I was working with pyro in houdini, converting it to vdb and importing it into ue after exporting. But as you can see in the gif, this volume was moving on its own, it looked like it was moving every time the bounding box got bigger.
After hours of trying to figure out why, I realized that this behavior coincided with the timing of the transform matrix value of intrinsic on a volume created in houdini.
When I forced this value to identity matrix in houdini, I was able to see the same behavior I was seeing in UE5.3.
So far, my theory is that the vdb I exported from houdini doesn’t recognize or ignores the transform matrix in UE5.3 for some reason.
Here is a vdb with the same pyro solver, but the difference between them is the use of
'gas resize fluid dynamic dop'.
The first gif is a bounding box that has not been re-dynamic resized but is fixed in sufficient size, and the second gif is re-dynamic resized.
When I checked these two vdb in the geometry spreadsheet, this issue was occurring at the UE depending on whether the transform attribute of the intrinsic was fixed or not.
Just in case, I forcibly changed the transform attribute into a unit matrix, but it was meaningless, and even if I newly configured the bounding box through the vdb combination, the transform attribute was still moving in flux.
In the end, Houdini needs a way to determine whether pyrovdb cannot be sent to UE using a sparse solver, or how to modify the transform intrinsic to come out as intended.
(This issue is the same question that was posted on UE dev forum)
https://forums.unrealengine.com/t/openvdb-is-moving-around-on-its-own-on-ue5-3-transform-forcibly-recognized-as-a-identity-matrix/1322031?u=dsharp_k [forums.unrealengine.com]
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Technical Discussion » How to hold the bounding box in Pyro Sparse solver
- Dsharp K
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Technical Discussion » In RBDMaterialFracture sop, Not match inside groups. #SOLVED
- Dsharp K
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Technical Discussion » In RBDMaterialFracture sop, Not match inside groups. #SOLVED
- Dsharp K
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I have identified the cause and will use it in a version resolved by the Daily Bundle. This problem at 17.0.352 version.
Technical Discussion » In RBDMaterialFracture sop, Not match inside groups. #SOLVED
- Dsharp K
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Geometry(output1) and proxy(output3) have different inside groups.
This is also true of other related inside groups.
Also, some inside, of course, did not have interior noise applied to the missing parts.
I used a built-in preset (concrete), and I only adjusted the noise size.
Is this a bug? Or is there something I'm missing?
This is also true of other related inside groups.
Also, some inside, of course, did not have interior noise applied to the missing parts.
I used a built-in preset (concrete), and I only adjusted the noise size.
Is this a bug? Or is there something I'm missing?
Edited by Dsharp K - Nov. 6, 2018 02:00:23
Technical Discussion » [SOLVED] motion blur not exporting from particle-copy sop
- Dsharp K
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Solved.
It used some tricks, but it certainly did not do much hassle.
In conclusion, make Alembic Substep more granular than POP substep.
For example pop substep 1, alembic substep 0.1 setting.
In this way, every frame read prev position at 0.1 frame.
Finally motion blur is now visuable from 3dsMax Redshift
It used some tricks, but it certainly did not do much hassle.
In conclusion, make Alembic Substep more granular than POP substep.
For example pop substep 1, alembic substep 0.1 setting.
In this way, every frame read prev position at 0.1 frame.
Finally motion blur is now visuable from 3dsMax Redshift
Technical Discussion » [SOLVED] motion blur not exporting from particle-copy sop
- Dsharp K
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I have solved some problems at the moment, referring to the help documentation.
But at this step,
every a particle Birth(create) frame, motion blur disappears again.
**Motion blur occurs on frames that are not created
Okay, still solving this problem.
>>edit>>>
Stupidly, I knew for sure.
Motion blur reset from the number of points or geometry changes
…Okay, still solving this problem.
But at this step,
every a particle Birth(create) frame, motion blur disappears again.
**Motion blur occurs on frames that are not created
Okay, still solving this problem.
>>edit>>>
Stupidly, I knew for sure.
Motion blur reset from the number of points or geometry changes
…Okay, still solving this problem.
Edited by Dsharp K - April 13, 2018 03:32:26
Technical Discussion » [SOLVED] motion blur not exporting from particle-copy sop
- Dsharp K
- 20 posts
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I am working on sending abc files from houdini to 3dsMax.
An issue arises that the renderer does not apply motion blur.
(Render : 3ds Max Redshift)
It was strange and I tested.
So, I found ‘Particle connect Copy-sop’ is not export Motion Blur from Alembic.
Ofcourse mantra is not problem. This issue is only 3dsMax Redshift renderer.
I have not been able to solve it at this step.
(attrib-transfer, add assemble, packed… anyone…)
Is there a way to solve this problem?
An issue arises that the renderer does not apply motion blur.
(Render : 3ds Max Redshift)
It was strange and I tested.
So, I found ‘Particle connect Copy-sop’ is not export Motion Blur from Alembic.
Ofcourse mantra is not problem. This issue is only 3dsMax Redshift renderer.
I have not been able to solve it at this step.
(attrib-transfer, add assemble, packed… anyone…)
Is there a way to solve this problem?
Edited by Dsharp K - April 13, 2018 04:30:48
Houdini Indie and Apprentice » How to setting Active values 0 and 1 not collide(pass) from RBD pack object
- Dsharp K
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I set the scene by referring to the link here.
http://forums.odforce.net/topic/31356-inherit-velocity-rbd-packed-object/ [forums.odforce.net]
I set the geometry to copy stamp, set velocity, and set the active value to change to 1 on @Frame.
The geometry has been properly active and has received accurate vector values.
But only when geometry did not overlap.
When there is a lot of geometry like a photo,
An object with an active value of 1 and an object pile with a zero collide with each other and have not moved to the desired velocity.
To avoid conflicts, wrangle add set to
‘if(@active=0) @P=set(100,100,100);’
but P has not moved.
Is there a way to avoid being completely ignored by the dop itself when it is active 0 or not getting it to the dop (like a particle)?
http://forums.odforce.net/topic/31356-inherit-velocity-rbd-packed-object/ [forums.odforce.net]
I set the geometry to copy stamp, set velocity, and set the active value to change to 1 on @Frame.
The geometry has been properly active and has received accurate vector values.
But only when geometry did not overlap.
When there is a lot of geometry like a photo,
An object with an active value of 1 and an object pile with a zero collide with each other and have not moved to the desired velocity.
To avoid conflicts, wrangle add set to
‘if(@active=0) @P=set(100,100,100);’
but P has not moved.
Is there a way to avoid being completely ignored by the dop itself when it is active 0 or not getting it to the dop (like a particle)?
Technical Discussion » houdini to 3ds max exporting, how to keep UVs id?
- Dsharp K
- 20 posts
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Export for 3ds max Object. (multiple selected, FBX)
And, works on houdini (todo rbd), Caching, Export FBX. (As 3ds max format-PC2-FBX2014)
Finally, Import on FBX file for made in Houdini.
Shape, UVs and motion were successful, but the specified value of the texture became invalid.
All Object Texture ID is 0(zero) or 1(one) on 3ds max.
I tried the same process as ABC file, but the result was the same.
In this process(3dsMAX > Houdini > 3dsMAX),
Is there a way to keep the value of the texture ID specified in Matterreals?
And, works on houdini (todo rbd), Caching, Export FBX. (As 3ds max format-PC2-FBX2014)
Finally, Import on FBX file for made in Houdini.
Shape, UVs and motion were successful, but the specified value of the texture became invalid.
All Object Texture ID is 0(zero) or 1(one) on 3ds max.
I tried the same process as ABC file, but the result was the same.
In this process(3dsMAX > Houdini > 3dsMAX),
Is there a way to keep the value of the texture ID specified in Matterreals?
Technical Discussion » [SOLVED] Is there a way to keep UV after Boolean(Shutter)?
- Dsharp K
- 20 posts
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jsmackOH MY GOSH…
That shouldn't normally happen. Are you using point uv's by chance? If you convert uv to vertex attribute, perform the boolean, and then perform vertex split with convert to point, it should avoid the problem of uvs on shared points.
As you advised, UV data was in point class.
The problem has been completely resolved.
I've been thinking about this all day yesterday.
I just went out and cheered! lol
Technical Discussion » [SOLVED] Is there a way to keep UV after Boolean(Shutter)?
- Dsharp K
- 20 posts
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Although the shape breaks successfully in Boolean.
However, all the UVs have become a mess.
I separated the outside of the eye into groups and looked at them separately,
but the UV was broken during..
Is there a way to maintain or separate the UV after Boolean(shutter)?
I want to continue using it because I have already finished the texture on the object prior to Boolean.
However, all the UVs have become a mess.
I separated the outside of the eye into groups and looked at them separately,
but the UV was broken during..
Is there a way to maintain or separate the UV after Boolean(shutter)?
I want to continue using it because I have already finished the texture on the object prior to Boolean.
Edited by Dsharp K - Jan. 18, 2018 01:06:59
Technical Discussion » Constraint Network Problem..
- Dsharp K
- 20 posts
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I refer to the tutorial page here.
http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks [www.tokeru.com]
But there is a totally different movement than I expected.
I checked all the items, but I still have problems.
Is it that I have to be careful in constraint network, or are I missing something I must know?
Attachment Not Found
Edited by Dsharp K - Dec. 14, 2017 15:05:41
Technical Discussion » How to create sticky attribute from FEM
- Dsharp K
- 20 posts
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As it title,
I want make has sticky attribute at Solid Object.
But I can found stick infomation anywhere from sideFX help document.
I found ‘FE target constration’. But It's looks not want.
It's can apply only static points..
So, May I can this case solve solution?
or VEX is maybe possiable?
I found this link http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops [www.tokeru.com]
I tried to fake from used ‘friction’, but it was hard to express.
I want make has sticky attribute at Solid Object.
But I can found stick infomation anywhere from sideFX help document.
I found ‘FE target constration’. But It's looks not want.
It's can apply only static points..
So, May I can this case solve solution?
or VEX is maybe possiable?
I found this link http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops [www.tokeru.com]
I tried to fake from used ‘friction’, but it was hard to express.
Edited by Dsharp K - Sept. 28, 2017 16:03:31
Technical Discussion » ROP alebbic sop to MAYA redshift. Ploblum for motionblur. (render issue)
- Dsharp K
- 20 posts
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Can I ask here about the relationship between redshift render and alembic file?
The alembic made by Houdini is due to the lack of velocity in Maya's redshift.
I created alembic files in Houdini and then rendered them in maya's redshift.
However, motionblur was not rendered anymore.
I'm definitely checking vel and motionblur (also rename attribute ‘vel’),
but I don't know if redshift does not recognize it, or not included in alembic.
The alembic made by Houdini is due to the lack of velocity in Maya's redshift.
I created alembic files in Houdini and then rendered them in maya's redshift.
However, motionblur was not rendered anymore.
I'm definitely checking vel and motionblur (also rename attribute ‘vel’),
but I don't know if redshift does not recognize it, or not included in alembic.
Houdini Indie and Apprentice » I want to make a copy that converges size
- Dsharp K
- 20 posts
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Aizatulin
Hi,
if you want the curves to converge you can blend them to an target curve. Check the modified example.
Thanks sir!
I read example, I still have questions that I can not understand.
@pscale = chramp('scale',@curveu);
float r = chramp('converge',@curveu);
// Q (from second input) has same curveu value like P
vector Q = primuv(@OpInput2, “P”, 0, @curveu);
// linear interpolation between P and Q
@P = lerp(@P, Q, 1-r);
'primuv' function is i knowed can get the value specified by the attribute name from the specified geometry and attribute name, primitive number and uv.
Is this correct to invoke one att for exactly one prim?
I thought I was going to carry only one specified attribute (target : input2 + P + primnum 0 + have @curveu).
In fact, Q did not understand that it had loaded different values at every point.
I do not understand the third item properly on primuv function.
Please let me know if I have a misunderstanding. SideFX-primuv doc too harsh..
And additional primitive questions, ‘primuv’ is How does it work in the point class? In the explanation, we understood that primitive data was loaded, but all the operations were point classes.
>Addition
Oh god.. I understand this function. zero(0) is a single curve prim count…
Thx sir!!
Edited by Dsharp K - July 30, 2017 23:30:30
Houdini Indie and Apprentice » I want to make a copy that converges size
- Dsharp K
- 20 posts
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I want to smaller(or bigger) it at copy sop, but it does not get what I want.
Same is Sweep sop.
I created pscale through sweep's help documentation.
(create curveu, and pscale aplly curveu*chramp)
but, It did not apply to the overall shape created, it was applied to individual curves and was meaningless.
How can i create at want model?
Same is Sweep sop.
I created pscale through sweep's help documentation.
(create curveu, and pscale aplly curveu*chramp)
but, It did not apply to the overall shape created, it was applied to individual curves and was meaningless.
How can i create at want model?
Technical Discussion » I don't understand curve orient on copy sop
- Dsharp K
- 20 posts
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goldleaf
The Copy SOP aligns the objects along Z, and you'll want the objects to be at origin as well, so they are copied ont the point. In your line sop, set the Direction to 0,0,1, that will align the red lines along the box default normals. Your curve that you've drawn is being copied properly, but it's hard to tell what you're trying to get, since the curve isn't at origin, nor is it Z-aligned.
Oh god.. I'm stupid
Thanks to you, I solved a problem I had not known for a long time.
I did not know it until now on origin is 0,0,0.
Want result created on used simple vex.
Solved! Thanks!
Technical Discussion » I don't understand curve orient on copy sop
- Dsharp K
- 20 posts
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I want apply copy sop for line. (RED)
But used curve sop, It is applied as an unrecognized reference point. (BLUE)
I think it is an error on the base point, but I have never seen the property or setting the base point on the curve.
Is there a workaround or vex for this?
Edited by Dsharp K - July 29, 2017 14:05:06
Technical Discussion » What different for bgeo and bgeo.sc
- Dsharp K
- 20 posts
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I tried with simple curiosity.
same sim but ‘Bgeo’ and ‘bgeo.sc’, respectively.
bgeo.sc
: long cache time
: but small cache size
bgeo
: very short cache time
: but cache size too big batter sc
However, when I import the file, the viewer does not know the difference at all,
and the spreadsheet has the same properties.
What is the difference between the two extensions?
Is there any information I can refer to?
same sim but ‘Bgeo’ and ‘bgeo.sc’, respectively.
bgeo.sc
: long cache time
: but small cache size
bgeo
: very short cache time
: but cache size too big batter sc
However, when I import the file, the viewer does not know the difference at all,
and the spreadsheet has the same properties.
What is the difference between the two extensions?
Is there any information I can refer to?
Technical Discussion » How can point to vector on basic grid?
- Dsharp K
- 20 posts
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First of all, I apologize for the basic questions.
I have designated “position” in “popvop” as “vector”.
At this point, I moved in the direction I thought.
moved back to “grid” again(connect pointvop, P to V and N), but it didn't move.
In addition, there was a proliferation of vector in the spreadsheet.
What makes this happen? How do I move the dots on the spreadsheet with the same vector?
I have designated “position” in “popvop” as “vector”.
At this point, I moved in the direction I thought.
moved back to “grid” again(connect pointvop, P to V and N), but it didn't move.
In addition, there was a proliferation of vector in the spreadsheet.
What makes this happen? How do I move the dots on the spreadsheet with the same vector?
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