Hey Gianni,
thanks for the reply, actually the terrain is very uneven, the reason we're going with boxes right now is because I haven't been able to figure out another elegant way of doing it (it's been a very long time since I actually did some serious work in Houdini myself ;-) ).
We do have some leeway with vert count as long as they go over 65536, I can be below that. The reason we're trying to create the groups, is when you bring in a mesh into Unity that has more then 65536 verts, Unity will break that mesh up and we lose control over how it is broken up.
I hope that makes sense.
cheers
Andre
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Technical Discussion » Grouping Vertices
- athomas
- 51 posts
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Technical Discussion » Grouping Vertices
- athomas
- 51 posts
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I'm trying to programmatically create groups from a large mesh, that contain 65536 vertices each, to bring them into Unity for terrain creation.
We have a Python script that can create groups by boudning box, but can't detect how many vertices are within itself so it could divide the box into multiple.
Anybody have a suggestion or a different approach we should take?
We have a Python script that can create groups by boudning box, but can't detect how many vertices are within itself so it could divide the box into multiple.
Anybody have a suggestion or a different approach we should take?
Technical Discussion » Wall HDA
- athomas
- 51 posts
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I'm trying to create a wall HDA, that can be used to create different types of walls, i.e. Brick, Stone and the different ways you may encounter those walls.
I like to have control over the pattern, how much space in between stones/bricks and the mortar used.
I've tried different things, including Peter Quint approach but seem to be stuck getting anywhere solid.
I would greatly appreciate a nod in the right direction please to get me started.
cheers
André
I like to have control over the pattern, how much space in between stones/bricks and the mortar used.
I've tried different things, including Peter Quint approach but seem to be stuck getting anywhere solid.
I would greatly appreciate a nod in the right direction please to get me started.
cheers
André
Technical Discussion » Volume from Dicom Image Sequence
- athomas
- 51 posts
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Thank you. It appears that the sample files you uploaded also don't work anymore.
I appreciate the help.
I appreciate the help.
Technical Discussion » Volume from Dicom Image Sequence
- athomas
- 51 posts
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Not sure if I should start a new thread or revive this one.
I've got a sequence of DICOM images that I converted to tif and trying to visualize to no avail.
Even when I try to use your example file with the slices it doesn't display the intended volume, just showing a box.
Has something changed in Houdini, I'm using both 12.5 and 13 or am I missing something?
I've got a sequence of DICOM images that I converted to tif and trying to visualize to no avail.
Even when I try to use your example file with the slices it doesn't display the intended volume, just showing a box.
Has something changed in Houdini, I'm using both 12.5 and 13 or am I missing something?
Technical Discussion » Messed up transform for imported FBX
- athomas
- 51 posts
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Technical Discussion » Messed up transform for imported FBX
- athomas
- 51 posts
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I do not know, but suspect not, I don't have the source assets, but I do know that they have been created in Max not Maya, though I could probably ask for the source assets and look at them.
Not sure if this helps, when I import the whole scene into Unity all transforms are fine.
Not sure if this helps, when I import the whole scene into Unity all transforms are fine.
Technical Discussion » Messed up transform for imported FBX
- athomas
- 51 posts
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It has been a while since I've got my hands ‘dirty’ with Houdini so please excuse me if this is an obvious one.
I've imported an FBX scene into Houdini which has numerous individual assets in it, some of those assets have there transform messed up, the pivot appears to be in the correct location but the geometry is offset randomly.
Most of the assets are fine this just happens on a few.
Could someone please point me in the right direction on how to fix this?
many thanks up front for the help.
cheers
Andre
I've imported an FBX scene into Houdini which has numerous individual assets in it, some of those assets have there transform messed up, the pivot appears to be in the correct location but the geometry is offset randomly.
Most of the assets are fine this just happens on a few.
Could someone please point me in the right direction on how to fix this?
many thanks up front for the help.
cheers
Andre
Technical Discussion » 360 controller in Houdini
- athomas
- 51 posts
- Offline
Awesome works like a charm.
A shame about not being able to do this without having to hit play, I wonder if I could somehow hook into tthe OGL call that drives the viewport and have the joystick node evaluate continuosly?
Just thinking out loud here, of course if anybody has ever attempted that please feel free to offer some tips/advice.
cheers
andre
A shame about not being able to do this without having to hit play, I wonder if I could somehow hook into tthe OGL call that drives the viewport and have the joystick node evaluate continuosly?
Just thinking out loud here, of course if anybody has ever attempted that please feel free to offer some tips/advice.
cheers
andre
Technical Discussion » 360 controller in Houdini
- athomas
- 51 posts
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Excellent, thanks guys, the joystick chop works like a charm.
Now all I have to do is figure out, how I can:
1. drive my position with it, so it's accumulative
2. be able to do 1 without having to play my timeline
If anybody has any ideas please feel free to chime in, much appreciated.
cheers
andre
Now all I have to do is figure out, how I can:
1. drive my position with it, so it's accumulative
2. be able to do 1 without having to play my timeline
If anybody has any ideas please feel free to chime in, much appreciated.
cheers
andre
Technical Discussion » 360 controller in Houdini
- athomas
- 51 posts
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I couldn't find anything via the search, has anybody successfully hooked up a Xbox 360 controller to Houdini, and can give me some tips on how to make that happen, please?
cheers
andre
cheers
andre
Technical Discussion » A "Roll-Your-Own" VOP Packaging System
- athomas
- 51 posts
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Hey Mario,
Great stuff, just last week I was speaking with our tools guy about coming up with a VOP wrapper?
Your work will be really usefull.
Cheers
Andre
Great stuff, just last week I was speaking with our tools guy about coming up with a VOP wrapper?
Your work will be really usefull.
Cheers
Andre
Houdini Lounge » Does any shader in SHOP like dent ?
- athomas
- 51 posts
- Offline
Winnie,
go into VOP's and hit tab laying down a VEX Surface shader, then select the shader (you may want to rename it) and hit enter, thus stepping into the VEX builder.
Here you see an Output VOP, lay down a Fire VOP (by hitting tab and typing fire), now connect the fire color output to the Cf input of the Output VOP and connect the Opacity output from the fire to the Of input of your Output VOP.
This done you can right click on your Output VOP and choose ‘Create New Shop’, now when you go into Shop's you will see your fire surface shader there with the same name you gave it (i.e. fire1).
One thing though you will not have any paramteres in Shop's to adjust in order to get them you can MMB on the input parameters of your fire and choose ‘Create Parameter’ now these will be available in Shop's.
Perhaps it would be a good idea to go through the various tutorials on VOP's they are very helpful and should get you started with the basics.
I hope this helps.
Andre
go into VOP's and hit tab laying down a VEX Surface shader, then select the shader (you may want to rename it) and hit enter, thus stepping into the VEX builder.
Here you see an Output VOP, lay down a Fire VOP (by hitting tab and typing fire), now connect the fire color output to the Cf input of the Output VOP and connect the Opacity output from the fire to the Of input of your Output VOP.
This done you can right click on your Output VOP and choose ‘Create New Shop’, now when you go into Shop's you will see your fire surface shader there with the same name you gave it (i.e. fire1).
One thing though you will not have any paramteres in Shop's to adjust in order to get them you can MMB on the input parameters of your fire and choose ‘Create Parameter’ now these will be available in Shop's.
Perhaps it would be a good idea to go through the various tutorials on VOP's they are very helpful and should get you started with the basics.
I hope this helps.
Andre
Houdini Lounge » hkey failed on linux 7.x
- athomas
- 51 posts
- Offline
Thanks John & Steven,
I thought so, but just wanted to be sure. Houdini runs very well with my card even with lots of geometry in shaded and VEX shaded view. Just wanted to make sure I'm getting the best perfomance before replacing a 2k card with a new one.
Now I know I don't have to replace it.
Thanks.
Andre
I thought so, but just wanted to be sure. Houdini runs very well with my card even with lots of geometry in shaded and VEX shaded view. Just wanted to make sure I'm getting the best perfomance before replacing a 2k card with a new one.
Now I know I don't have to replace it.
Thanks.
Andre
Houdini Lounge » hkey failed on linux 7.x
- athomas
- 51 posts
- Offline
Steven,
Am I understanding your post correctly, that you will NOT be able to run Houdini unless you have a ATI or NVIDIA card?
Rather limiting, plus it does run fine on my machine with a E&S card, but maybe I can get better performance. Please do clarify.
Thanks
Andre
Am I understanding your post correctly, that you will NOT be able to run Houdini unless you have a ATI or NVIDIA card?
Rather limiting, plus it does run fine on my machine with a E&S card, but maybe I can get better performance. Please do clarify.
Thanks
Andre
Houdini Lounge » New Tutorial
- athomas
- 51 posts
- Offline
Thanks for that.
Nice one John.
I have already started writing another one and I hope (time permitting) to write a few VOP tutorials which will increase in difficulty and explain the math to some degree.
I found when I was starting out that there wasn't enough material for beginners or non-programmers/technical people, which explains more in detail why you would use certain functions and what they actually do.
Nice one John.
I have already started writing another one and I hope (time permitting) to write a few VOP tutorials which will increase in difficulty and explain the math to some degree.
I found when I was starting out that there wasn't enough material for beginners or non-programmers/technical people, which explains more in detail why you would use certain functions and what they actually do.
Houdini Lounge » New Tutorial
- athomas
- 51 posts
- Offline
Shannon,
well spotted. I do apologize for that.
Basically N and I are vectors of some length and in order to use them with predictable results we need to normalize them, meaning converting them to unit length. If you use normals of non-unit length you'll get unpredictable results.
I hope this explains it sufficient.
Andre
well spotted. I do apologize for that.
Basically N and I are vectors of some length and in order to use them with predictable results we need to normalize them, meaning converting them to unit length. If you use normals of non-unit length you'll get unpredictable results.
I hope this explains it sufficient.
Andre
Houdini Lounge » New Tutorial
- athomas
- 51 posts
- Offline
Hey Guys,
I've just written an intro tutorial on writing an xray shader using VOP's, its up on the techimage website:
http://www.techimage.co.uk/products/houdini/houdini_tutorials.html [techimage.co.uk]
Check it out and let me know what you think.
Cheers
Andre
I've just written an intro tutorial on writing an xray shader using VOP's, its up on the techimage website:
http://www.techimage.co.uk/products/houdini/houdini_tutorials.html [techimage.co.uk]
Check it out and let me know what you think.
Cheers
Andre
Houdini Lounge » Motion Blur
- athomas
- 51 posts
- Offline
John,
Thanks for your reply. Yes I did ensure that I only have 10k particles and no more are birthed and they are only moving in Y.
As for the setup it is for testing purposes not for a shot. Otherwise I could just do the mblur in COP's afterwards and could instance my sphere, you know really streamline the scene.
Cheers
Andre
Thanks for your reply. Yes I did ensure that I only have 10k particles and no more are birthed and they are only moving in Y.
As for the setup it is for testing purposes not for a shot. Otherwise I could just do the mblur in COP's afterwards and could instance my sphere, you know really streamline the scene.
Cheers
Andre
Houdini Lounge » Motion Blur
- athomas
- 51 posts
- Offline
I've got 10000 spheres copied to particles with very high velocity (5000 along y), when I try to render with motion blur using velocity blur everything comes to standstill, using 2gigs of ram and swapping to disk and still at first bucket after 2 hours. Now when I turn on transformation blur no blur at all, also when I animate my camera position I still get no motion blur.
Anybody any tips on how to achieve a rendering with motion blur at acceptable times or how I can set up ‘in camera blur’?
Many thanks
Andre
PS. Can't change the sphere/pop setup and running Houdini 6.0 on Linux.
Anybody any tips on how to achieve a rendering with motion blur at acceptable times or how I can set up ‘in camera blur’?
Many thanks
Andre
PS. Can't change the sphere/pop setup and running Houdini 6.0 on Linux.
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