Great thread mleff.
Thanks for all the sample files ObeidaZakzak, learned so much from them. Very kind of you to take the time to upload these files.
Btw I think (based on your latest setup)there's a simple workaround to be able to view modification to the texture, which is using UVquickshade node reading from cops.
Cheers.
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Technical Discussion » Houdini 20 new texture mask paint node limitations?
- FoamFX
- 9 posts
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Rigging » Apex Rigging Series I put together
- FoamFX
- 9 posts
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Solaris and Karma » sopCreate 19.0.498
- FoamFX
- 9 posts
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Solaris and Karma » how to force karma (cpu) to update textures?
- FoamFX
- 9 posts
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Hello
Somewhat related, but I've noticed that it's not possible to overwrite texture files when it's being read in Karma.(Both MaterialX and PrincipleShader, and I'm on 19.0.444)
The only workaround I've found is to click on Render > Update Textures. Then it's possible to replace or delete the texture file on disk. But once we "restart render", it's not possible to do so anymore.
Wonder if there's any reason for this? Cause I've tried on Arnold and it doesn't seem to have the same problem.
Would it be a good idea to implement so that every time we restart a render, it also starts the "update textures" command to? So that we can overwrite texture anytime.
Somewhat related, but I've noticed that it's not possible to overwrite texture files when it's being read in Karma.(Both MaterialX and PrincipleShader, and I'm on 19.0.444)
The only workaround I've found is to click on Render > Update Textures. Then it's possible to replace or delete the texture file on disk. But once we "restart render", it's not possible to do so anymore.
Wonder if there's any reason for this? Cause I've tried on Arnold and it doesn't seem to have the same problem.
Would it be a good idea to implement so that every time we restart a render, it also starts the "update textures" command to? So that we can overwrite texture anytime.
Edited by FoamFX - Nov. 22, 2021 10:19:32
Technical Discussion » Gimbal mode in Kinefx Rigpose
- FoamFX
- 9 posts
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Hello,
Quite curious about this as well, since being able to rotate in gimbal mode is quite an important feature for animators. I wonder if it's just a bug that will be fixed in future releases, or are there any other workarounds?
Quite curious about this as well, since being able to rotate in gimbal mode is quite an important feature for animators. I wonder if it's just a bug that will be fixed in future releases, or are there any other workarounds?
Solaris and Karma » Retaining Pivot points from a Maya exported USD file
- FoamFX
- 9 posts
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Hello Goldleaf,
Thanks for the suggestion, just tried out using an xform prim as pivot method, (basically creating a group in maya with the position as the desired pivot) and I think this is a great solution, and the one I shall be implementing. Definitely appreciate the help, thanks!
Thanks for the suggestion, just tried out using an xform prim as pivot method, (basically creating a group in maya with the position as the desired pivot) and I think this is a great solution, and the one I shall be implementing. Definitely appreciate the help, thanks!
Edited by FoamFX - Aug. 2, 2021 09:53:57
Solaris and Karma » Retaining Pivot points from a Maya exported USD file
- FoamFX
- 9 posts
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Thanks for the replies everyone, it never occurred to me that perhaps this could be categorized as a bug. Will definitely try to lodge a request.
Solaris and Karma » Retaining Pivot points from a Maya exported USD file
- FoamFX
- 9 posts
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Hello Andreas,
Thanks for taking the time to reply.
I just tried with the transform node, and it's the same as well, the pivot doesn't match.
If I were to manually insert the values from the geo's xformOp:Translate:pivot attribute, to the Transform(or edit) node's Pivot Transform, then the pivot snaps to the correct place.
I assume that perhaps it's possible to create a relative reference that points the pivot transform value to an USD attribute?
Thanks for taking the time to reply.
I just tried with the transform node, and it's the same as well, the pivot doesn't match.
If I were to manually insert the values from the geo's xformOp:Translate:pivot attribute, to the Transform(or edit) node's Pivot Transform, then the pivot snaps to the correct place.
I assume that perhaps it's possible to create a relative reference that points the pivot transform value to an USD attribute?
Solaris and Karma » Retaining Pivot points from a Maya exported USD file
- FoamFX
- 9 posts
- Offline
Hello,
Is there a way to edit(translate or rotate) a geo in Solaris, using the original pivot point position that was assigned to it?
In my case, I'm exporting my model from Maya as an USD file with a certain specific pivot point. (The pivot points seems to be retained if I were to open it again in Maya)
I also noticed that the attribute of the pivot does get carried over in Solaris under the xformOp:Translate:pivot attribute. But if we were to move the object using the edit lop, we seem to only have two choices where the pivot is either at the origin, or at the center of the geo.
Would appreciate some advice, thanks.
Is there a way to edit(translate or rotate) a geo in Solaris, using the original pivot point position that was assigned to it?
In my case, I'm exporting my model from Maya as an USD file with a certain specific pivot point. (The pivot points seems to be retained if I were to open it again in Maya)
I also noticed that the attribute of the pivot does get carried over in Solaris under the xformOp:Translate:pivot attribute. But if we were to move the object using the edit lop, we seem to only have two choices where the pivot is either at the origin, or at the center of the geo.
Would appreciate some advice, thanks.
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