Greetings all.
I am attempting to follow the Houdini 16.5 shading master class. I must have watched this video at least 30 times and I still cannot manage to get the setlayerexport node to produce color values in the standard images planes of basecolor and/or specrough.
I have a bindExport node set to "export_basecolor". This works when I don't have the material hooked up to a layer mix.
I found there are two setlayerexport nodes. the 2.0 seems to be just a merge node. The original seems to match what is used in the masterclass but I cannot get the data into the layer for rendering the basecolor image plane.
The docs on this are rather scant so any help would be appreciated.
Cheers,
B
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Technical Discussion » Layer Exports on Custom Materials
- Bryan Bentley
- 5 posts
- Offline
Technical Discussion » Vellum Collision Problems
- Bryan Bentley
- 5 posts
- Offline
FYI I got this working. the problem was with using a deforming volume based collision. Vellum seems to really want surface based collisions. My mothodology was off. I was trying to fix the sim,but I should have been fixing the collisions. Once penetrations and clipping was resolved everything worked great!
Technical Discussion » Vellum Collision Problems
- Bryan Bentley
- 5 posts
- Offline
Hello!
I am trying to deepen my understansing of vellum by building the solver netowork myself. I have hit is very enfuriating sustuation were my character litterally walks out of her pants.
When I use the sop based solver this dosn't happen. I am sure I am missing something but it seems most things I have tried are giving me the same result.
I am using an almebic cache for the collider, and cloth geometry brought in from Marvelios Designer. I am using an collision source node to generate a vdb for collisions, and using a staticObject set to “Use Volume Collision” and “Volume Sample” for division Method.
Here is what I am getting
I am amlost 100% sure I am missing something here I just don't know what it is.
Any help would be appriciated.
Cheers,
B
I am trying to deepen my understansing of vellum by building the solver netowork myself. I have hit is very enfuriating sustuation were my character litterally walks out of her pants.
When I use the sop based solver this dosn't happen. I am sure I am missing something but it seems most things I have tried are giving me the same result.
I am using an almebic cache for the collider, and cloth geometry brought in from Marvelios Designer. I am using an collision source node to generate a vdb for collisions, and using a staticObject set to “Use Volume Collision” and “Volume Sample” for division Method.
Here is what I am getting
I am amlost 100% sure I am missing something here I just don't know what it is.
Any help would be appriciated.
Cheers,
B
Edited by Bryan Bentley - Sept. 24, 2020 11:00:19
Technical Discussion » Cloth Deform vs Point Deform
- Bryan Bentley
- 5 posts
- Offline
Greetings All,
I have a noobish question that I hope you all could shed some light on. What is the internal difference between point deforem, cloth deform and for that matter wire defrom.
I know how to set all three up but I am unsure what the differeneces between them are other than the information they intake, and the geometry they spit out.
Any insite helps.
Thanks in advance!
Cheers,
B
I have a noobish question that I hope you all could shed some light on. What is the internal difference between point deforem, cloth deform and for that matter wire defrom.
I know how to set all three up but I am unsure what the differeneces between them are other than the information they intake, and the geometry they spit out.
Any insite helps.
Thanks in advance!
Cheers,
B
Technical Discussion » matching uv islands area to model...
- Bryan Bentley
- 5 posts
- Offline
Hello,
I am working on a project with Marvelous designer and I need to Transfrom the model into its uv layout.
getting the points to the uv poitions is quite trivial:
read in the model
vertex split sop
point wangle with @P = @uv;
That will get all the points down to 0-1 but in the UV layout.
The hard part is matching the areas.
That I have tried is:
I measure the total area of both the original model and the UV flatted model.
I get a scale factor by dividing the original area by the UV area.
In another point wrangle I multiply @P *= scaleFactor
float currScale = detail(0, “area”, 0);
float targetScale = detail(1, “area”,0);
float scaleFactor = targetScale/currScale;
@P *= scaleFactor;
This is totally not working lol. I don't know if it is a problem with my logic or my math. If someone could please help that would be amazing.
I have attached an example of my working file.
Cheers,
B
I am working on a project with Marvelous designer and I need to Transfrom the model into its uv layout.
getting the points to the uv poitions is quite trivial:
read in the model
vertex split sop
point wangle with @P = @uv;
That will get all the points down to 0-1 but in the UV layout.
The hard part is matching the areas.
That I have tried is:
I measure the total area of both the original model and the UV flatted model.
I get a scale factor by dividing the original area by the UV area.
In another point wrangle I multiply @P *= scaleFactor
float currScale = detail(0, “area”, 0);
float targetScale = detail(1, “area”,0);
float scaleFactor = targetScale/currScale;
@P *= scaleFactor;
This is totally not working lol. I don't know if it is a problem with my logic or my math. If someone could please help that would be amazing.
I have attached an example of my working file.
Cheers,
B
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