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Houdini Indie and Apprentice » UDIMS and the principled shader

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ambake001
10 posts
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 Feb. 1, 2018 13:05:04
juergen
mytexture.diffuse.1001.tif from mari mytexture.diffuse.%(UDIM)d.tif in houdini mantra

Thanks you so much
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Houdini Indie and Apprentice » UDIMS and the principled shader

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ambake001
10 posts
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 Feb. 1, 2018 05:43:16
ambake001
jerry7
create a Bake rop,and learn the default filename.

Many Thanks, I shall go take a look.

For those struggling like me Houdini 16.5 makes it so simple I was trying to over complicate it.

Make sure your file name of each UDIM ends with the UDIM number (e.g. Spade_EXPORT_BaseColor_1001.png)

Make a principled Shader
Assign as a texture (e.g. $JOB/tex/Spade/Spade_EXPORT_BaseColor_%(UDIM)d.png)
making sure that you have %(UDIM)d at the end instead of the file name udim number (e.g. 1001)

And all of the UDIMS fall beautifull into place
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Houdini Indie and Apprentice » UDIMS and the principled shader

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ambake001
10 posts
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 Feb. 1, 2018 04:56:09
jerry7
create a Bake rop,and learn the default filename.

Many Thanks, I shall go take a look.
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Houdini Indie and Apprentice » UDIMS and the principled shader

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ambake001
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 Jan. 31, 2018 12:46:14
Is anyone able to describe/direct me to a tutorial on how to use/set udims within the principled shader.

I keep having a look around but never seem to find an idiots guide, which is very much required.

Many thanks in advance
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Houdini Indie and Apprentice » Changing the grain shape to a custom geo

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ambake001
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 Oct. 16, 2017 08:02:09
Hi,
Ive been looking into the grain shelf and been trying to use a custom geo to make some sand look more like it is made of sand grains.

My idea is to basically just make another sphere and added the mountain node for now making it look less uniform.

I appear to be completely failing, I've looked on line and tried the docs but unfortunately I cannot seems to find what I am looking for. I have tried editing the SOP Path in the popobject and also tried pop instance on the pop solver branch of the DOP but I'm still not getting it.

Or should I be using VEX displacment on the existing sprite?

Does anyone have the patience to help a newb in need.

Many thanks
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Houdini Indie and Apprentice » Background image changing between object levels

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ambake001
10 posts
Offline
 March 16, 2017 12:04:06
Enivob
I just tested on H16.0.542 and it works fine, you may want to pull down one of the Daily Builds. Bugs have already been fixed from the H16.0.504.20 release.

Thanks so much for the heads up I thought it may have just been me being a fool
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Houdini Indie and Apprentice » Background image changing between object levels

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ambake001
10 posts
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 March 16, 2017 04:26:23
Hi Just a very quick question to see if anyone can help me? I'm just starting out on a new project and was hoping to use Houdinin instead of modoe to help me learn the tools unfortunately I have hit a stumbling block. I am using reference images to help me model buildings exteriors and interiors I can happily layou out curves or a box etc in the object level but as soon as I dive down into the editing the backdrop image goes all funky and I cant continue.

I'm using the Production Build 16.0.504.20 on Windows 10

Top level view as expected


Once I click ‘i’ the view changes to;


if anyone can help me/guide me to the correct setting to stop this it would be fab.

thanks in advance
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Work in Progress » First week in Houdini, custom autorig and animation test

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ambake001
10 posts
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 June 3, 2016 13:56:26
arctor
if you used the Auto Rig - it does not use Dual Quaternion skinning as this feature was only implemented in H15, and Deta Mush is a H15.5 feature.
Thanks so much for the clarification, I will take a deeper look into both and give them a whirl
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Work in Progress » First week in Houdini, custom autorig and animation test

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ambake001
10 posts
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 June 3, 2016 09:16:39
jeff
Deformations look very good. Nice job!

Are you using the dual quaternion skinning on the Deform SOP?

Did you try the new Delta Mush SOP deformer in H15.5?

To be honest at this point I'm not quite sure. I would assume that is dual quaternion as it is from the auto rig defaults?!? But now you have mentioned delta mush I shall go and have a tinker, thanks for the heads up
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Work in Progress » First week in Houdini, custom autorig and animation test

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ambake001
10 posts
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 June 3, 2016 06:09:44


Had a holiday this week so I have been dedicating as much time as possible to getting my head around Houdini indie. Definitely loving the journey, but also definitely stumbling around a bit too.

I'm amazed at the depth of the toolset and so impressed with sidefx for offering this amazing software up as an indie licence. It's definitely got me hooked!

This character was originally sculpted in zbrush the retopo'd and rigged in Modo, but I thought I'd transfer over and re-rig it in Houdini and see how things went.

The animation certainly needs improving, but I do love mantra and the custom autorigging system is a great help.
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