キャラクターの上あごと下あごが別々のジョイントで動かせる必要がありますので、
まずボーンに上あごと下あごのパーツを動かすためのジョイントが用意されていることが前提となります。
そのうえで、上あごと下あごのジョイントをRig Pose SOPを使用して動かしたときに、
パーツがきちんと追従するように設定する必要があります。
Sample1.hipでは、Rig Pose SOPで上あごを動かしたときに、下あごも一緒についてきます。
このような場合、まずジョイントでコントロールしたいポリゴンジオメトリに重み(Weight)をつけて、上あご用のジョイントを動かしたときには上あごが動き、
下あごのジョイントを動かしたときは下あごがついてくるように設定する必要があります。
この操作をCaptureといいます。
Captureを行うためにはCapture Layer Paint SOPを使用して重みを手動でペイントする必要があります。
Sample2.hipはペイント後ですが、上あごと下あごが動くようになり、結果的に口が開くようになりました。
少し地味な作業となりますが、口の中のペイントを行う前に、事前準備として上記のような操作が必要です。
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日本語フォーラム » BoneDeformで変形した結果に対してウェイトペイントをする方法
- IndyZoneCo
- 77 posts
- Online
日本語フォーラム » DOPでapplydataを使用して組みたいのですが、上手くいきません
- IndyZoneCo
- 77 posts
- Online
POP Solver DOPノードの内部の、Multiple Solver DOPノードの"Unique Data Name"オプションが有効になっているため、更新が上手く行われていないことが原因かと思います。
Houdini15の時点でのPOP Solver DOPノードの内部がどのように設定されていたのかが分からないですが、Houdini18.5、Houdini19.0では
上記のオプションが有効になっており、無効にすることで、動作するかと思います。
Houdini15の時点でのPOP Solver DOPノードの内部がどのように設定されていたのかが分からないですが、Houdini18.5、Houdini19.0では
上記のオプションが有効になっており、無効にすることで、動作するかと思います。
Edited by IndyZoneCo - Jan. 14, 2022 04:53:02
Technical Discussion » General crowd sim question
- IndyZoneCo
- 77 posts
- Online
Hi, I'm looking for information for choosing right tool for crowd sim.
Q.1
What is your experience with Houdini crowd sim?
Q2.
If you currently use Houdini crowd sim, why did you choose Houdini sim over other crowd sim tool ssuch as Massive, Max Populate and Maya(Miarmy or Golaem)?
Q.3
What are pros and cons of Houdini crowd simulation compared to other crowd tools?
I'm posting this on behalf of my client, so I don't know what renderer will be used.
Any information would be helpful!
Thank you
Q.1
What is your experience with Houdini crowd sim?
Q2.
If you currently use Houdini crowd sim, why did you choose Houdini sim over other crowd sim tool ssuch as Massive, Max Populate and Maya(Miarmy or Golaem)?
Q.3
What are pros and cons of Houdini crowd simulation compared to other crowd tools?
I'm posting this on behalf of my client, so I don't know what renderer will be used.
Any information would be helpful!
Thank you
Technical Discussion » If you have 'could not find independant plaform' errors.....
- IndyZoneCo
- 77 posts
- Online
Holy “%#”% ! I've been wrestling with this for the past hour.
Your're a life-saver! Thank you!
Your're a life-saver! Thank you!
Technical Discussion » i3D file format
- IndyZoneCo
- 77 posts
- Online
xionmarkJust to echo this question.
2) Is the i3D file format published anywhere? I can dump the contents using a utility like “od -vcx” but it would be a lot easier if I didn't have to reverse engineer it …
Are there any published documentations on i3d's format/spec?
Technical Discussion » Rendering Pz for volume primitives
- IndyZoneCo
- 77 posts
- Online
SoothsayerMacha, it's great to hear from you!
I guess they are volume voxel boundaries. As far as I can work out it is difficult to determine the depth of a volume because of its density. At what point does the volume density become high enough to consider it a definitive z distance? If you integrate it over the total marching distance then it makes no sense (?) and if you take the first ray “hit” then you get the voxels like you see in the image.
It's an interesting problem though and perhaps there is a answer to it. Maybe there is a way to combine density with distance but then you'd get at least a 2 component variable. I can't immediately see how it could be done in a one dimensional way.
But then, I don't really know enough about it to know for sure.
You are definitely thinking about this in a different dimension than I am. No pun intended.
I'll be honest and say I was only trying to get a Z image for comp., and wasn't really thinking about the geometric/spatial implications of recording voxel density in an image.
This reminds me, wouldn't the deep camera map technique be useful here?
If I understand the problem you presented correctly – i.e. where a micro-voxel is not a sample point in space, but a volume with depth; so recording a single Z value per pixel does not represent the micro-voxel properly – woudn't deep camera map allow an accurate Z view (multiple Z values) into the volume?
I'm trying to render this with the Deep Resolver parameter in the Mantra (11) rop now. Will post back results.
Technical Discussion » deep camera maps
- IndyZoneCo
- 77 posts
- Online
I'm seeing the same thing with deep camera map.
The file size is like a regular deep shadow map, but I can't view it in mplay.
Does anyone know a way to view a dcm?
The file size is like a regular deep shadow map, but I can't view it in mplay.
Does anyone know a way to view a dcm?
Technical Discussion » Rendering Pz for volume primitives
- IndyZoneCo
- 77 posts
- Online
When rendering a Z Depth (Pz) pass, there are these rectangular boxes (voxel boundaries?) that show up around the edges of the volume. You can see the result in the attached images.
I have tried setting filters for the deep raster output Pz, and the results did not change much. I'd like to know if these box shapes are expected, and if they will affect typical compositing tasks like blurring along Z for DOF, etc.
If these boxes are going to be a problem, what are the deep raster output settings that can smooth them out?
EDIT
p.s.: The Pz pass has been color-corrected down so the Z gradient is visible.
I have tried setting filters for the deep raster output Pz, and the results did not change much. I'd like to know if these box shapes are expected, and if they will affect typical compositing tasks like blurring along Z for DOF, etc.
If these boxes are going to be a problem, what are the deep raster output settings that can smooth them out?
EDIT
p.s.: The Pz pass has been color-corrected down so the Z gradient is visible.
Technical Discussion » Space Change VOP not available?
- IndyZoneCo
- 77 posts
- Online
Hi,
I am not sure what I'd use it for, but spacechange could transform 4d positions and transform only does 3.
Does this limit anything at all? A little insight will be much appreciated.
I am not sure what I'd use it for, but spacechange could transform 4d positions and transform only does 3.
Does this limit anything at all? A little insight will be much appreciated.
Technical Discussion » Space Change VOP not available?
- IndyZoneCo
- 77 posts
- Online
Hi all,
It seems that the Space Change VOP (and Direction Space Change VOP) are no longer available in the VEX Builder context. The docs do not say that they have been deprecated.
http://www.sidefx.com/docs/houdini10.0/nodes/vop/spacechg [sidefx.com]
http://www.sidefx.com/docs/houdini10.0/nodes/vop/dirspacechg [sidefx.com]
Are they supposed to be available? Or are we supposed to use an alternative (like Transform VOP)?
Edit: Confirmed in 10.0.430
It seems that the Space Change VOP (and Direction Space Change VOP) are no longer available in the VEX Builder context. The docs do not say that they have been deprecated.
http://www.sidefx.com/docs/houdini10.0/nodes/vop/spacechg [sidefx.com]
http://www.sidefx.com/docs/houdini10.0/nodes/vop/dirspacechg [sidefx.com]
Are they supposed to be available? Or are we supposed to use an alternative (like Transform VOP)?
Edit: Confirmed in 10.0.430
Houdini Lounge » changing license server
- IndyZoneCo
- 77 posts
- Online
hserver -h server-hostname
This is a great read if you've got some time to kill:
http://www.sidefx.com/index.php?option=com_content&task=view&id=1208&Itemid=273 [sidefx.com]
This is a great read if you've got some time to kill:
http://www.sidefx.com/index.php?option=com_content&task=view&id=1208&Itemid=273 [sidefx.com]
Technical Discussion » Saving & importing object
- IndyZoneCo
- 77 posts
- Online
Are these parts in separate hip files?
If so, then
1) Open a 2 Houdini sessions, load one of your hip files into one session, then in the network editor select the object node you want to merge and press Ctrl + C (Copy)
2) Go to the other Houdini session and in the network editor press Ctrl + V (Paste) and you'll have that object in the session. Repeat for other files.
You can write out .bgeo with the ROP Geometry SOP node. Just use .bgeo in the file's extension.
If so, then
1) Open a 2 Houdini sessions, load one of your hip files into one session, then in the network editor select the object node you want to merge and press Ctrl + C (Copy)
2) Go to the other Houdini session and in the network editor press Ctrl + V (Paste) and you'll have that object in the session. Repeat for other files.
You can write out .bgeo with the ROP Geometry SOP node. Just use .bgeo in the file's extension.
Technical Discussion » Human body model
- IndyZoneCo
- 77 posts
- Online
Check out MakeHuman. It's open-source and free.
Just export to obj and bring it into Houdini.
MakeHuman
http://www.makehuman.org/ [makehuman.org]
Just export to obj and bring it into Houdini.
MakeHuman
http://www.makehuman.org/ [makehuman.org]
Houdini Lounge » Houdini Error
- IndyZoneCo
- 77 posts
- Online
Are you using a dual monitor setup?
If you are, you need to upgrade to the latest Nvidia driver and use Houdini builds that are no older than 9.5.357.
Check out the Houdini Journal (9.5.357) for details.
http://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=default [sidefx.com]
If you are, you need to upgrade to the latest Nvidia driver and use Houdini builds that are no older than 9.5.357.
Check out the Houdini Journal (9.5.357) for details.
http://www.sidefx.com/index.php?option=com_journal&Itemid=213&page=index&journal=default [sidefx.com]
Houdini Indie and Apprentice » How to use the Ramp Parameter VEX ?
- IndyZoneCo
- 77 posts
- Online
So say I have a Spline VOP in my VOPnet, how do I drive it with a Ramp Parameter VOP?
The Spline VOP takes a current position “U” and any number of breakpoints “key”. How do I set it up so that the ramp's current position and breakpoints corresponds to the spline's U and keys?
The Spline VOP takes a current position “U” and any number of breakpoints “key”. How do I set it up so that the ramp's current position and breakpoints corresponds to the spline's U and keys?
Houdini Indie and Apprentice » How to: Travellling Attribute Wave
- IndyZoneCo
- 77 posts
- Online
Soothsayer
Phew…thanks man…tricky…
I must say this is a lot easier in XSI, as there is only one type of node network. But I'm not complaing, this is good too, I'm sure.
Can we visualize attributes in Houdini, for debugging? I slotted them into the Cd inside VOPS, but I'm wondering about the SOP level. Color SOPs only have a group option, not an attribute one.
日本語で説明してもらいました、ありがとう。しかし、そんなよく分からへんんだけど、英語がペラペラです。日本語はマ~マ~。。。
いやーてっきり日本の方だと思いました。大阪ですか?
Anyways, you lose the local variable mapping (Point Attribute “heat” -> Local Variable “$HEAT”) when you feed it through a VOP network with the Parameter VOP as the output, so you can't just say “$HEAT” in a Color SOP.
However (I just found out) if you use the Add Attribute VOP to output your attribute, the variable mapping survives, and you can plug it into a SOP.
By the way, if you're close to Tokyo on December 2nd, check this out:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=13929 [sidefx.com]
Houdini Indie and Apprentice » How to: Travellling Attribute Wave
- IndyZoneCo
- 77 posts
- Online
Use the Parameter VOP–the same Parameter VOP used to create parameters for your VOP network.
You want to feed the value of the attribute you want to get out to SOP level into the “input” connection of the Parameter VOP, then turn the VOP's Export paramater to either “Always” or “When input is connected” and set the parameter name to the name of the attribute you want to output.
This way, the value will be “exported” with the same name as the SOP attribute that is outside of the VOP and override it.
A hip file showing the VOP network is attached. It does absolutely nothing, though.
I doubt you'll need this:
標準アトリビュート以外のアトリビュートをVOP空間から出すには、
VOPネットワークのパラメータを作るParameter VOPを使います。
SOP空間のアトリビュートに出したい値をParameter VOPのinput 接点につないで、
ExportパラメータのプルダウンメニューからAlwaysかWhen input is connectedに設定して、Parameter nameというパラメータを出したいアトリビュート名に設定します。
そうするとParameter VOPにつなぐ値はSOP空間のアトリビュートとして「エクスポート」され、VOP SOPノードの前の値を上書きします。
使用例としてHIPファイルを添付しましたが、それ以外は何もないです。
You want to feed the value of the attribute you want to get out to SOP level into the “input” connection of the Parameter VOP, then turn the VOP's Export paramater to either “Always” or “When input is connected” and set the parameter name to the name of the attribute you want to output.
This way, the value will be “exported” with the same name as the SOP attribute that is outside of the VOP and override it.
A hip file showing the VOP network is attached. It does absolutely nothing, though.
I doubt you'll need this:
標準アトリビュート以外のアトリビュートをVOP空間から出すには、
VOPネットワークのパラメータを作るParameter VOPを使います。
SOP空間のアトリビュートに出したい値をParameter VOPのinput 接点につないで、
ExportパラメータのプルダウンメニューからAlwaysかWhen input is connectedに設定して、Parameter nameというパラメータを出したいアトリビュート名に設定します。
そうするとParameter VOPにつなぐ値はSOP空間のアトリビュートとして「エクスポート」され、VOP SOPノードの前の値を上書きします。
使用例としてHIPファイルを添付しましたが、それ以外は何もないです。
Technical Discussion » subdivision using distance to camera
- IndyZoneCo
- 77 posts
- Online
Houdini has it built-in.
Not a very pretty example, but it gets the point across. Just move the camera forward and backward.
Not a very pretty example, but it gets the point across. Just move the camera forward and backward.
Technical Discussion » Oh hey there, mr. noisy occlusion.
- IndyZoneCo
- 77 posts
- Online
neonshaunCool, thanks!
http://www.a3d.co.uk/siggraph_talk/sigTalk08_07.html [a3d.co.uk]
wish i could have seen the presentation!
Technical Discussion » Oh hey there, mr. noisy occlusion.
- IndyZoneCo
- 77 posts
- Online
neonshaunMind if I ask you where you found that? I'd love to see those slides again.jason_iversen
Try both both Irradiance Caching on the ROP, and increasing your samples.
It's not uncommon for your samples to be 256 and up.
256 GI samples? or pixel samples within the rop?
I just found andy boyd's siggraph presentation… his samples are so low…
thanks for the suggestions; i'll give them a try during art history class. haha…
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