Hey everyone, have a rigging question…
I ran a biharmonic capture and started adjusting the weights with Capture Layer Paint, however when I modify one bone it generates artifacts across the mesh:
And also modifies weights on other bones:
Mesh is around 460k, I scaled everything up by 10 to see if maybe that would help but still seems to be an issue.
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Technical Discussion » Capture Layer Paint bleeding into other polys
- axalon
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Technical Discussion » Cryptomatte
- axalon
- 20 posts
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martinkindl83
Tested HtoA implementation and besides objectID everything works as it should.
How did you get this to work? I added the AOVs:
And the passthrough in the SHOP:
But I can't get it to show up in Nuke…
Houdini Lounge » Does Solid Angle plan on releasing a non-commercial or resolution-limited version of Arnold?
- axalon
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circusmonkey
Test with the water marked version and render on grid markets.
Like Google Zync?
Houdini Lounge » Does Solid Angle plan on releasing a non-commercial or resolution-limited version of Arnold?
- axalon
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Been messing around with Arnold and like the results I'm getting but the price point of $1,200 just seems way too steep. Especially for someone like me who is using Houdini Indie which comes in at $200 a year.
Even the daily rental cost of $7.5 a day (with a $400 minimum) is too pricey.
I feel like you either:
If they charged $100 a year for a limited license they're going to bring in a lot more money from people who wouldn't have considered getting a license to begin with no?
Maybe I'm being naive but with Houdini Indie (and Mantra) being so affordable, Pixar giving RenderMan and The Foundry giving Nuke non-commercial versions away for free it feels like most companies are realizing that it's easier to develop loyalty if you're willing to work with potential customers' budgets.
Even the daily rental cost of $7.5 a day (with a $400 minimum) is too pricey.
I feel like you either:
- Use the free watermarked version, which you can't really use for your reel.
- Pirate it.
- Pay for a $1,200 license.
If they charged $100 a year for a limited license they're going to bring in a lot more money from people who wouldn't have considered getting a license to begin with no?
Maybe I'm being naive but with Houdini Indie (and Mantra) being so affordable, Pixar giving RenderMan and The Foundry giving Nuke non-commercial versions away for free it feels like most companies are realizing that it's easier to develop loyalty if you're willing to work with potential customers' budgets.
Houdini Indie and Apprentice » Displacement mapped mesh taking longer than high poly original mesh to render?
- axalon
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Ah yeah…removing ‘add bump to raytraced displacement’ reduces the render time but also reduces some of the quality…
Hrm…any way around this or any other adjustments I can make? 30 seconds extra per frame is a hell of a time hit to take, especially over the course of an animation.
Hrm…any way around this or any other adjustments I can make? 30 seconds extra per frame is a hell of a time hit to take, especially over the course of an animation.
Houdini Indie and Apprentice » Displacement mapped mesh taking longer than high poly original mesh to render?
- axalon
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Hi everyone,
Got 1:1 representation of my 2 mil poly mesh onto an 8k poly mesh. Unfortunately when I add SSS (set to 0.6) to both models the 8k with displacement takes 90 seconds to render while the original mesh takes 60 seconds to render.
Is there something I'm missing or do displacement maps cause a performance hit in Mantra?
Got 1:1 representation of my 2 mil poly mesh onto an 8k poly mesh. Unfortunately when I add SSS (set to 0.6) to both models the 8k with displacement takes 90 seconds to render while the original mesh takes 60 seconds to render.
Is there something I'm missing or do displacement maps cause a performance hit in Mantra?
Technical Discussion » ZBrush to Houdini Vector Displacement Workflow? Having trouble getting 7mil poly details onto 100k, renders and settings attached
- axalon
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Workflow for this sample mesh is as follows:
Should I try Mudbox?
Renders and settings:
7 mil poly
100k with vector displacement
7 mil poly
100k with vector displacement
7 mil poly
100k with vector displacement
- Create dynamesh, subdivide to 2 mil points
- Apply variety of alphas to mesh
- ZRemesh to 8k poly, subdivide to 7 mil, project details
- Use UV Master
- Create vector displacement with attached settings, base mesh is around 100k
Should I try Mudbox?
Renders and settings:
7 mil poly
100k with vector displacement
7 mil poly
100k with vector displacement
7 mil poly
100k with vector displacement
Edited by axalon - March 6, 2017 14:49:45
Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- axalon
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Next step would be to get it looking like this, particularly the “wetness” of the skin:
What I've been able to get so far adjusting the Skin Shader Core's settings:
What I've been able to get so far adjusting the Skin Shader Core's settings:
Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- axalon
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Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- axalon
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Hrm, not sure I'm getting the expected result.
Piped displacetexture node into setlayercomponent, however the set layercomponent only outputs a layer which isn't compatible with skinshadercore's N input.
Piped displacetexture's outN into skinshadercore's N and got a little result but nothing as obvious as when I plug it into the Principled Shader:
Piped displacetexture node into setlayercomponent, however the set layercomponent only outputs a layer which isn't compatible with skinshadercore's N input.
Piped displacetexture's outN into skinshadercore's N and got a little result but nothing as obvious as when I plug it into the Principled Shader:
Houdini Indie and Apprentice » Displacement/bump map input for Skin Shader Core?
- axalon
- 20 posts
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Hi guys,
Playing around with some of the new SSS options in Houdini 16, put together a quick test with Skin Shader Core by piping in a texture into the diffuse color and got this:
Which is nice, however I'm not seeing anywhere to work with displacement or bump maps. The principled shader has this functionality but doesn't carry the Shallow/Medium/Deep layering of Skin Shader Core.
How would I go about applying a displacement map with SSC?
Playing around with some of the new SSS options in Houdini 16, put together a quick test with Skin Shader Core by piping in a texture into the diffuse color and got this:
Which is nice, however I'm not seeing anywhere to work with displacement or bump maps. The principled shader has this functionality but doesn't carry the Shallow/Medium/Deep layering of Skin Shader Core.
How would I go about applying a displacement map with SSC?
Houdini Indie and Apprentice » Lot of noise when using Skin Shader Core?
- axalon
- 20 posts
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dlee
The noise is likely coming from subsurface scatter. There's “SSS Quality” slider on mantra ROP that you can adjust. The new SSS is pure raytraced solution, so it tends to get noisier with increased scatter distance. If you haven't yet touched the “scattering distance” or “distance multiplier” parameters on the skin shader, I recommend that you adjust them until you reach the desired look, then adjust the quality settings.
Thanks dlee. I left the scattering distance and distance multipliers as default and upped the SSS Quality and Reflection Quality to 3 in the mantra node.
This guide was also pretty handy: http://www.sidefx.com/docs/houdini/render/noise [sidefx.com]
Technical Discussion » Smoke collision while emitter is inside a fractured object
- axalon
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Hey guys,
I have an emitting smoke object that I've placed inside a sphere which has been fractured with voronoi and set as a static object. I want the smoke to filter through the cracks in the sphere.
The smoke has no problem colliding with boxes, spheres, and grids that I place above it but for whatever reason it doesn't emit when I place it inside the cracked sphere.
I've attached the file, there must be a really simple solution I'm missing
I have an emitting smoke object that I've placed inside a sphere which has been fractured with voronoi and set as a static object. I want the smoke to filter through the cracks in the sphere.
The smoke has no problem colliding with boxes, spheres, and grids that I place above it but for whatever reason it doesn't emit when I place it inside the cracked sphere.
I've attached the file, there must be a really simple solution I'm missing
Technical Discussion » Slicing meshes into groups with curves
- axalon
- 20 posts
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Hey guys
Was wondering if you guys could give me some advice on what the best way to slice up a 3D mesh with curves would be so the result would look similar to this voronoi fracture, except with hand-drawn shapes:
I've seen some examples on 2D surfaces but wasn't sure how to go about it on a 3D surface
Was wondering if you guys could give me some advice on what the best way to slice up a 3D mesh with curves would be so the result would look similar to this voronoi fracture, except with hand-drawn shapes:
I've seen some examples on 2D surfaces but wasn't sure how to go about it on a 3D surface
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
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matthias_k
something like this :-?
I know, can be done more smart and with chops for animation…
was only a test.
Thanks for taking the time to put that together Matthais. I ended up using connectivity and partition with a foreach subnet to achieve the desired effect
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
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It might actually be easier if I use Maya's Mesh > Extract to do the cutting up, the process is a lot more straight forward and I can export as an OBJ with groups
Since I'm so new to Houdini I'm wondering if it would be easier to animate the pieces separating in Cinema 4D and bringing that into Houdini for particle fx and lighting or to do it all in Houdini.
For instance I want the pieces to move out slightly along their normal, lock into place, then rotate open.
You can definitely do this in Houdini but how would you gather the pieces together so that their rotation can be modified with an effector?
Since I'm so new to Houdini I'm wondering if it would be easier to animate the pieces separating in Cinema 4D and bringing that into Houdini for particle fx and lighting or to do it all in Houdini.
For instance I want the pieces to move out slightly along their normal, lock into place, then rotate open.
You can definitely do this in Houdini but how would you gather the pieces together so that their rotation can be modified with an effector?
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
- 20 posts
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arctor
you could put the mesh in uv space and cut it up there - then move the pieces back into 3d space.
Unfortunately I'm still pretty new to UVs in Houdini, what would be the best way to go about doing something like this?
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
- 20 posts
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circusmonkey
its jogged my interest , heres your mesh sliced up using abound sop and fracture hope its useful
Rob
Voronoi fracture, of course! Thank you!
What would be the best way to move the individual pieces?
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
- 20 posts
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Okay, scratch that idea. I think with the mesh I'm using I'd rather go in and select/paint the primitives I want to use specifically.
I'm guessing I'd use a group node for each piece…but then how would you animate the primitives in that group?
I'm guessing I'd use a group node for each piece…but then how would you animate the primitives in that group?
Technical Discussion » Slicing up mesh equally without reducing primitive count
- axalon
- 20 posts
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Hi everyone,
I have a high resolution mesh that I'd like to cut up into smaller pieces while retaining the shape of the mesh.
So take a mesh like this:
Cut it into pieces roughly the size of the highlighted:
To achieve an effect like this:
I feel like I would use the group node here but I'm not sure how exactly to go about it?
Maybe use a lattice of some sort to slice it up?
I have a high resolution mesh that I'd like to cut up into smaller pieces while retaining the shape of the mesh.
So take a mesh like this:
Cut it into pieces roughly the size of the highlighted:
To achieve an effect like this:
I feel like I would use the group node here but I'm not sure how exactly to go about it?
Maybe use a lattice of some sort to slice it up?
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