Thank you both for all those info.
Using the S coordinate is quite a good idea, at least to scale the curve down, which is very interesting for me.
I managed to get it work in Mantra but no luck in Karma so far. Out of the 2 parametric coordinate (s,t) only t seems to be working, s is just returning a black value.
I will keep digging in that direction.
Thanks !
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Technical Discussion » Control curve width with material (Karma)
- Edmond BG
- 45 posts
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Houdini Indie and Apprentice » Mantra Delayed Load Changing pscale
- Edmond BG
- 45 posts
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it's on old post but I will bump it, I am facing a similar issue :
https://www.sidefx.com/forum/topic/88235/?page=1#post-381069 [www.sidefx.com]
https://www.sidefx.com/forum/topic/88235/?page=1#post-381069 [www.sidefx.com]
Technical Discussion » Control curve width with material (Karma)
- Edmond BG
- 45 posts
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Hello,
I have been trying to drive the width of a curve from a material when rendering with Karma.
I know the usual workflow is to put a 'pscale' attribute (or a 'width' attribute) at SOP level.
But I was hoping to use a bind node to import that attribute inside material builder, modify it in some way (like have the width react to light or camera distance at render time) and then use a bind export or parameter node to send it to karma.
But so far it seems that the pscale attribute is not even accessible from a material builder when using karma. And I could not find a way to export it to the renderer.
I have attached some of things I have tried, hope it helps.
Does anyone has ever tried that ? Or has some idea on how to proceed ?
Any help appreciated, thanks !
I have been trying to drive the width of a curve from a material when rendering with Karma.
I know the usual workflow is to put a 'pscale' attribute (or a 'width' attribute) at SOP level.
But I was hoping to use a bind node to import that attribute inside material builder, modify it in some way (like have the width react to light or camera distance at render time) and then use a bind export or parameter node to send it to karma.
But so far it seems that the pscale attribute is not even accessible from a material builder when using karma. And I could not find a way to export it to the renderer.
I have attached some of things I have tried, hope it helps.
Does anyone has ever tried that ? Or has some idea on how to proceed ?
Any help appreciated, thanks !
Technical Discussion » Crowd solver transition not using random offset
- Edmond BG
- 45 posts
- Offline
For those still having this issue, I made a video tutorial on how to solve it : https://youtu.be/H-7E_F0W-O8 [youtu.be]
Technical Discussion » Crowd solver transition not using random offset
- Edmond BG
- 45 posts
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Glad it helped.
Regarding the 3 line of VEX here is what you need to know :
-The crowd solver puts a clip times array attribute on each agent, buy default there is only one value : the current clip time of the clip currently playing on that agent. The time loops based on the length on the clip and the time scale of the solver.
-During a transition there is suddenly 2 values : the clip time of the current clip and the clip time of the target clip.
So when you check the length of that array it will return a length of one if there no transition going on or a length of 2 if there is a transition going on. And the VEX code operates so that if there is 2 values
And at the end of transition the target clip times becomes the current clip time, the length of the array goes back to 1, and the clip time will loop normally.
Keep in mind that the pop wrangle runs on each agent independently so you can have agents that are going through a transition and some that are not and everything will still works perfectly.
Regarding the 3 line of VEX here is what you need to know :
-The crowd solver puts a clip times array attribute on each agent, buy default there is only one value : the current clip time of the clip currently playing on that agent. The time loops based on the length on the clip and the time scale of the solver.
-During a transition there is suddenly 2 values : the clip time of the current clip and the clip time of the target clip.
So when you check the length of that array it will return a length of one if there no transition going on or a length of 2 if there is a transition going on. And the VEX code operates so that if there is 2 values
if(len(f@cliptimes)==2)then set the target clip time to a random value plus the time
f@cliptimes=rand(@id)+@Time;
And at the end of transition the target clip times becomes the current clip time, the length of the array goes back to 1, and the clip time will loop normally.
Keep in mind that the pop wrangle runs on each agent independently so you can have agents that are going through a transition and some that are not and everything will still works perfectly.
Edited by Edmond BG - May 4, 2021 01:07:26
Technical Discussion » Crowd States and Random Clip Offset not working?
- Edmond BG
- 45 posts
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see my answer to this issue at https://www.sidefx.com/forum/topic/74840/?page=1#post-339756 [www.sidefx.com]
Technical Discussion » Crowd solver transition not using random offset
- Edmond BG
- 45 posts
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Hey, here is the best work around that I found :
-put a multisolver after the crowd solver
-edit the clip times array using a pop wrangle
you can choose what is the the target cliptime after the transition and add a random offset using rand(@id), hope that helps.
see hip file
Cheers.
-put a multisolver after the crowd solver
-edit the clip times array using a pop wrangle
you can choose what is the the target cliptime after the transition and add a random offset using rand(@id), hope that helps.
see hip file
Cheers.
Edited by Edmond BG - May 1, 2021 01:02:04
Technical Discussion » Uv pelt crash on ringed Geo
- Edmond BG
- 45 posts
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Thanks for spending some time confirming that.
I have submitted a bug report, hopefully we get a fix soon.
I have submitted a bug report, hopefully we get a fix soon.
Technical Discussion » Uv pelt crash on ringed Geo
- Edmond BG
- 45 posts
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Hi,
It's strange, for me it does not crash on the uv project. I am able to compute to uv project when I place the switch to 1 (see screenshot). Are you using houdini 18.5.532 ?
I have also attached second project file with a grid where I take away a primitive in the center part, no uv project this time, and you can see that the uvPelt crashes houdini only after taking away that primitive.
Let me know what you think,
Edmond.
It's strange, for me it does not crash on the uv project. I am able to compute to uv project when I place the switch to 1 (see screenshot). Are you using houdini 18.5.532 ?
I have also attached second project file with a grid where I take away a primitive in the center part, no uv project this time, and you can see that the uvPelt crashes houdini only after taking away that primitive.
Let me know what you think,
Edmond.
Technical Discussion » Uv pelt crash on ringed Geo
- Edmond BG
- 45 posts
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Hello,
I observed a bug recently regarding the uv pelt node, it works great unless the input is making some kind of ring, in that case houdini just crash.
Does anyone have a workaround for that ? I already submitted a bug report.
Any help appreciated.
I observed a bug recently regarding the uv pelt node, it works great unless the input is making some kind of ring, in that case houdini just crash.
Does anyone have a workaround for that ? I already submitted a bug report.
Any help appreciated.
Technical Discussion » Add job pec from the hq render node
- Edmond BG
- 45 posts
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I have already submitted a feature request to SideFX to be able to define Resource when you submit a job in the same way that you can define env Variables to protect, but this is only is going to work in the new version of houdini.
One other solution would be to edit the Hqueue script that receive jobs in a way that would allow it to detect the nature of the job and update the job_spec to add the relevant resource. Is that something that can be done on Hqueue 18.0.310 ?
Any Help appreciated.
One other solution would be to edit the Hqueue script that receive jobs in a way that would allow it to detect the nature of the job and update the job_spec to add the relevant resource. Is that something that can be done on Hqueue 18.0.310 ?
Any Help appreciated.
Technical Discussion » Add job pec from the hq render node
- Edmond BG
- 45 posts
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Hello,
I am currently using hq render to submit both mantra and redshift job to the farm and everything works great.
Now I would like each machine to be able work on both mantra and redshift at the same time. In order to achieve that I have added some custom resources : 1 cpu and 1 gpu per machine.
The only thing left to do is to specify wheter the job requires a gpu or a cpu when I submit it.
Is there a way to do that using the HQueue Render node ? Or do I have to use the XML/RPC interface ?
Naturally it would awesome if I could just use HQueue Render node as my entire pipeline already depends on it.
Any Help appreciated.
I am currently using hq render to submit both mantra and redshift job to the farm and everything works great.
Now I would like each machine to be able work on both mantra and redshift at the same time. In order to achieve that I have added some custom resources : 1 cpu and 1 gpu per machine.
The only thing left to do is to specify wheter the job requires a gpu or a cpu when I submit it.
Is there a way to do that using the HQueue Render node ? Or do I have to use the XML/RPC interface ?
Naturally it would awesome if I could just use HQueue Render node as my entire pipeline already depends on it.
Any Help appreciated.
Technical Discussion » Cryptomatte Per-Primite Render Properties
- Edmond BG
- 45 posts
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With the help of the support I managed to make it work in Karma with ease. I am putting an example hip file for anyone interested.
I feel I came pretty close to doing it in mantra using the properties shader node but failed in the end. If anyone manage to do it in Mantra, do no hesitate to update this post, I would be extremely interested on the method.
I feel I came pretty close to doing it in mantra using the properties shader node but failed in the end. If anyone manage to do it in Mantra, do no hesitate to update this post, I would be extremely interested on the method.
Edited by Edmond BG - Nov. 27, 2020 15:39:23
Technical Discussion » Cryptomatte Per-Primite Render Properties
- Edmond BG
- 45 posts
- Offline
Hello,
I currently have to use Cryptomatte to give my render to the compositing department and I have read the documentation here (https://www.sidefx.com/docs/houdini/render/cryptomatte.html) ans well as the one regarding user properties.
I managed to get it to work using packed geo and material style sheets, sadly my project does not allow it to pack my geo in a way that would allow it.
The documentation mentions per-primite render properties, just like the material path works but I cannot manage to get to work.
Any help appreciated.
Attached this post, a setup that works when packed using the material style sheet approach but does not when unpacked.
I currently have to use Cryptomatte to give my render to the compositing department and I have read the documentation here (https://www.sidefx.com/docs/houdini/render/cryptomatte.html) ans well as the one regarding user properties.
I managed to get it to work using packed geo and material style sheets, sadly my project does not allow it to pack my geo in a way that would allow it.
The documentation mentions per-primite render properties, just like the material path works but I cannot manage to get to work.
Any help appreciated.
Attached this post, a setup that works when packed using the material style sheet approach but does not when unpacked.
Edited by Edmond BG - Nov. 26, 2020 17:30:53
Technical Discussion » Get vel field from VDB Morhp SDF
- Edmond BG
- 45 posts
- Offline
I see, the custom_morph wrangle from your hip made it quite clear for me.
I was trying to do what you did with the points with vdb advect points but I must say I was not as successful as you, well done Sir.
Thanks a lot for the help.
I was trying to do what you did with the points with vdb advect points but I must say I was not as successful as you, well done Sir.
Thanks a lot for the help.
Technical Discussion » Get vel field from VDB Morhp SDF
- Edmond BG
- 45 posts
- Offline
Hello,
I recently came across the vdb morph SDF node. It is quite nice and I was wondering if anyone had an idea on how to get a velocity field of the operation.
I suspect that the node internally compute the direction in which the values need to move in order to morph, I would be interested in getting those direction in a field so I can advect the shape myself.
Any help appreciated.
I recently came across the vdb morph SDF node. It is quite nice and I was wondering if anyone had an idea on how to get a velocity field of the operation.
I suspect that the node internally compute the direction in which the values need to move in order to morph, I would be interested in getting those direction in a field so I can advect the shape myself.
Any help appreciated.
Technical Discussion » Vellum weld Issue despite no points being welded.
- Edmond BG
- 45 posts
- Offline
After diving deep inside the vellum solver i hound out that by-passing the vellumsolver1/dopnet1/vellumsolver1/graph_color_constraints/remove_broken_bend_constraints node solves my issue, my guess is when you have weld the graph color needs to be double checked so that welded points have common constraint.
Thanks for the help regardless.
Thanks for the help regardless.
Technical Discussion » Vellum weld Issue despite no points being welded.
- Edmond BG
- 45 posts
- Offline
Thanks for your answer, I would like to keep everything to substeps 3 Constraint Iter 100.
In my previous test (first hip file) everything is working great with those number (without weld), the reason I import constraint from the other geo is precisely to have a stiff vellum object without having to compute a lot of iteration.
In my previous test (first hip file) everything is working great with those number (without weld), the reason I import constraint from the other geo is precisely to have a stiff vellum object without having to compute a lot of iteration.
Technical Discussion » Vellum weld Issue despite no points being welded.
- Edmond BG
- 45 posts
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Saldy I do need to use Weld for my main project.
I have made a new sample file, this time with an edge fracture so there is a good reason to use weld rather than stitch.
I feel like the constraint I merge from the other geo are being ignored the moment I enable the wedges.
Thx for the help.
I have made a new sample file, this time with an edge fracture so there is a good reason to use weld rather than stitch.
I feel like the constraint I merge from the other geo are being ignored the moment I enable the wedges.
Thx for the help.
Technical Discussion » Vellum weld Issue despite no points being welded.
- Edmond BG
- 45 posts
- Offline
Hello,
I am having an issue using weld constraint in Vellum.I have attached an hip file that illustrates my issue : Welding points change completely the simulation despite the fact that there are no points to weld.The issue is related to the fact that I import constraints from another geometry after re-targeting the points.
In my main project I actually have this kind of setup and weld some other points that are not related, so understanding this issue is key to my larger problem.
Any help appreciated.
I am having an issue using weld constraint in Vellum.I have attached an hip file that illustrates my issue : Welding points change completely the simulation despite the fact that there are no points to weld.The issue is related to the fact that I import constraints from another geometry after re-targeting the points.
In my main project I actually have this kind of setup and weld some other points that are not related, so understanding this issue is key to my larger problem.
Any help appreciated.
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