Hi Kleeft
Did you manage to work out how to export per frame pointclouds ?
I'm recording live faceware data and trying to export it as CSV.
Thanks
John
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Houdini for Realtime » CSV files with framerange
- HUGHSPEERS
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Technical Discussion » Protein Database files (.PDB) and Houdini.
- HUGHSPEERS
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Hey signore madrenderman
you might find this thread interesting
https://www.sidefx.com/forum/topic/34137/ [www.sidefx.com]
It might be a bit old now though and I went about connecting them in a very convoluted way. learned a lot though.
When I revisited this a few years later I found that using the ‘connectadjacentpieces’ sop and connecting by points was the quickest way to bond them. Just scale up and down the search radi until they connect correctly .
your probably beyond this but for the sake of the thread - modelling the sop way would be to use ‘group’ and ‘colour’ sops to colour them.
And ‘create attribute’ sops to set Pscale.
Or use ‘VOP’ or ‘wrangle’ nodes to set these attributes.
Then feed them all of those coloured and scaled points into a ‘copy to points’ sop, with a ‘metaball’ or ‘sphere’ plugged in the other side.
I got a bit stuck with mantra and rendering transparency and colour with objects inside objects, which you are likely to do for rendering molecular models. You can set the surface priority - look up absorption and nested dielectrics for this.
After revisiting this I think the problems I was having with nested dialetrics might have been caused by my scene scale.
Please let me know if you get some nice renders working with this look.
Also data wise - look out for miscellaneous water atoms H and O, and sometimes the data provides alternative configurations.
you might have to group and delete a few things to clean up before modeling the points.
Cheers
John
you might find this thread interesting
https://www.sidefx.com/forum/topic/34137/ [www.sidefx.com]
It might be a bit old now though and I went about connecting them in a very convoluted way. learned a lot though.
When I revisited this a few years later I found that using the ‘connectadjacentpieces’ sop and connecting by points was the quickest way to bond them. Just scale up and down the search radi until they connect correctly .
your probably beyond this but for the sake of the thread - modelling the sop way would be to use ‘group’ and ‘colour’ sops to colour them.
And ‘create attribute’ sops to set Pscale.
Or use ‘VOP’ or ‘wrangle’ nodes to set these attributes.
Then feed them all of those coloured and scaled points into a ‘copy to points’ sop, with a ‘metaball’ or ‘sphere’ plugged in the other side.
I got a bit stuck with mantra and rendering transparency and colour with objects inside objects, which you are likely to do for rendering molecular models. You can set the surface priority - look up absorption and nested dielectrics for this.
After revisiting this I think the problems I was having with nested dialetrics might have been caused by my scene scale.
Please let me know if you get some nice renders working with this look.
Also data wise - look out for miscellaneous water atoms H and O, and sometimes the data provides alternative configurations.
you might have to group and delete a few things to clean up before modeling the points.
Cheers
John
Edited by HUGHSPEERS - March 30, 2019 07:20:06
Houdini Lounge » MapBox imagery resolution?
- HUGHSPEERS
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Hey Terence I'm wondering exactly the same thing.
I think the image resolution parameters must be written into some referenced code somewhere. There are some references to a python module as you would expect, and further to a mapbox url with code.
I had a look at downloading imagery in ‘mapbox studio’ as the resolution options are higher there at the same zoom level.
But the lat lon zoom parameters do not line up with the mapbox houdini nodes parameters.
Thanks
John
I think the image resolution parameters must be written into some referenced code somewhere. There are some references to a python module as you would expect, and further to a mapbox url with code.
I had a look at downloading imagery in ‘mapbox studio’ as the resolution options are higher there at the same zoom level.
But the lat lon zoom parameters do not line up with the mapbox houdini nodes parameters.
Thanks
John
Technical Discussion » Portal interior lighting and noise
- HUGHSPEERS
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Thanks again everyone for your input.
I've been researching a few other possible renderers and still finding this interior scene difficult to rid of noise so not just a mantra thing
While looking at renderman I came across a good article that seems very clear about adaptive sampling and using min and max samples. check it out. I guess the values suggested shouldn't correspond but the theory should don't you think ?
https://community.renderman.pixar.com/article/1673/debugging-and-optimization-1.html [community.renderman.pixar.com]
Thanks
John
I've been researching a few other possible renderers and still finding this interior scene difficult to rid of noise so not just a mantra thing
While looking at renderman I came across a good article that seems very clear about adaptive sampling and using min and max samples. check it out. I guess the values suggested shouldn't correspond but the theory should don't you think ?
https://community.renderman.pixar.com/article/1673/debugging-and-optimization-1.html [community.renderman.pixar.com]
Thanks
John
Technical Discussion » Portal interior lighting and noise
- HUGHSPEERS
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EnivobEnivob thanks for making that clearer. I guess the same applies to the indirect sample limits then, maybe I should play with pushing these values closer together as well.
The threshold acts like a switch, not a meter AFAIK. So below the threshold you get MIN samples and above or equal you get MAX samples. When you specify 1 for min and 20 for max you are actually saying use 1 or 20 samples, not 1 to 20 samples. By moving the numbers closer together you can even the spread so to speak. Then you are saying use 4 or 16 samples. That is just my preference, one sample is never enough. You need at least 2-3 minimum.
cpb
If there's animated stuff or complex geometry it becomes a pain to fake bounced light. Much easier to go automatic, but getting rid of that last 20% of noise will cost you a massively disproportionate amount of processing time. To be honest its probably worth looking into renderers that are optimized for this sort of thing.
I have been thinking I need to look for other options, I've been hammering away with this scene in mantra regardless as it's a good learning exercise, I'm hoping the knowledge will sit well when I have an easier scene to render That leads to another few questions - what kind of scenes is mantra PBR optimised for and what is good for these kind of scenes.
Thanks again for your help
Technical Discussion » Portal interior lighting and noise
- HUGHSPEERS
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Thanks guys for taking the time to look at this its much appreciated.
I'm ‘chasing the noise’ as described in another post but still I find the only thing that is getting rid of the noise is upping the max ray samples if I'm avoiding upping the pixel samples and still not getting rid of the noise in PBR.
Enivob thanks for the mantra setting tips - what is the behind making the sample levels closer? is it to make sure there are enough samples in the more demanding areas of the scene? On other threads I've noted that the min goes no higher than 1. Am I wrong in thinking upping the minimum will increase rays and noise on open areas receiving enough rays already?
Sidenimjay and Enivob - about adding the photon map GI lights - they should help in the areas not getting enough direct light and are creating too much noise ie. the ceiling and corners. I'm still finding a certain amount of noise that won't go away.
CPB that scene you've created is really very clever and there's a lot I can learn from looking through it thank you.Did you clean up the geometry to make certain there were no mistakes with it or did you notice some problems with it?
The Micro polygonal render is very sharp and quick, it doesn't have the PBR look of bouncing diffused colour but it looks pretty cool , I was intending to add some animated elements in the scene would you use this manual lighting approach for an animated scene or do you think it would get too complex with too many changing shadows and reflections ?
Thanks people
I'm ‘chasing the noise’ as described in another post but still I find the only thing that is getting rid of the noise is upping the max ray samples if I'm avoiding upping the pixel samples and still not getting rid of the noise in PBR.
Enivob thanks for the mantra setting tips - what is the behind making the sample levels closer? is it to make sure there are enough samples in the more demanding areas of the scene? On other threads I've noted that the min goes no higher than 1. Am I wrong in thinking upping the minimum will increase rays and noise on open areas receiving enough rays already?
Sidenimjay and Enivob - about adding the photon map GI lights - they should help in the areas not getting enough direct light and are creating too much noise ie. the ceiling and corners. I'm still finding a certain amount of noise that won't go away.
CPB that scene you've created is really very clever and there's a lot I can learn from looking through it thank you.Did you clean up the geometry to make certain there were no mistakes with it or did you notice some problems with it?
The Micro polygonal render is very sharp and quick, it doesn't have the PBR look of bouncing diffused colour but it looks pretty cool , I was intending to add some animated elements in the scene would you use this manual lighting approach for an animated scene or do you think it would get too complex with too many changing shadows and reflections ?
Thanks people
Technical Discussion » Portal interior lighting and noise
- HUGHSPEERS
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Hi there
I've been struggling with a ‘simple’ scene of a gallery space that is lit by a portal light from a skylight and rendered with PBR. I've simplified the scene so the art works and panels dividing the building are omitted.
I've tried various different mantra settings suggested in other discussions and also some tutorial settings(maybe outdated as the min max indirect rays option is no longer in the standard parameters) but I still can't shift the noise completely and can only get half way there with ridiculously long render times - should an hour a frame or more be normal? FYI The largest amount of noise is on the ceiling.
It could be that I'm asking too much of mantra to light a scene such as this with just a portal light without additional help from other lights. Also I noticed an array of speed ups and denoising after cleaning up intersecting geometry and portal light intersections with geometry (portal lights are circular and rectangular).
I was wondering if anyone could suggest possible directions of exploration for the mantra settings and also does anyone have any tips on cleaning up intersecting geometry.
Thanks
John
I've been struggling with a ‘simple’ scene of a gallery space that is lit by a portal light from a skylight and rendered with PBR. I've simplified the scene so the art works and panels dividing the building are omitted.
I've tried various different mantra settings suggested in other discussions and also some tutorial settings(maybe outdated as the min max indirect rays option is no longer in the standard parameters) but I still can't shift the noise completely and can only get half way there with ridiculously long render times - should an hour a frame or more be normal? FYI The largest amount of noise is on the ceiling.
It could be that I'm asking too much of mantra to light a scene such as this with just a portal light without additional help from other lights. Also I noticed an array of speed ups and denoising after cleaning up intersecting geometry and portal light intersections with geometry (portal lights are circular and rectangular).
I was wondering if anyone could suggest possible directions of exploration for the mantra settings and also does anyone have any tips on cleaning up intersecting geometry.
Thanks
John
Technical Discussion » Houdini 14 and Wacom | klick problem
- HUGHSPEERS
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Hi I just thought of checking if there was any update to this as well
My work around is to switch from mouse mode to pen mode in the wacom mouse mapping settings .
If your doing this per app remember to do Mplay etc. as well .
It works but isn't that convenient switching between apps
My work around is to switch from mouse mode to pen mode in the wacom mouse mapping settings .
If your doing this per app remember to do Mplay etc. as well .
It works but isn't that convenient switching between apps
Technical Discussion » altering the direction of displacements with normals
- HUGHSPEERS
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Technical Discussion » altering the direction of displacements with normals
- HUGHSPEERS
- 78 posts
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Hey Rob
I was missing the transforming of my normal from object to camera space in my shader , I'm guessing houdini does it automatically with it's own normal attributes .
thanks again
John
I was missing the transforming of my normal from object to camera space in my shader , I'm guessing houdini does it automatically with it's own normal attributes .
thanks again
John
Technical Discussion » altering the direction of displacements with normals
- HUGHSPEERS
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Technical Discussion » altering the direction of displacements with normals
- HUGHSPEERS
- 78 posts
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Hi there
I'm creating a simple effect that animates displacements on a surface to point towards a passing object.
I alter some normals so they look at the points on my passing object and it works with the displacement all good!
of course the lighting is effected as well though
so I pass the normals into a new attribute (normA )
and then correct the normals with a facet sop so the lighting is ok
then I call up the attribute in my shader in place of the global normals and plumb that into my displace along normals.
This kind of works but for some reason the displacements aren't displacing in the same direction with my new attribute as they were when normals.
I can't see any difference in the numbers in my spread sheet .
I'm guessing there's some bit of important knowledge I'm missing .
Can any one suggest a cure ?
Cheers
John
I'm creating a simple effect that animates displacements on a surface to point towards a passing object.
I alter some normals so they look at the points on my passing object and it works with the displacement all good!
of course the lighting is effected as well though
so I pass the normals into a new attribute (normA )
and then correct the normals with a facet sop so the lighting is ok
then I call up the attribute in my shader in place of the global normals and plumb that into my displace along normals.
This kind of works but for some reason the displacements aren't displacing in the same direction with my new attribute as they were when normals.
I can't see any difference in the numbers in my spread sheet .
I'm guessing there's some bit of important knowledge I'm missing .
Can any one suggest a cure ?
Cheers
John
Houdini Indie and Apprentice » strange network issue ( at least for me )
- HUGHSPEERS
- 78 posts
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Houdini Indie and Apprentice » strange network issue ( at least for me )
- HUGHSPEERS
- 78 posts
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hey peoples
I have this same problem still and thought maybe it was just my centos system needing an update , no joy though after update
Did any of you work out a fix ?
Cheers
John
I have this same problem still and thought maybe it was just my centos system needing an update , no joy though after update
Did any of you work out a fix ?
Cheers
John
Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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Hey eetu and mr.dickson
Have a go with this scene file with your PDB's .
lot's of room for improvement especially with the backbone and the layered foreach sop is a little slow.
But I think the main structure is there.
Cheers
John
Have a go with this scene file with your PDB's .
lot's of room for improvement especially with the backbone and the layered foreach sop is a little slow.
But I think the main structure is there.
Cheers
John
Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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Hey Mr. Dickson
That's excellent- a couple of hours well spent I'd say thanks very much
I've been geeking out on this as if it's a 3d jigsaw puzzle and pieced together a scene file which does a foreach on each of the 20 standard ‘ATOM’ residues or amino acids , and like you say a ton of work !
The other non standard ‘HETATOM’ I'm having to add as they turn up . These ones are much more complex and very beautiful. But I've noticed that sometimes there's some miscellaneous things like HOH etc that I have as spare parts floating about the molecule , is this the water you mentioned?
The thing I'm finding the hardest is to connect the back bone or primary structure together. I've tried tackling this by deleting everything but the first N C C O in each of the residues and then adding them together . This works half of the time when I do a foreach on seperate chains , but connecting in some of the non standard HETATOM residues is beyond my knowledge at the moment .
Should I be connecting the bonds based on proximity , for the backbone at least ?
I'm really interested in moving on to some of the bigger structures , what's the other file format you mention and will you be adding the copy stamping functionality any time soon , I'd be really interested in giving that a go or beta testing it for you .
Thanks again for adding this functionality to Houdini
John
That's excellent- a couple of hours well spent I'd say thanks very much
I've been geeking out on this as if it's a 3d jigsaw puzzle and pieced together a scene file which does a foreach on each of the 20 standard ‘ATOM’ residues or amino acids , and like you say a ton of work !
The other non standard ‘HETATOM’ I'm having to add as they turn up . These ones are much more complex and very beautiful. But I've noticed that sometimes there's some miscellaneous things like HOH etc that I have as spare parts floating about the molecule , is this the water you mentioned?
The thing I'm finding the hardest is to connect the back bone or primary structure together. I've tried tackling this by deleting everything but the first N C C O in each of the residues and then adding them together . This works half of the time when I do a foreach on seperate chains , but connecting in some of the non standard HETATOM residues is beyond my knowledge at the moment .
Should I be connecting the bonds based on proximity , for the backbone at least ?
I'm really interested in moving on to some of the bigger structures , what's the other file format you mention and will you be adding the copy stamping functionality any time soon , I'd be really interested in giving that a go or beta testing it for you .
Thanks again for adding this functionality to Houdini
John
Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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I've looked into the subject a bit more and now have some undergrad knowledge in molecular biology , well almost
The connectivity in the imported and translated PDB is a lot more complex.
And involves separating out the different residues contained and then connecting them using there abbreviated 3 letter names,
e.g ALA for Alanine etc.
Then connecting each with an add sop in the described order.
This doc http://www.wwpdb.org/documentation/PDB_format_1992.pdf [wwpdb.org]
gives a full description of the different residues and amino acids in it's appendix.
Cheers
John
The connectivity in the imported and translated PDB is a lot more complex.
And involves separating out the different residues contained and then connecting them using there abbreviated 3 letter names,
e.g ALA for Alanine etc.
Then connecting each with an add sop in the described order.
This doc http://www.wwpdb.org/documentation/PDB_format_1992.pdf [wwpdb.org]
gives a full description of the different residues and amino acids in it's appendix.
Cheers
John
Technical Discussion » distributing spheres on a surface without overlapping
- HUGHSPEERS
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thanks for the tip mr bigtree
That looks like just what's needed , it seems the technique is called ‘dart throwing’
searching under those terms I've discovered an old conversation about the same subject were someone's attempted some Vex code to do this
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=96672 [sidefx.com]
and also this discussion
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=48DAAF14.9050006@axyzfx.com&perpage=20&revdate=on [sidefx.com]
thanks
John
That looks like just what's needed , it seems the technique is called ‘dart throwing’
searching under those terms I've discovered an old conversation about the same subject were someone's attempted some Vex code to do this
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=96672 [sidefx.com]
and also this discussion
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=48DAAF14.9050006@axyzfx.com&perpage=20&revdate=on [sidefx.com]
thanks
John
Technical Discussion » distributing spheres on a surface without overlapping
- HUGHSPEERS
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Eetu that is excellent!
I've had a look at the scene and it's a very elegant idea , using the way the geometry meshes to get a pleasing pattern .
I've been having fun with the voronio noise to get some patterns but am finding the scatter sop a bit limited to create the points based on the noise.
I think it needs a more uniform scatter based on the noise
here's my efforts
John
BTW my hip file uses the csUniformScatter.otl
I've had a look at the scene and it's a very elegant idea , using the way the geometry meshes to get a pleasing pattern .
I've been having fun with the voronio noise to get some patterns but am finding the scatter sop a bit limited to create the points based on the noise.
I think it needs a more uniform scatter based on the noise
here's my efforts
John
BTW my hip file uses the csUniformScatter.otl
Technical Discussion » importing molecular data gPDB and PDB format
- HUGHSPEERS
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