Is it possible to read a file into ANOTHER hou.Geometry instance?
How to create hou.Geometry instasnce object, which is not bind to any SOP node?
code as
new_detail = hou.Geometry()
throws an exception ~“constructor is not implemented”
we solved this problem with really complex solution, but may be there is just simple magic spell to get what we need?
Thank you!
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Technical Discussion » reading bgeo using python?
- JoeMislang
- 48 posts
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Houdini Lounge » 733
- JoeMislang
- 48 posts
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Houdini Lounge » 733
- JoeMislang
- 48 posts
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It is the number of last stable H11 build.
734 is the number of last stable H10. Does it mean, that there is beta stage of ancestor? How may we participate with it?
Thank you !
734 is the number of last stable H10. Does it mean, that there is beta stage of ancestor? How may we participate with it?
Thank you !
Technical Discussion » Carve SOP
- JoeMislang
- 48 posts
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Is it possible to add to Carve SOP ability to process expression at domain defining parameters? As documentation (and practice) shows - there no support for internal variables, but it may be very useful sometime to drive them with expressions which use primitive variables.
Thank you!
Thank you!
Technical Discussion » Vray & Houdini
- JoeMislang
- 48 posts
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Technical Discussion » solaris nebula effect
- JoeMislang
- 48 posts
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we updated/published scallop version developed fully for mantra usage
main node
http://code.google.com/p/hscallop/ [code.google.com]
pointclouds splitter code
http://code.google.com/p/hscallop-splitter/ [code.google.com]
pointcloud sparse structure renderer dso
http://code.google.com/p/ptc-render/ [code.google.com]
we tested with structure of 1 billion points divided to ~12thousand of chunks - it is possible to render, anyway. We have a lot of tears about prman-like sigma hidig abilities (which allow to produce much MUCH better renders of such kind of images), but I hope, SESi will introduce something of similar power in near future.
main node
http://code.google.com/p/hscallop/ [code.google.com]
pointclouds splitter code
http://code.google.com/p/hscallop-splitter/ [code.google.com]
pointcloud sparse structure renderer dso
http://code.google.com/p/ptc-render/ [code.google.com]
we tested with structure of 1 billion points divided to ~12thousand of chunks - it is possible to render, anyway. We have a lot of tears about prman-like sigma hidig abilities (which allow to produce much MUCH better renders of such kind of images), but I hope, SESi will introduce something of similar power in near future.
Houdini Lounge » 3DCoat Application Link
- JoeMislang
- 48 posts
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We pleased to introduce 3DCoat Application Link for Houdini.
Here [3d-coat.com] you may get beta-version of shelf and otls, demonstration movie, ask some questions or place bug reports. You may also download [3d-coat.com] trial version of 3DCoat.
Thank you!
Here [3d-coat.com] you may get beta-version of shelf and otls, demonstration movie, ask some questions or place bug reports. You may also download [3d-coat.com] trial version of 3DCoat.
Thank you!
Technical Discussion » bgeo format using
- JoeMislang
- 48 posts
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Technical Discussion » bgeo format using
- JoeMislang
- 48 posts
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What issues we have to solve (technical or juridical, licensing or somewhat else) to embed using bgeo format into our commercial applications?
Thank you!
Thank you!
Technical Discussion » tiled bgeo?
- JoeMislang
- 48 posts
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is this feature available now, and if so - how to work with it at HDK side? For example - how to write such geometry file, setup GU_Detail instance for this, set tiles size etc.
Thank you!
Thank you!
Technical Discussion » solaris nebula effect
- JoeMislang
- 48 posts
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We published last stage of Scallop sources at
http://code.google.com/p/hscallop/ [code.google.com]
you may use it with your own risk .
We don't test it with H11, I has to be revorked.
http://code.google.com/p/hscallop/ [code.google.com]
you may use it with your own risk .
We don't test it with H11, I has to be revorked.
Technical Discussion » Houdini to Maya and back again
- JoeMislang
- 48 posts
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Technical Discussion » generate prman ObjectInstance
- JoeMislang
- 48 posts
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Technical Discussion » Draw partialy transparant points in a GR_RenderHook
- JoeMislang
- 48 posts
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may be set alpha, not only color….
I see never transparent points, but I'm not a big doc in this.
I see never transparent points, but I'm not a big doc in this.
Technical Discussion » How to speed up render for millions of Particles?
- JoeMislang
- 48 posts
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Technical Discussion » How to speed up render for millions of Particles?
- JoeMislang
- 48 posts
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We render 50-100 M of particles with mantra.
1. We don't use particles due to a lot of unnecessary data. And we removed all unnecessary point/vertex/primitive data at all.
2. We wrote splicer - a node, which build sparce boundbox system. Here is an example of sceneview
http://www.google.com/buzz/iqcook/ZgHLUwCruBE/Houdini-look [google.com]
3. By CopySOP-based chains we sliced and save to disk that big pointcloud to a lot of bgeo chunks, and reused them in render chain with delayed load CopySOP-based chain.
4. mantra has problem with rendering of > 100M, even with dense chunks.
5. We converted that bgeo to volume grids and tried to render them, but we have no good result with mantra - but with prman's volumetric renderer it was all ok.
6. Indeed - no raytrace at all, bounds were corrected to count with motion-blur, compressed bgeo used.
1. We don't use particles due to a lot of unnecessary data. And we removed all unnecessary point/vertex/primitive data at all.
2. We wrote splicer - a node, which build sparce boundbox system. Here is an example of sceneview
http://www.google.com/buzz/iqcook/ZgHLUwCruBE/Houdini-look [google.com]
3. By CopySOP-based chains we sliced and save to disk that big pointcloud to a lot of bgeo chunks, and reused them in render chain with delayed load CopySOP-based chain.
4. mantra has problem with rendering of > 100M, even with dense chunks.
5. We converted that bgeo to volume grids and tried to render them, but we have no good result with mantra - but with prman's volumetric renderer it was all ok.
6. Indeed - no raytrace at all, bounds were corrected to count with motion-blur, compressed bgeo used.
Technical Discussion » Volumetric Motion Blur
- JoeMislang
- 48 posts
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Technical Discussion » Voxel Center Point
- JoeMislang
- 48 posts
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And incorrect
Box is built using boundbox, so you may get corner points (if you will append +1 to dimensions), no voxel centers. To get voxel centers you have to add scale, which is possible to compute, but it is a fun!
Box is built using boundbox, so you may get corner points (if you will append +1 to dimensions), no voxel centers. To get voxel centers you have to add scale, which is possible to compute, but it is a fun!
Technical Discussion » mantra: Rendering worse, than opengl-preview
- JoeMislang
- 48 posts
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We made some system of volumetric boxes (don't ask me how ), which looks acceptable at viewport, but mantra renders it very strange - without spatial color and with visible volume boundaries. What we have to do to eliminate such troubles?
Thank you!
Sample scene attached. CAUTION! Very heavy geometry, but extremely compressed.
Thank you!
Sample scene attached. CAUTION! Very heavy geometry, but extremely compressed.
Technical Discussion » color diffusion using voxels?
- JoeMislang
- 48 posts
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