Is there a way to change the Bit Depth for baked Maps?
"Simple baker" only outputs 8bit, "Maps baker" seems to output 32bit when changing the filetype to EXR...
I took a look inside the HDA but didn't find anything obvious...
Thanks
Felix
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Technical Discussion » Changing Bit Depth for Baked Maps?
- Fele
- 36 posts
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Technical Discussion » ROP FBX export with hierarchy and animated null objects?
- Fele
- 36 posts
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I had no luck with exporting animated FBX hierarchy on SOP level, but I thought I share my findings anyway.
In case some is looking to export geometry with hierarchy and oriented or custom pivots/nulls via ROP RBX, maybe this helps as a starting point.
In case some is looking to export geometry with hierarchy and oriented or custom pivots/nulls via ROP RBX, maybe this helps as a starting point.
Technical Discussion » ROP FBX export with hierarchy and animated null objects?
- Fele
- 36 posts
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Thx viklc,
I also thought about that. But I am trying to avoid this because it's a huge load of cad data and I don't want to built the hierarchies manually.
Either there is something I don't know yet or the only way would be a python script to build it from sops.
But I have the feeling that it somehow should work on sop level and that it's only a matter of the right attributes, paths and packing hierarchy...
I also thought about that. But I am trying to avoid this because it's a huge load of cad data and I don't want to built the hierarchies manually.
Either there is something I don't know yet or the only way would be a python script to build it from sops.
But I have the feeling that it somehow should work on sop level and that it's only a matter of the right attributes, paths and packing hierarchy...
Edited by Fele - Oct. 26, 2023 14:25:19
Technical Discussion » ROP FBX export with hierarchy and animated null objects?
- Fele
- 36 posts
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I am trying to export some geometry on sop level using the rop fbx node.
Is there a way to parent geometry on sop level to a hierarchy of animated nulls?
I attached a hip file with a simple setup where I successfully exported my geo with hierarchy and animation using packed primitives. But instead of animated nulls, the animation is always landing on the geo...
Would be great if anyone could help.
Thanks
Felix
Is there a way to parent geometry on sop level to a hierarchy of animated nulls?
I attached a hip file with a simple setup where I successfully exported my geo with hierarchy and animation using packed primitives. But instead of animated nulls, the animation is always landing on the geo...
Would be great if anyone could help.
Thanks
Felix
Edited by Fele - Oct. 26, 2023 13:33:50
Technical Discussion » OpenCV Camera Calibration Data to Houdini Camera?
- Fele
- 36 posts
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There is a tool inside TouchDesigner which uses OpenCV to calibrate a camera for projection mapping.
It uses two sets of point (2d and 3d space) and calculates camera projection matrix which is used by the internal renderer to match the geo to the real world.
I almost spent two days looking for way to get this data into Houdini, but since this TouchDesigner just outputs extrinsic/intrinsic and raw intrinsic data there is no option for a direct export/import...
I was hoping someone with good knowledge in OpenCV and CG-Math had an idea if or how this could work.
Thanks
Felix
It uses two sets of point (2d and 3d space) and calculates camera projection matrix which is used by the internal renderer to match the geo to the real world.
I almost spent two days looking for way to get this data into Houdini, but since this TouchDesigner just outputs extrinsic/intrinsic and raw intrinsic data there is no option for a direct export/import...
I was hoping someone with good knowledge in OpenCV and CG-Math had an idea if or how this could work.
Thanks
Felix
Technical Discussion » Velocity Problems in basic Flip Simulation
- Fele
- 36 posts
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Hello!
I am having two issues with a pretty basic Flip Simulation (Shelf Tool Emit).
I am getting random velocity spikes inside the fluid as soon as the fluid settles. Little flashes with high velocities in small areas only for one frame. Gets very noticeable with the Particle Fluid Surface Preview, but also inside the DOP if you look carefully.
The other issue is the fluid behavior inside volume. When using the solvers boundaries, everything looks fine. But as soon as I use my own volume for collisions, the fluid becomes very jagged and I am getting also strange velocity spikes and particles sometimes escape the container.
Would be great if someone knows what's causing this. (Hip file attached below)
Thanks
Felix
I am having two issues with a pretty basic Flip Simulation (Shelf Tool Emit).
I am getting random velocity spikes inside the fluid as soon as the fluid settles. Little flashes with high velocities in small areas only for one frame. Gets very noticeable with the Particle Fluid Surface Preview, but also inside the DOP if you look carefully.
The other issue is the fluid behavior inside volume. When using the solvers boundaries, everything looks fine. But as soon as I use my own volume for collisions, the fluid becomes very jagged and I am getting also strange velocity spikes and particles sometimes escape the container.
Would be great if someone knows what's causing this. (Hip file attached below)
Thanks
Felix
Edited by Fele - March 19, 2023 11:41:13
Houdini for Realtime » Particle import in Niagara
- Fele
- 36 posts
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Just ran into the exact same result. Have you found any solution for this issue?
I was able to reduce the filesize significantly by removing some unused attributes in the niagara rop, but its still too big...
I was able to reduce the filesize significantly by removing some unused attributes in the niagara rop, but its still too big...
Technical Discussion » (Solved) Triplanar Normal Mapping with PrincipledShader
- Fele
- 36 posts
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I think I found a solution.
Haven't fully exposed/set up all parameters to the subnet yet, but the general triplanar normal mapping with scale and intensity works.
Haven't fully exposed/set up all parameters to the subnet yet, but the general triplanar normal mapping with scale and intensity works.
Edited by Fele - Aug. 11, 2022 15:19:27
Technical Discussion » (Solved) Triplanar Normal Mapping with PrincipledShader
- Fele
- 36 posts
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I found a tutorial by O.Somg where he uses the "displace along normal" Node which looks like its working.
Going to compare the output with the regular normal map and will post my results.
https://youtu.be/6Mmd5r5Ektw [youtu.be]
around 17:20
Going to compare the output with the regular normal map and will post my results.
https://youtu.be/6Mmd5r5Ektw [youtu.be]
around 17:20
Technical Discussion » (Solved) Triplanar Normal Mapping with PrincipledShader
- Fele
- 36 posts
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Thx for looking into it.
Yes it's for baking BPR textures using the simplebaker.
I could use the existing uvs of the geo for the mapping, but triplanar would give cleaner/smoother results...
Yes it's for baking BPR textures using the simplebaker.
I could use the existing uvs of the geo for the mapping, but triplanar would give cleaner/smoother results...
Technical Discussion » (Solved) Triplanar Normal Mapping with PrincipledShader
- Fele
- 36 posts
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thanks jsmack, I tried hooking it up like you said. The normal map works but the triplanar does something strange... but maybe I got it totally wrong...
would be great if you had a minute to look at this file
thanks
felix
would be great if you had a minute to look at this file
thanks
felix
Technical Discussion » (Solved) Triplanar Normal Mapping with PrincipledShader
- Fele
- 36 posts
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Hi!
For texture baking, I am trying to set up some simple normal map patterns but triplanar normal maps seem a bit tricky with mantra. The uvtriplanarproject node only outputs color which can't be fed directly into the baseN parameter because it expects a converted normal map from the displace/normal texture node....
Does anyone know how this works?
Thanks
Felix
For texture baking, I am trying to set up some simple normal map patterns but triplanar normal maps seem a bit tricky with mantra. The uvtriplanarproject node only outputs color which can't be fed directly into the baseN parameter because it expects a converted normal map from the displace/normal texture node....
Does anyone know how this works?
Thanks
Felix
Edited by Fele - Aug. 12, 2022 02:41:49
Solaris and Karma » Referencing a folder with multiple usd files?
- Fele
- 36 posts
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Hi,
Is there any way to reference a folder with usd files?
I am using the LOPs point Instancer to copy A LOT of objects to target points.
So far I stored all objects in a single USD which gets referenced and each seedpoint looks for the corresponding prototype. I would prefer one usd file per object which would allow a simpler editing of individual parts...
Thanks
Felix
Is there any way to reference a folder with usd files?
I am using the LOPs point Instancer to copy A LOT of objects to target points.
So far I stored all objects in a single USD which gets referenced and each seedpoint looks for the corresponding prototype. I would prefer one usd file per object which would allow a simpler editing of individual parts...
Thanks
Felix
Edited by Fele - April 15, 2022 02:48:41
Houdini for Realtime » Houdini and Baked Lighting for Realtime Experiences
- Fele
- 36 posts
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Hi kitae,
I am also doing realtime/mobile VR stuff and used RedShift for light map baking in Houdini. But the downside is, that these maps have to be used in the materials, at least from what I've learned. Maybe there is a way to feed these maps into the actual UE lightmap channel, but I haven't figured this out yet.
In my case using materials was still okay, because I was processing a lot of CAD Data and I was also just looking for some AO and Contact Shadows to get an overall smooth feeling for all objects. The reason why I used redshift/ external baking is because I was also slicing the cad data and I need a proper interior lighting which would have been even trickier with UE light baking...
You get an idea from this Video:
https://twitter.com/SchuchFelix/status/1447596342189117447?t=MHOLyihFLDnzASwoArQ0dg&s=19 [twitter.com]
I built a clustering SOP network to combine and pack objects using the same materials in order to reduce draw calls and then baked AO maps using TOPs for each material cluster. It was a bit tricky to set it up, but once it worked. I was able apply this to all CAD files and I had 5-10 textures with texture information for all objects. Instead of TOPs you could also use the frame range for batch baking.
Since the amount of CAD I am handling right now increased a lot, I am currently trying to stay in UE for baking and I am just using Houdini for an efficient lightmap UV packing.
Maybe this helps and let me know if you have any questions.
Felix
I am also doing realtime/mobile VR stuff and used RedShift for light map baking in Houdini. But the downside is, that these maps have to be used in the materials, at least from what I've learned. Maybe there is a way to feed these maps into the actual UE lightmap channel, but I haven't figured this out yet.
In my case using materials was still okay, because I was processing a lot of CAD Data and I was also just looking for some AO and Contact Shadows to get an overall smooth feeling for all objects. The reason why I used redshift/ external baking is because I was also slicing the cad data and I need a proper interior lighting which would have been even trickier with UE light baking...
You get an idea from this Video:
https://twitter.com/SchuchFelix/status/1447596342189117447?t=MHOLyihFLDnzASwoArQ0dg&s=19 [twitter.com]
I built a clustering SOP network to combine and pack objects using the same materials in order to reduce draw calls and then baked AO maps using TOPs for each material cluster. It was a bit tricky to set it up, but once it worked. I was able apply this to all CAD files and I had 5-10 textures with texture information for all objects. Instead of TOPs you could also use the frame range for batch baking.
Since the amount of CAD I am handling right now increased a lot, I am currently trying to stay in UE for baking and I am just using Houdini for an efficient lightmap UV packing.
Maybe this helps and let me know if you have any questions.
Felix
Edited by Fele - April 14, 2022 03:46:02
Houdini Engine for Unreal » Could you update Houdini Engine for UE5 Preview 2 please?
- Fele
- 36 posts
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AeroAstroArts
I got the same error message as the fella above
As of today, it looks like with the daily built 19.0.587 my problem which I mentioned in my last post is gone.
Houdini Engine for Unreal » Could you update Houdini Engine for UE5 Preview 2 please?
- Fele
- 36 posts
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Hi,
I just tried launching UE5 with the daily build engine plugin from 585 and below but I keep getting this error...
Anything I need to adjust? Worked always fine with 4.2x..
Thanks
Felix
I just tried launching UE5 with the daily build engine plugin from 585 and below but I keep getting this error...
Anything I need to adjust? Worked always fine with 4.2x..
Thanks
Felix
Houdini Lounge » Request to have CAD import surface in Houdini
- Fele
- 36 posts
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+1 for a CAD import. Ideally one which would allow to access the hierarchy and attributes before tessellating so we could set up rules based on names, materials and bounding boxes for individual LOD's... And then of course importing everything as packed/instanced Geo...
I also looked into Unreal/Datasmith to replace 3dsmax which works quite okay.
The biggest downside with fbx import is that we lose the instancing. A workaround for that is USD which UE can do via plugin. But as far as I can tell, it's necessary to wrangle the metadata from LOP to SOP in order to get the correct referenced USD assets - in case you want to reestablish some kind of instancing on SOP level for further optimization (it seems like Houdini does an internal enumeration which screw's up the naming of the USD prims (meaning the path and name attribute is useless, especially when the source CAD objects end with a digit...)... - here is some more on how to do that: https://www.sidefx.com/forum/topic/82054/?page=1#post-353069 [www.sidefx.com]
I also looked into Unreal/Datasmith to replace 3dsmax which works quite okay.
The biggest downside with fbx import is that we lose the instancing. A workaround for that is USD which UE can do via plugin. But as far as I can tell, it's necessary to wrangle the metadata from LOP to SOP in order to get the correct referenced USD assets - in case you want to reestablish some kind of instancing on SOP level for further optimization (it seems like Houdini does an internal enumeration which screw's up the naming of the USD prims (meaning the path and name attribute is useless, especially when the source CAD objects end with a digit...)... - here is some more on how to do that: https://www.sidefx.com/forum/topic/82054/?page=1#post-353069 [www.sidefx.com]
Edited by Fele - April 6, 2022 16:39:21
Solaris and Karma » How to get usd metadata into sops as attributes.
- Fele
- 36 posts
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kgoossens
but when I try to get access to it, the values don't show. I also tried "customData:myCustomData"
Just came across this post while also looking for extracting Meta Data from USD files. Your mentioned "customData:myCustomData" which works for me. Thx
Technical Discussion » Baking Round Corners as Normal Maps
- Fele
- 36 posts
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Hello,
I am trying to bake round corners to normal maps for Unreal Engine.
There are two SOPs, "Simple Baker" and "Maps Baker".
Using the Simple Baker works but is reeaaaaally slow and it the only way I got it working for multiple pieces was inside a loop with a python script which calls the "bake button"...
The "Maps Baker", is much faster and it also has an option for Round Corners but so far I did not get any results - at least not without a high res geo, which in my case does not exist since I just need edge detail. I could of course apply a bevel to everything, but since I am dealing with CAD poly crunched data, this gets pretty messy...
Am I doing something wrong regarding the Maps Baker Sop or is it simply just not possible to use it for shader based round corners since seems work with COPs instead of mantra...?
If so... is there a way to speed up the rendering of the simple baker? (guess just rendering a normal pass should be pretty fast...)
Thanks
Felix
I am trying to bake round corners to normal maps for Unreal Engine.
There are two SOPs, "Simple Baker" and "Maps Baker".
Using the Simple Baker works but is reeaaaaally slow and it the only way I got it working for multiple pieces was inside a loop with a python script which calls the "bake button"...
The "Maps Baker", is much faster and it also has an option for Round Corners but so far I did not get any results - at least not without a high res geo, which in my case does not exist since I just need edge detail. I could of course apply a bevel to everything, but since I am dealing with CAD poly crunched data, this gets pretty messy...
Am I doing something wrong regarding the Maps Baker Sop or is it simply just not possible to use it for shader based round corners since seems work with COPs instead of mantra...?
If so... is there a way to speed up the rendering of the simple baker? (guess just rendering a normal pass should be pretty fast...)
Thanks
Felix
Solaris and Karma » Importing multiple Objects as components for instancing
- Fele
- 36 posts
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thank you mtucker!
I think I understand the problem, but I have no idea what you are doing in the sop create material paths.
Guess that's because I am far away from understanding how USD in depth works...
But the good news is: I switched to the first input like you did and under the instancer -> prototypes section, I changed it to "specialize" and now it works! No I idea why but but I now I have instances with multi materials with a super simple setup.
(The path attribute also was an issue in my attempts...)
I think I understand the problem, but I have no idea what you are doing in the sop create material paths.
Guess that's because I am far away from understanding how USD in depth works...
But the good news is: I switched to the first input like you did and under the instancer -> prototypes section, I changed it to "specialize" and now it works! No I idea why but but I now I have instances with multi materials with a super simple setup.
(The path attribute also was an issue in my attempts...)
Edited by Fele - Oct. 25, 2021 11:26:29
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