Hi all,
I have a complex shader setup with texture paths being driven by attrbutes on the geometry. The default missinf texture color for mantra is a pale pink color but I have some pale pinks across the object and this makes diagnosing missing textures difficult. Is it possible to change the default missing texture color for Mantra shaders?
Thanks, Tom
Found 7 posts.
Search results Show results as topic list.
Houdini Lounge » Mantra default missing texture color?
- Tom Hurd2
- 7 posts
- Offline
Technical Discussion » Houdini wont read UDIM sequence?
- Tom Hurd2
- 7 posts
- Offline
Hi All,
I have a strange issue involving Houdini not reading a UDIM sequence. The file names are ordered as BaseColor.1061.exr through to BaseColor.2994.exr I can read the files into COPs just fine when reading them as a frame sequence ($F) but trying to read the as a UDIM sequence into a Mantra texture node, I get "Error reading file". I haven't come up against this problem before, I have verified the files aren't corrupt and run through the sequence in Nuke. There are a few gaps in the numbers but I didn't think that would cause a problem. If anyone has any insight it would be greatly appreciated.
Thanks, Tom
I have a strange issue involving Houdini not reading a UDIM sequence. The file names are ordered as BaseColor.1061.exr through to BaseColor.2994.exr I can read the files into COPs just fine when reading them as a frame sequence ($F) but trying to read the as a UDIM sequence into a Mantra texture node, I get "Error reading file". I haven't come up against this problem before, I have verified the files aren't corrupt and run through the sequence in Nuke. There are a few gaps in the numbers but I didn't think that would cause a problem. If anyone has any insight it would be greatly appreciated.
Thanks, Tom
Technical Discussion » Grab only specific textures from a folder
- Tom Hurd2
- 7 posts
- Offline
Hi all,
I'm quite new to scripting in Houdini, I've been given a scene containing a python node importing textures from a directory and randomly assigning them to flags in the scene.
All the files follow the same naming convention german_flag_01.tif, brazil_flag_01.tif and so on. I need to be able to select textures more specifically from the folder and ignore some completely, I can't just remove textures from the folder since we have multiple scenes requiring different selections. How can I do this? Either in the python node (I don't really know python) or perhaps in vex which I know a little of? Or if there another way I'd be very interested in hearing it.
Any help is much appreciated, thanks in advance,
Tom
I'm quite new to scripting in Houdini, I've been given a scene containing a python node importing textures from a directory and randomly assigning them to flags in the scene.
All the files follow the same naming convention german_flag_01.tif, brazil_flag_01.tif and so on. I need to be able to select textures more specifically from the folder and ignore some completely, I can't just remove textures from the folder since we have multiple scenes requiring different selections. How can I do this? Either in the python node (I don't really know python) or perhaps in vex which I know a little of? Or if there another way I'd be very interested in hearing it.
Any help is much appreciated, thanks in advance,
Tom
Technical Discussion » Export terrain masks as texture
- Tom Hurd2
- 7 posts
- Offline
Hi,
Probably a simple solution to this question but I am still new to Houdini's terrain tools. I was wondering if there was any way to export terrain masks as textures for use in other software. I intend to use the exported textures as masks to blend shaders back in Maya.
Thanks in advance for any help you can offer.
Tom
Probably a simple solution to this question but I am still new to Houdini's terrain tools. I was wondering if there was any way to export terrain masks as textures for use in other software. I intend to use the exported textures as masks to blend shaders back in Maya.
Thanks in advance for any help you can offer.
Tom
Technical Discussion » Adding noise to point normals
- Tom Hurd2
- 7 posts
- Offline
Hi,
So I have a small issue that I'm sure someone here could help me with. I am currently working on a project requiring a wheat field with a gentle breeze flowing through it, the field is reasonably far from camera so I figured a simulation would be overkill. My process so far is to create a simple terrain, scatter points, assign point normals, add noise to the normals to fake the “sway” and then copy the geometry to the points, inheriting their movement from the normals.
My problem is adding the noise to the normal direction in the first place, I have managed to get the normal to move but they jump quite erratically. Is there a way to add smooth noise to point normals in order to fake the sway of grass?
Thanks, Tom
So I have a small issue that I'm sure someone here could help me with. I am currently working on a project requiring a wheat field with a gentle breeze flowing through it, the field is reasonably far from camera so I figured a simulation would be overkill. My process so far is to create a simple terrain, scatter points, assign point normals, add noise to the normals to fake the “sway” and then copy the geometry to the points, inheriting their movement from the normals.
My problem is adding the noise to the normal direction in the first place, I have managed to get the normal to move but they jump quite erratically. Is there a way to add smooth noise to point normals in order to fake the sway of grass?
Thanks, Tom
Houdini Engine for Maya » Transform handle missing from digital asset
- Tom Hurd2
- 7 posts
- Offline
Thought it might be something like that. Thanks for the info. Don't suppose you have a link to any scripts for that purpose? Can't seem to get it to work through the connection editor nor the driven key menu. I imagine its a little more involved than my attempts but it was worth a shot.
I'll take a look for some scripts myself too. Again, thanks for the info!
Tom
**EDIT
I managed to get it to work through the connection editor in the end. I made a mistake during the process. Thanks again for the help.
I'll take a look for some scripts myself too. Again, thanks for the info!
Tom
**EDIT
I managed to get it to work through the connection editor in the end. I made a mistake during the process. Thanks again for the help.
Edited by Tom Hurd2 - March 13, 2017 07:24:53
Houdini Engine for Maya » Transform handle missing from digital asset
- Tom Hurd2
- 7 posts
- Offline
Hi,
Apologies if this is a basic question, I only started to learn Houdini a few days ago and I'm struggling to find any information on this that's relevant. Anyway, to the problem: Inside of Houdini I have an add node creating two points and drawing a line between them. The level above this I have created two xform handles in the type properties window of the Geo node, assigned those to the tx, ty, tz and copied the relative reference to the point locations in the add node.
Now in the Houdini view port I can see the handles and when I move them the points move appropriately. However, when creating a digital asset and bringing this into Maya the handles don't exist . The coordinates show in the attribute editor and they move the point appropriately but there is no view port control.
Are xform handles just not supported?
Am I missing a step in the process?
Thanks for any help you can offer and again, apologies if this is something simple I am missing.
Tom
Apologies if this is a basic question, I only started to learn Houdini a few days ago and I'm struggling to find any information on this that's relevant. Anyway, to the problem: Inside of Houdini I have an add node creating two points and drawing a line between them. The level above this I have created two xform handles in the type properties window of the Geo node, assigned those to the tx, ty, tz and copied the relative reference to the point locations in the add node.
Now in the Houdini view port I can see the handles and when I move them the points move appropriately. However, when creating a digital asset and bringing this into Maya the handles don't exist . The coordinates show in the attribute editor and they move the point appropriately but there is no view port control.
Are xform handles just not supported?
Am I missing a step in the process?
Thanks for any help you can offer and again, apologies if this is something simple I am missing.
Tom
-
- Quick Links