Anyone have a simple working example file of the vopsop method for transforming high res geo - as described by pclaes? I am having trouble creating it.
Thanks
Stephen
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Technical Discussion » Voronoi Fracture Geo Replacement
- anon_user_47126064
- 24 posts
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Technical Discussion » Passes for volumes
- anon_user_47126064
- 24 posts
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Technical Discussion » tangent vector displacement maps from Zbrush 4 R4
- anon_user_47126064
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I found this link …
http://community.aqsis.org/2012/04/tangent-space-vector-displacement-shader.html [community.aqsis.org]
(thanks v_mulligan!)
This is renderman compliant 3delight shader … I just need to convert it to a vop network…
looking at the 3Delight code …
vector ndPdu = du*normalize(dPdu);
vector ndPdv = dv*normalize(dPdv);
vector diffs = normalize(Du(s)*ndPdu+ Dv(s)*ndPdv);
vector difft = normalize(Du(t)*ndPdu+ Dv(t)*ndPdv);
and the mantra renderman mappings page ..
http://odforce.net/wiki/index.php/MantraRenderManMappings [odforce.net]
I see du (rsl) translates as Du(s) in vex…. but there is also Du(s) in the 3Delight code above - is this the same as Du(s) in vex?
Thanks!
Stephen
http://community.aqsis.org/2012/04/tangent-space-vector-displacement-shader.html [community.aqsis.org]
(thanks v_mulligan!)
This is renderman compliant 3delight shader … I just need to convert it to a vop network…
looking at the 3Delight code …
vector ndPdu = du*normalize(dPdu);
vector ndPdv = dv*normalize(dPdv);
vector diffs = normalize(Du(s)*ndPdu+ Dv(s)*ndPdv);
vector difft = normalize(Du(t)*ndPdu+ Dv(t)*ndPdv);
and the mantra renderman mappings page ..
http://odforce.net/wiki/index.php/MantraRenderManMappings [odforce.net]
I see du (rsl) translates as Du(s) in vex…. but there is also Du(s) in the 3Delight code above - is this the same as Du(s) in vex?
Thanks!
Stephen
Technical Discussion » tangent vector displacement maps from Zbrush 4 R4
- anon_user_47126064
- 24 posts
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Hi,
Has anyone built a successful vop network for the above.
http://www.pixologic.com/docs/index.php/Vector_Displacement_Maps [pixologic.com]
You can generate a diagnostic test (obj exr and bmp) from zbrush … I can't upload it - its 17mb.
Any help would be much appreciated.
Thanks
Stephen
Has anyone built a successful vop network for the above.
http://www.pixologic.com/docs/index.php/Vector_Displacement_Maps [pixologic.com]
You can generate a diagnostic test (obj exr and bmp) from zbrush … I can't upload it - its 17mb.
Any help would be much appreciated.
Thanks
Stephen
Houdini Indie and Apprentice » Vector Displacement??
- anon_user_47126064
- 24 posts
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Hey,
I tried to just change vop_computeTangents to vop_computeTangentsOld, but i am still getting errors … invalid numbers/types of arguments used to call ..
Is there anything else I need to do?
I am using H11
Cheers!
Stephen
I tried to just change vop_computeTangents to vop_computeTangentsOld, but i am still getting errors … invalid numbers/types of arguments used to call ..
Is there anything else I need to do?
I am using H11
Cheers!
Stephen
Technical Discussion » point based occlusion
- anon_user_47126064
- 24 posts
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Hi
I was interested in learning how to use point clouds in a vop shader and so took a look at the Houdini Exchange ->
http://www.sidefx.co…pper&Itemid=146 [sidefx.co]
“Hip Files From Point Cloud Presentation May 11th 2005”
I am getting errors in the render- dark patches and light patches (see images). These patches appear in a different part of the image every time I render it.
I guess the original shader I copied is quite old … so there may be some compatibilty issues … not sure.
I am trying to figure out how to create point based occlusion in vops. If any one could take a look at the hip I would much appreciate it.
(the point cloud needs to be generetated first obj->geo1->rop_geometry1)
Thanks!
s
I was interested in learning how to use point clouds in a vop shader and so took a look at the Houdini Exchange ->
http://www.sidefx.co…pper&Itemid=146 [sidefx.co]
“Hip Files From Point Cloud Presentation May 11th 2005”
I am getting errors in the render- dark patches and light patches (see images). These patches appear in a different part of the image every time I render it.
I guess the original shader I copied is quite old … so there may be some compatibilty issues … not sure.
I am trying to figure out how to create point based occlusion in vops. If any one could take a look at the hip I would much appreciate it.
(the point cloud needs to be generetated first obj->geo1->rop_geometry1)
Thanks!
s
Technical Discussion » flip solver with goals
- anon_user_47126064
- 24 posts
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Hi,
I have uploaded my first attempt at using the flip solver tools and would appeciate any help or feedback. I am trying to goal the fluid so that it creates a simple platonic shape after a period of being “released”. This works up to a point. I have based the goaling mechanism on a Peter Claes tutorial (on goaling with just plain pops) . I have included a slightly modified version of his pop network in the pop solver of the AutoDopNetwork. Is this the correct approach?
At the moment my setup doesn't take into account the where the particles are before they are goaled, so the fluid “self-intersects” en route to its destination shape. I guess each particle goal should be based on proximty rather than arbitrarily defined by a point number lookup of a scatter sop. I am not sure what is the best way to do this tho.
Another problem I'm having is that I want the goals to snap the fluid into shape a lot more suddenly… but without the particles overshooting their goals and oscillating. I have tried ramping up the drag as the particles approach their goals but the change is still too soft - I would like the fluid to “snap” into place more.
Any pointers would be greatly appreciated!
(And thanks Peter for a great tutorial!)
Stephen
I have uploaded my first attempt at using the flip solver tools and would appeciate any help or feedback. I am trying to goal the fluid so that it creates a simple platonic shape after a period of being “released”. This works up to a point. I have based the goaling mechanism on a Peter Claes tutorial (on goaling with just plain pops) . I have included a slightly modified version of his pop network in the pop solver of the AutoDopNetwork. Is this the correct approach?
At the moment my setup doesn't take into account the where the particles are before they are goaled, so the fluid “self-intersects” en route to its destination shape. I guess each particle goal should be based on proximty rather than arbitrarily defined by a point number lookup of a scatter sop. I am not sure what is the best way to do this tho.
Another problem I'm having is that I want the goals to snap the fluid into shape a lot more suddenly… but without the particles overshooting their goals and oscillating. I have tried ramping up the drag as the particles approach their goals but the change is still too soft - I would like the fluid to “snap” into place more.
Any pointers would be greatly appreciated!
(And thanks Peter for a great tutorial!)
Stephen
Technical Discussion » hda - multiparm linked string paraneter not updating
- anon_user_47126064
- 24 posts
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Hi
I have created an output hda (rop). It has a multiparm block (list) called “passes” and within that is a string parameter called “name#”. The Extra Image Plane parameter (on the mantra node) has the following expression ch(“../passes”) - so increasing “passes” on the HDA increases the image planes on the mantra node. The“passes” string parameter “name#” is linked to the “Vex Variable” of the mantra planes. Now if I create an instance of my node and set passes to say 4 - then check the “Vex Variable names - they have ”vm_variable_plane1“ - ”vm_variable_plane2“ etc which is not what I would expect! If I create a new instance and set passes to 4 then 0 then back to 4 - the ”Vex Variables are set correctly with expression ch(“../name1”), ch(“../name2”) etc. Is there something I need to do so that my hda updates correctly - first time?
I have attached the otl
I am using Houdini 11.0.426 on centos 5.5
Any pointers would be much appreciated!
Stephen
I have created an output hda (rop). It has a multiparm block (list) called “passes” and within that is a string parameter called “name#”. The Extra Image Plane parameter (on the mantra node) has the following expression ch(“../passes”) - so increasing “passes” on the HDA increases the image planes on the mantra node. The“passes” string parameter “name#” is linked to the “Vex Variable” of the mantra planes. Now if I create an instance of my node and set passes to say 4 - then check the “Vex Variable names - they have ”vm_variable_plane1“ - ”vm_variable_plane2“ etc which is not what I would expect! If I create a new instance and set passes to 4 then 0 then back to 4 - the ”Vex Variables are set correctly with expression ch(“../name1”), ch(“../name2”) etc. Is there something I need to do so that my hda updates correctly - first time?
I have attached the otl
I am using Houdini 11.0.426 on centos 5.5
Any pointers would be much appreciated!
Stephen
Technical Discussion » How to convert an old pre-render hscript script to python
- anon_user_47126064
- 24 posts
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Technical Discussion » How to convert an old pre-render hscript script to python
- anon_user_47126064
- 24 posts
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great … i got a little confused because the original code was a hscript file on disk!
Thanks for the help!
Stephen
Thanks for the help!
Stephen
Technical Discussion » How to convert an old pre-render hscript script to python
- anon_user_47126064
- 24 posts
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Thanks for the help … not sure - but I think I may have found a bug?
I stripped it all right down - see the attached files
The python script is now vey basic and yet it still won't make a directory … is this a bug or am I missing something?
I am using houdini 11.0.426
the python pre-render script is only …
import os
p = “/tmp/rub/grub/pub”
os.makedirs( p, 0777)
and pre-render script is set to python
Thanks in advance
stephen
I stripped it all right down - see the attached files
The python script is now vey basic and yet it still won't make a directory … is this a bug or am I missing something?
I am using houdini 11.0.426
the python pre-render script is only …
import os
p = “/tmp/rub/grub/pub”
os.makedirs( p, 0777)
and pre-render script is set to python
Thanks in advance
stephen
Technical Discussion » How to convert an old pre-render hscript script to python
- anon_user_47126064
- 24 posts
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Hi,
I have a old pre-render scipt in hscript as follows ..
unix mkdir -p /jobs/renderNode/shots/`chs(“../whichShot”)`/RENDER/$USER/`chs(“../whichShot”)`_v`padzero(3,ch(“../version”))`/ifd ;
unix mkdir -p /jobs/renderNode/shots/`chs(“../whichShot”)`/RENDER/$USER/`chs(“../whichShot”)`_v`padzero(3,ch(“../version”))`/`chs(“../whichShot”)`_beauty_v`padzero(3,ch(“../version”))` ;
set howMany = `ch(“../howManyPasses”)`
set name = ‘chs(“../name’
set i = 1
while ( $i <= $howMany)
unix mkdir -p /jobs/renderNode/shots/`chs(”../whichShot“)`/RENDER/$USER/`chs(”../whichShot“)`_v`padzero(3,ch(”../version“))`/`chs(”../whichShot“)`_`chs(”../name$i“)`_v`padzero(3,ch(”../version"))`
set i = `$i+1`
end
How would I do the same thing as a python script….
I tried making a simple python script with just
print ‘hello’
and that wouldn't work ….
My hda would error with “error rendering child: /out/renderNode1/mantra”
Any pointers would be a great help!
Stephen
I have a old pre-render scipt in hscript as follows ..
unix mkdir -p /jobs/renderNode/shots/`chs(“../whichShot”)`/RENDER/$USER/`chs(“../whichShot”)`_v`padzero(3,ch(“../version”))`/ifd ;
unix mkdir -p /jobs/renderNode/shots/`chs(“../whichShot”)`/RENDER/$USER/`chs(“../whichShot”)`_v`padzero(3,ch(“../version”))`/`chs(“../whichShot”)`_beauty_v`padzero(3,ch(“../version”))` ;
set howMany = `ch(“../howManyPasses”)`
set name = ‘chs(“../name’
set i = 1
while ( $i <= $howMany)
unix mkdir -p /jobs/renderNode/shots/`chs(”../whichShot“)`/RENDER/$USER/`chs(”../whichShot“)`_v`padzero(3,ch(”../version“))`/`chs(”../whichShot“)`_`chs(”../name$i“)`_v`padzero(3,ch(”../version"))`
set i = `$i+1`
end
How would I do the same thing as a python script….
I tried making a simple python script with just
print ‘hello’
and that wouldn't work ….
My hda would error with “error rendering child: /out/renderNode1/mantra”
Any pointers would be a great help!
Stephen
Houdini Lounge » "Light Export" where is it?
- anon_user_47126064
- 24 posts
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Hi,
I am looking at the docs for houdini 11 …
http://www.sidefx.com/docs/houdini11.0/rendering/deeprasters [sidefx.com]
The section
“set VEX variable to C, Light export to /obj/light1, and Channel name to light1C (or something similar)”
Where is the “Light Export” parameter?
There are just “Export variable for each light” , “Light mask” and “Light Selection” parameters
I am using Houdini 11.0.426
cheers!
Stephen
I am looking at the docs for houdini 11 …
http://www.sidefx.com/docs/houdini11.0/rendering/deeprasters [sidefx.com]
The section
“set VEX variable to C, Light export to /obj/light1, and Channel name to light1C (or something similar)”
Where is the “Light Export” parameter?
There are just “Export variable for each light” , “Light mask” and “Light Selection” parameters
I am using Houdini 11.0.426
cheers!
Stephen
Technical Discussion » pyqt scripts stopped working!!?
- anon_user_47126064
- 24 posts
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I had
export LD_LIBRARY_PATH=$QTDIR/lib:$LD_LIBRARY_PATH
set for some reason!
Once i took it out …everything is back to normal!
cheers
s
export LD_LIBRARY_PATH=$QTDIR/lib:$LD_LIBRARY_PATH
set for some reason!
Once i took it out …everything is back to normal!
cheers
s
Technical Discussion » pyqt scripts stopped working!!?
- anon_user_47126064
- 24 posts
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Hi,
A number of my old pyqt scripts have stopped working.
Basically I am following the example from ..
http://www.sidefx.com/docs/houdini11.0/hom/cookbook/pyqt/part1/ [sidefx.com]
My scripts used to work but now when I run the line
app = QtGui.QApplication()
Houdini crashes with the error …
houdini: cannot connect to X server
I am running centos 5.5 and I guess something in my environment changed, but I am not sure what!
Any ideas where to look?
Thanks in advance!
Stephen
A number of my old pyqt scripts have stopped working.
Basically I am following the example from ..
http://www.sidefx.com/docs/houdini11.0/hom/cookbook/pyqt/part1/ [sidefx.com]
My scripts used to work but now when I run the line
app = QtGui.QApplication()
Houdini crashes with the error …
houdini: cannot connect to X server
I am running centos 5.5 and I guess something in my environment changed, but I am not sure what!
Any ideas where to look?
Thanks in advance!
Stephen
Technical Discussion » inverting the value of a linked channel in a digital asset
- anon_user_47126064
- 24 posts
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cheers, but that's not what I meant… the channel is part of a multiparm that is created by the user ….
I was using the Edit Operator type properties->Parameters->channles->add links section where you drop channels
So the toggle value..
passOn#
Has a default of
0
and the linked channels section has the string…
out/renderNode1/mantra/vm_disable_plane#
this means the user can creat multiple versions of passOn such as passOn1, passOn2 etc and each will create a link to out/renderNode1/mantra/vm_disable_plane1, out/renderNode1/mantra/vm_disable_plane2 etc … these channels don't exist till the user makes them through the multiparm … so the question is how do I invert the value (maybe some expression in the linked channels section - but I don't know the syntax here as …
1-out/renderNode1/mantra/vm_disable_plane#
fails
Thanks
Stephen
I was using the Edit Operator type properties->Parameters->channles->add links section where you drop channels
So the toggle value..
passOn#
Has a default of
0
and the linked channels section has the string…
out/renderNode1/mantra/vm_disable_plane#
this means the user can creat multiple versions of passOn such as passOn1, passOn2 etc and each will create a link to out/renderNode1/mantra/vm_disable_plane1, out/renderNode1/mantra/vm_disable_plane2 etc … these channels don't exist till the user makes them through the multiparm … so the question is how do I invert the value (maybe some expression in the linked channels section - but I don't know the syntax here as …
1-out/renderNode1/mantra/vm_disable_plane#
fails
Thanks
Stephen
Technical Discussion » inverting the value of a linked channel in a digital asset
- anon_user_47126064
- 24 posts
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Hi,
I am having trouble figuring out the expression for inverting the value of a linked channel using the section in Edit Operator Type Properties->Parameters->Parameter Description->Channels->Add Links
if I copy over the parameter from my asset to “Drop parameters here to add new links” section I have the following for the multiparm parameter called…
passOn#
I have the following..
Defaults
1
Linked Channels
/out/renderNode1/mantra/vm_disable_plane#
problem is I want the value of /out/renderNode1/mantra/vm_disable_plane# to be
1 - passOn# value
Any Ideas how I set this up?
Thanks in advance!
Stephen
I am having trouble figuring out the expression for inverting the value of a linked channel using the section in Edit Operator Type Properties->Parameters->Parameter Description->Channels->Add Links
if I copy over the parameter from my asset to “Drop parameters here to add new links” section I have the following for the multiparm parameter called…
passOn#
I have the following..
Defaults
1
Linked Channels
/out/renderNode1/mantra/vm_disable_plane#
problem is I want the value of /out/renderNode1/mantra/vm_disable_plane# to be
1 - passOn# value
Any Ideas how I set this up?
Thanks in advance!
Stephen
Technical Discussion » Automatically adding parameters with the same name in python
- anon_user_47126064
- 24 posts
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Just looking up the multiparm docs … wow saves me a hell of a lot of work
Thanks!
Stephen
Thanks!
Stephen
Technical Discussion » Automatically adding parameters with the same name in python
- anon_user_47126064
- 24 posts
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Hi,
I am trying to add parameters with the same name to a node using python.
Looking at the output of asCode() on a node I thought I could use name# so that houdini would automatically add name1, name2 etc if the names were the same
parm_group = n.parmTemplateGroup()
hou_parm_template2 = hou.ToggleParmTemplate(“passOn#”, “Pass On”, default_value=True, disable_when=“”)
hou_parm_template3 = hou.ToggleParmTemplate(“passOn#”, “Pass On”, default_value=True, disable_when=“”)
parm_group.appendToFolder((“Passes”, ), hou_parm_template2)
parm_group.appendToFolder((“Passes”, ), hou_parm_template3)
n.setParmTemplateGroup(parm_group)
errors with …
Traceback (most recent call last):
File “<console>”, line 1, in <module>
File “/opt/hfs11.0.426/houdini/python2.6libs/hou.py”, line 5040, in setParmTemplateGroup
def setParmTemplateGroup(*args, **kwargs): return _hou.Node_setParmTemplateGroup(*args, **kwargs)
OperationFailed: The attempted operation failed.
Parameter name ‘passOn#’ is invalid or already exists
I was looking at the .asCode of a mantra node as an example which had ..
hou_parm_template4 = hou.FloatParmTemplate(“vm_gain_plane#”, “Gain”, 1, default_value), min=0.001, max=10, min_is_strict=False, max_is_strict=False, look=hou.parmLook.Regular, naming_scheme=hou.parmNamingScheme.Base1)
I am not sure why “vm_gain_plane#” worked on the mantra node but my “passOn#”
in the first example doesn't
Thanks in advance
Stephen
I am trying to add parameters with the same name to a node using python.
Looking at the output of asCode() on a node I thought I could use name# so that houdini would automatically add name1, name2 etc if the names were the same
parm_group = n.parmTemplateGroup()
hou_parm_template2 = hou.ToggleParmTemplate(“passOn#”, “Pass On”, default_value=True, disable_when=“”)
hou_parm_template3 = hou.ToggleParmTemplate(“passOn#”, “Pass On”, default_value=True, disable_when=“”)
parm_group.appendToFolder((“Passes”, ), hou_parm_template2)
parm_group.appendToFolder((“Passes”, ), hou_parm_template3)
n.setParmTemplateGroup(parm_group)
errors with …
Traceback (most recent call last):
File “<console>”, line 1, in <module>
File “/opt/hfs11.0.426/houdini/python2.6libs/hou.py”, line 5040, in setParmTemplateGroup
def setParmTemplateGroup(*args, **kwargs): return _hou.Node_setParmTemplateGroup(*args, **kwargs)
OperationFailed: The attempted operation failed.
Parameter name ‘passOn#’ is invalid or already exists
I was looking at the .asCode of a mantra node as an example which had ..
hou_parm_template4 = hou.FloatParmTemplate(“vm_gain_plane#”, “Gain”, 1, default_value), min=0.001, max=10, min_is_strict=False, max_is_strict=False, look=hou.parmLook.Regular, naming_scheme=hou.parmNamingScheme.Base1)
I am not sure why “vm_gain_plane#” worked on the mantra node but my “passOn#”
in the first example doesn't
Thanks in advance
Stephen
Technical Discussion » python - how to add a parm template goup to an existing fold
- anon_user_47126064
- 24 posts
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