I'm on 9.5.170 - i'll try 9.5.210
cheers for the quick response!
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Houdini Lounge » fbx import of animated focalLength not happening
- ben.toogood
- 16 posts
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Houdini Lounge » fbx import of animated focalLength not happening
- ben.toogood
- 16 posts
- Offline
hi chaps,
i'm looking at porting cameras from maya to houdini using fbx and have a camera with an animated (keyed) focalLength (see attached .fbx as exported from maya).
Importing this back into maya I can see that the keys for the focalLength are present an correct. However when I import this .fbx into houdini only the tranformation animation is applied - the focal length is just a static value with no keys.
So I'm keen to know whether animation of non-transform parameters is just not supported - or whether changing my .fbx export options might help…
cheers
ben
i'm looking at porting cameras from maya to houdini using fbx and have a camera with an animated (keyed) focalLength (see attached .fbx as exported from maya).
Importing this back into maya I can see that the keys for the focalLength are present an correct. However when I import this .fbx into houdini only the tranformation animation is applied - the focal length is just a static value with no keys.
So I'm keen to know whether animation of non-transform parameters is just not supported - or whether changing my .fbx export options might help…
cheers
ben
Technical Discussion » __ passing attribute passing
- ben.toogood
- 16 posts
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thanks for yur help,
im going with passing attributes via the Cd attr, which works but is a bit messy.
maybe i will find the answer some time in the future.
again, ta
ben
im going with passing attributes via the Cd attr, which works but is a bit messy.
maybe i will find the answer some time in the future.
again, ta
ben
Technical Discussion » __ passing attribute passing
- ben.toogood
- 16 posts
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thanks again alex,
ive had success in using the numhit attr in a pop VEXop, and it work lovely. but
i would really like to work at the shop surface context, switching sprites based on hit ( both time and number). these attributes pass into the sop context and i can see them in the parameter spreadsheet and when i middle mouse on my nodes.
when i have a surface shader that checks (isbound “numhit”) though i get 0, unlike in pops where it is fine.
my solution so far is to set attributes i know i can pass through successfully (ie Cd) based on numhit in the pop context.
is this the best? or am i missing some thing?
ta
ben
ive had success in using the numhit attr in a pop VEXop, and it work lovely. but
i would really like to work at the shop surface context, switching sprites based on hit ( both time and number). these attributes pass into the sop context and i can see them in the parameter spreadsheet and when i middle mouse on my nodes.
when i have a surface shader that checks (isbound “numhit”) though i get 0, unlike in pops where it is fine.
my solution so far is to set attributes i know i can pass through successfully (ie Cd) based on numhit in the pop context.
is this the best? or am i missing some thing?
ta
ben
Technical Discussion » __ passing attribute passing
- ben.toogood
- 16 posts
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cheers alex.
i dont suppose you know whether “humhit” and “id” are ints or not do you? i had ago at passing them using vex parameters declared as ints and with their names but they did not seem to be bound. are they of some other type?
ben
i dont suppose you know whether “humhit” and “id” are ints or not do you? i had ago at passing them using vex parameters declared as ints and with their names but they did not seem to be bound. are they of some other type?
ben
Technical Discussion » __ passing attribute passing
- ben.toogood
- 16 posts
- Offline
Technical Discussion » __ passing attribute passing
- ben.toogood
- 16 posts
- Offline
evening all,
is it true to say that any point attribute (say “life”, “numhit”, “id”) can be passed into a vex shader?
I have manged to pass floats and vectors (having found that once they are named as parameters in the parameter list they are in) but seem to be struggling with other attributes.
In the attribute spread sheet things like “numhit” and “id” look like ints and ive declared them as int parameters, but they dont seem to be bound and i dont seem to get values from them.
should they be passing? or are some attributes nonpassable?????
thanks for any help, much appriciated (one week to my deadline and all, ha)
ben
is it true to say that any point attribute (say “life”, “numhit”, “id”) can be passed into a vex shader?
I have manged to pass floats and vectors (having found that once they are named as parameters in the parameter list they are in) but seem to be struggling with other attributes.
In the attribute spread sheet things like “numhit” and “id” look like ints and ive declared them as int parameters, but they dont seem to be bound and i dont seem to get values from them.
should they be passing? or are some attributes nonpassable?????
thanks for any help, much appriciated (one week to my deadline and all, ha)
ben
Technical Discussion » vex perculiarities (any one there?)
- ben.toogood
- 16 posts
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im off to bed now, so i leave this for you over night.
im texturing with different imagefiles based on the z of P in worldspace.
To fill in the space between integer z values im trying to use lerp. It is fine(ish) but im getting spikes in the image where as we approach 1(or 0, i could be confused) it jumps back to the start image. This ill affect increases in size as the sampling rate on the object being shaded decreases.
i'll show you some code if you want. (or a picture or 2)
if this makes any sense to any one who has any answers or any ideas i'll listen.
ta
ben
im texturing with different imagefiles based on the z of P in worldspace.
To fill in the space between integer z values im trying to use lerp. It is fine(ish) but im getting spikes in the image where as we approach 1(or 0, i could be confused) it jumps back to the start image. This ill affect increases in size as the sampling rate on the object being shaded decreases.
i'll show you some code if you want. (or a picture or 2)
if this makes any sense to any one who has any answers or any ideas i'll listen.
ta
ben
Technical Discussion » vex perculiarities (any one there?)
- ben.toogood
- 16 posts
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im having some troubling results from a fairly simple vex shader that ive coded. is there anyone there who thinks they might be able to help?
ben
full explantation available on request
ben
full explantation available on request
Technical Discussion » vex pop for particle flocking
- ben.toogood
- 16 posts
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thanks for confirming this,
ive had to move to expression functions instead (which seem a little slow)
ta for your help
ben
ive had to move to expression functions instead (which seem a little slow)
ta for your help
ben
Technical Discussion » limiting particle numbers
- ben.toogood
- 16 posts
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Technical Discussion » limiting particle numbers
- ben.toogood
- 16 posts
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'evening
im looking to emmit particles (sourcePOP), but only til the total number of particles reaches a limit. then wait til some particles die to birth some more.
i've tried impulse and/or const activations with expression
npoints(“/part/popnet1/interact”)<=100
<- this is my limit
but my source keeps birthing
anyone know or have ideas?
ta
ben
im looking to emmit particles (sourcePOP), but only til the total number of particles reaches a limit. then wait til some particles die to birth some more.
i've tried impulse and/or const activations with expression
npoints(“/part/popnet1/interact”)<=100
<- this is my limit
but my source keeps birthing
anyone know or have ideas?
ta
ben
Technical Discussion » vex pop for particle flocking
- ben.toogood
- 16 posts
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say i wished to find the vector between one particle and all the others in the flock, would anyone be able to suggest how to access the P of the ‘other’ particles in the vex expression?
say a bit like this
vector myTotalVector;
for(i=0;i<the total number of particles;i++)
{
myVector = particleNumber_i.Posistion - currentParticle.Postion;
myTotalVector += myVector;
}
?
ben
say a bit like this
vector myTotalVector;
for(i=0;i<the total number of particles;i++)
{
myVector = particleNumber_i.Posistion - currentParticle.Postion;
myTotalVector += myVector;
}
?
ben
Technical Discussion » Documentation of the image3d-format
- ben.toogood
- 16 posts
- Offline
:?:
I am curious to know whether you have been able to find more information on writing i3d files? I am currently researching systems for presenting video as volume, and writing directly to the i3d format may be prefect. Do you have any hints for sources of good reference?
I am curious to know whether you have been able to find more information on writing i3d files? I am currently researching systems for presenting video as volume, and writing directly to the i3d format may be prefect. Do you have any hints for sources of good reference?
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