue is fixed: the debug view is all right.
But the results of Normalize tuned ON / OFF version are still the same (also in UE4).
One more question
Do I also need to update the Houdini version to the latest daily build?
Cheers.
Thank you again.
I will try tomorrow(Saturday): I assume your tomorrow means my day after tomorrow in Japan.
For the meantime, I tried the 460 version of the Labs tool.
And find that “exporting Normalize turned OFF from the beggining” issue is fixed: the debug view is all right.
But the results of Normalize tuned ON / OFF version are still the same (also in UE4).
One more question
Do I also need to update the Houdini version to the latest daily build?
Cheers.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi mike.
Thank you again for the reply.
I tried “reopening trick” with same result as the previous process.
I even tried the following.
1. rebuild a scene from scratch (with a simpler box falling model)
2. create 3 ROP
a. Normalize turned ON version
b. Normalize turned OFF version
c. Normalize turned OFF (after rendered in turned ON) version
3. check the debuging view
The result is almost the same, but with an extra issue.
- extra issue
When exporting Normalize turned OFF from the beggining,
the result are totally messed up.
And “Pivot Max/Min” parameter has no values.
Am I definitely missing something?
I attach my scene file and 3 ROP results images.
Cheers.
Thank you again for the reply.
I tried “reopening trick” with same result as the previous process.
I even tried the following.
1. rebuild a scene from scratch (with a simpler box falling model)
2. create 3 ROP
a. Normalize turned ON version
b. Normalize turned OFF version
c. Normalize turned OFF (after rendered in turned ON) version
3. check the debuging view
The result is almost the same, but with an extra issue.
- extra issue
When exporting Normalize turned OFF from the beggining,
the result are totally messed up.
And “Pivot Max/Min” parameter has no values.
Am I definitely missing something?
I attach my scene file and 3 ROP results images.
Cheers.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hi Mike.
Thanks for your quick response!
I tried your suggest, but with no expecting results.
Turning off the “Normalize data range…” makes absolutely no difference in Houdini (and also in UE4).
The result of the turn ON and OFF version are exactly the same.
Any help?
Here is my environment if it helps
OS : latest mac OS (Japanese version)
Houdini version : 18.0.416
Labs version : 437
I attach my scene file and some images.
Regards.
Thanks for your quick response!
I tried your suggest, but with no expecting results.
Turning off the “Normalize data range…” makes absolutely no difference in Houdini (and also in UE4).
The result of the turn ON and OFF version are exactly the same.
Any help?
Here is my environment if it helps
OS : latest mac OS (Japanese version)
Houdini version : 18.0.416
Labs version : 437
I attach my scene file and some images.
Regards.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Akira_Vercoutter
- 16 posts
- Offline
Hello Mike,
I have a question for the Rigid Body VAT.
In my case of the rigid body VAT,
I have a big difference of position between the sims version and the VAT version.
Am I doing something wrong or this is the nature of the VAT?
I've done a rigid body fracture simulation in Houdini and exported it to UE4 with no big problem.
The problem is the lack of precision of the VAT which is also noticeable in the debug view of the ROP in Houdini.
I know that the VAT will never be by 100% accurate and loses precision,
but the difference seems quite big and make me uncomfortable.
I will attach my scene file and some images to clarify my anxiety.
Thanks for any insight you could possibly give me!
Cheers.
I have a question for the Rigid Body VAT.
In my case of the rigid body VAT,
I have a big difference of position between the sims version and the VAT version.
Am I doing something wrong or this is the nature of the VAT?
I've done a rigid body fracture simulation in Houdini and exported it to UE4 with no big problem.
The problem is the lack of precision of the VAT which is also noticeable in the debug view of the ROP in Houdini.
I know that the VAT will never be by 100% accurate and loses precision,
but the difference seems quite big and make me uncomfortable.
I will attach my scene file and some images to clarify my anxiety.
Thanks for any insight you could possibly give me!
Cheers.
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