Here is the left foot
LeftFoot_Planted channed is shown in Orange and LeftToeBase_Planted is the Yellow channel.
As far as I was aware, if the planted channel has a value of 0, then the foot or toe is not planted and can move off the ground.
Is that correct or an over-simplification?
Why does the Left Foot become ‘not-planted’ for a couple of frames and then become planted again?
That does not make sense to me.
Any help would be great, thank you!
Dan
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Technical Discussion » CROWD: Agent Foot Locking not behaving as expected
- dansidi
- 59 posts
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Technical Discussion » CROWD: Agent Foot Locking not behaving as expected
- dansidi
- 59 posts
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Hi,
I have a crowd agent using a mocap clip. I am setting up foot locking and find one clip is not behaving as expected.
Even though the RightFoot_Planted channel is at 0, the Right Foot is still planted and I cannot explain why.
Any ideas?
Thanks a lot
(The RightFoot_Planted channel is the dark green line, the RightToeBase_Planted is the light green line)
Dan
I have a crowd agent using a mocap clip. I am setting up foot locking and find one clip is not behaving as expected.
Even though the RightFoot_Planted channel is at 0, the Right Foot is still planted and I cannot explain why.
Any ideas?
Thanks a lot
(The RightFoot_Planted channel is the dark green line, the RightToeBase_Planted is the light green line)
Dan
Edited by dansidi - July 13, 2020 09:55:01
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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Hi Mark,
Thanks very much for your message.
Yes, the GL update issue is annoying.
Yes, the constant crashing when changing to the renderer from GL is very annoying.
Yes, there are gaps in the documentation regarding what I am attempting to do.
Yes, Houdini Crowd people are few and far between, so there is not that much specific help on this forum for us.
I usually get “I don't know about Crowds, but try this thing that works for RBDs” Of course it never works for crowds.
So thank you for taking time to try and answer my questions. I will have to go back into Solaris/Lops/USD and try it now.
Dan
Thanks very much for your message.
Yes, the GL update issue is annoying.
Yes, the constant crashing when changing to the renderer from GL is very annoying.
Yes, there are gaps in the documentation regarding what I am attempting to do.
Yes, Houdini Crowd people are few and far between, so there is not that much specific help on this forum for us.
I usually get “I don't know about Crowds, but try this thing that works for RBDs” Of course it never works for crowds.
So thank you for taking time to try and answer my questions. I will have to go back into Solaris/Lops/USD and try it now.
Dan
Edited by dansidi - June 30, 2020 14:04:05
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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OK, I've tried everything I can find/think of.
I'm going with ‘not possible at the moment due to user limitations’
Back to Mantra…
Thanks for attempting to help me, guys.
I'm going with ‘not possible at the moment due to user limitations’
Back to Mantra…
Thanks for attempting to help me, guys.
Edited by dansidi - June 30, 2020 09:51:19
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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Or perhaps the materialVariation LOP is better for assigning random textures.
Something like this?
Which is, of course, not working.
Please can somebody help me: what is the correct workflow for assigning random textures on a shader, driven by a attribute on the geometry?
Something like this?
Which is, of course, not working.
Please can somebody help me: what is the correct workflow for assigning random textures on a shader, driven by a attribute on the geometry?
Edited by dansidi - June 30, 2020 09:39:08
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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Thanks for your input, jsmack.
I want to assign random textures to my Crowd Agent's flags
I have some packed flag geometry with a primitive attribute called ‘flagType’
I have imported that geometry using SOPimport LOP
The ‘flagType’ attribute has been converted to ‘primvars:flagType’
Now I want to assign a random file texture to the material attached to the geometry, using the flagType attribute to choose which texture to use. With me so far?
I'm guessing that using the editMaterial LOP is the way to go.
Here is the LOP network
And here is the VOP network inside the editMaterial LOP
It's not working, what have I missed?
I want to assign random textures to my Crowd Agent's flags
I have some packed flag geometry with a primitive attribute called ‘flagType’
I have imported that geometry using SOPimport LOP
The ‘flagType’ attribute has been converted to ‘primvars:flagType’
Now I want to assign a random file texture to the material attached to the geometry, using the flagType attribute to choose which texture to use. With me so far?
I'm guessing that using the editMaterial LOP is the way to go.
Here is the LOP network
And here is the VOP network inside the editMaterial LOP
It's not working, what have I missed?
Edited by dansidi - June 30, 2020 05:37:18
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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Looking in the help docs at the SOPimport LOP
It says this:
Is that something? What does it mean?
How does it apply to a Crowd sim?
I can't see anywhere on the SOPimport LOP where it says ‘usdinstancerpath’
so, is this a custom attribute you have to create somewhere?
It's not clear at all (to me)
It says this:
Is that something? What does it mean?
How does it apply to a Crowd sim?
I can't see anywhere on the SOPimport LOP where it says ‘usdinstancerpath’
so, is this a custom attribute you have to create somewhere?
It's not clear at all (to me)
Edited by dansidi - June 30, 2020 01:47:41
Technical Discussion » Solaris - Packed primitives to Point Instancer issues
- dansidi
- 59 posts
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Hi Tanto,
Did you ever get this figured out?
I am trying to get a Crowd sim into Solaris/Lops/USD.
The Crowd sim is made out of packed primitives, so any information you have on this subject could be very useful.
Thanks a lot,
Dan
Did you ever get this figured out?
I am trying to get a Crowd sim into Solaris/Lops/USD.
The Crowd sim is made out of packed primitives, so any information you have on this subject could be very useful.
Thanks a lot,
Dan
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
- Offline
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
- Offline
Thanks Mark,
I didn't think you would need the agent rig, as the crowd sim was cached. Guess I was wrong.
I am enclosing a compressed file containing the complete Agent rig. Place it in a folder called “agents” in the Houdini project you are currently using.
There is probably a better way to encapsulate a Houdini project (HDA or something?) but I am not familiar with it.
Please forgive my clumsiness with this software.
I have also made some progress getting materials onto Crowd agents, but it is very far off from working.
Basically it's not clear how to select ‘Primitives’ of individual agents of a Crowd sim in Solaris/Lops/USD.
Wildcards do not seem to work and setting shader assignment for individual Agents is just not going to work for a large crowd.
Please tell me how it is done!
I thought Solaris/Lops/USD would take away some of the pain of Stylesheets, but in truth it's a lot worse! (until you know how to use it, of course)
Many thanks for your help
Dan
I didn't think you would need the agent rig, as the crowd sim was cached. Guess I was wrong.
I am enclosing a compressed file containing the complete Agent rig. Place it in a folder called “agents” in the Houdini project you are currently using.
There is probably a better way to encapsulate a Houdini project (HDA or something?) but I am not familiar with it.
Please forgive my clumsiness with this software.
I have also made some progress getting materials onto Crowd agents, but it is very far off from working.
Basically it's not clear how to select ‘Primitives’ of individual agents of a Crowd sim in Solaris/Lops/USD.
Wildcards do not seem to work and setting shader assignment for individual Agents is just not going to work for a large crowd.
Please tell me how it is done!
I thought Solaris/Lops/USD would take away some of the pain of Stylesheets, but in truth it's a lot worse! (until you know how to use it, of course)
Many thanks for your help
Dan
Edited by dansidi - June 29, 2020 17:00:52
Solaris and Karma » Agents with Redshift in Hydra
- dansidi
- 59 posts
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Thanks very much Daryl.
You are clearly much further along than I am because I don't understand either of those methods.
Method 1: Import an agent into /stage. - You can't mean do the crowd sim setup all in /stage, surely?
Method 2: Bake Crowd Agent results to USD. I don't know where to begin with this one. How can you bake an agent to USD? What does that mean? There is no option to do that in the AgentDefinitionCache node. Or do you mean post-sim, using a fileCache node? I don't understand that either, sorry! How can that make a single USD file?
I started a thread in the Solaris section of this forum. Perhaps I will get a clearer idea there. At the moment, nothing is clear, as usual.
Thanks for your reply, though, I really do appreciate it.
You are clearly much further along than I am because I don't understand either of those methods.
Method 1: Import an agent into /stage. - You can't mean do the crowd sim setup all in /stage, surely?
Method 2: Bake Crowd Agent results to USD. I don't know where to begin with this one. How can you bake an agent to USD? What does that mean? There is no option to do that in the AgentDefinitionCache node. Or do you mean post-sim, using a fileCache node? I don't understand that either, sorry! How can that make a single USD file?
I started a thread in the Solaris section of this forum. Perhaps I will get a clearer idea there. At the moment, nothing is clear, as usual.
Thanks for your reply, though, I really do appreciate it.
Edited by dansidi - June 29, 2020 12:48:49
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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I should also say that I get these a lot:
I assume it's because I'm clicking around the interface like an idiot, trying things here, there and everywhere.
The result means I cannot load my file again, nor any of the .bak files. I have to start over!
Er.. I apologise if my hip file is not working on your machine.
I assume it's because I'm clicking around the interface like an idiot, trying things here, there and everywhere.
The result means I cannot load my file again, nor any of the .bak files. I have to start over!
Er.. I apologise if my hip file is not working on your machine.
Edited by dansidi - June 29, 2020 12:19:38
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
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Hi MTucker (is it Mike?)
I've got a little HIP file I am happy to share.
It uses a model and animation clip from Mixamo, so no harm showing this.
Just a few texture files included: two variations for clothing and two for flags, which I'd like to choose using an attribute, somehow.
It would be really great to be able to choose a texture for the flags post-sim. I'm certain that this sort of thing can be done, but how?
So, step 1. I have used the SOPimport node to bring the cached crowd sim into Solaris/Lops/USD.
How do I assign textures to various bits of the crowd?
In the AssignMaterial LOP node, the Primitives parameter shows:
which is mysterious. I would guess it means something like: ‘get the first primitive from the node plugged into this node’.
I do not know what any of the other items in the drop-down list mean either. I have tried them all, of course, but none seem to choose the bits of geometry. I suppose that's because the Crowd Sim is Packed Primitives and I don't know what to click in Solaris/Lops/USD to get them to work. I have tried the ‘Packed USD Primitive’ and the ‘Packed Primitives’ check boxes in the SOPimport node, but they don't seem to do anything at all.
Can we, in the first instance, work towards getting the diffrent bits of geometry (body, shirt, pants, etc) to find a random shader? That would be a start!
Many thanks for your patience
I've got a little HIP file I am happy to share.
It uses a model and animation clip from Mixamo, so no harm showing this.
Just a few texture files included: two variations for clothing and two for flags, which I'd like to choose using an attribute, somehow.
It would be really great to be able to choose a texture for the flags post-sim. I'm certain that this sort of thing can be done, but how?
So, step 1. I have used the SOPimport node to bring the cached crowd sim into Solaris/Lops/USD.
How do I assign textures to various bits of the crowd?
In the AssignMaterial LOP node, the Primitives parameter shows:
`lopinputprims('.', 0)`
which is mysterious. I would guess it means something like: ‘get the first primitive from the node plugged into this node’.
I do not know what any of the other items in the drop-down list mean either. I have tried them all, of course, but none seem to choose the bits of geometry. I suppose that's because the Crowd Sim is Packed Primitives and I don't know what to click in Solaris/Lops/USD to get them to work. I have tried the ‘Packed USD Primitive’ and the ‘Packed Primitives’ check boxes in the SOPimport node, but they don't seem to do anything at all.
Can we, in the first instance, work towards getting the diffrent bits of geometry (body, shirt, pants, etc) to find a random shader? That would be a start!
Many thanks for your patience
Edited by dansidi - June 29, 2020 13:36:12
Solaris and Karma » Agents with Redshift in Hydra
- dansidi
- 59 posts
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OK, thanks for the info, Daryl.
If I wanted to bring a cached Crowd sim into Solaris/Lops/USD, is that possible? Does it work?
If I wanted to bring a cached Crowd sim into Solaris/Lops/USD, is that possible? Does it work?
Solaris and Karma » Crowds in Solaris/Lops/USD
- dansidi
- 59 posts
- Offline
Hi geniuses,
I want to start a discussion on rendering Crowds using the Solaris/Lops/USD thing.
I know a small amount about Crowds in Houdini and a bit less about Houdini ways and means (all the 99 different syntax styles, etc).
I know even less about Solaris/Lops/USD (I don't even know what to call it) but I can see it probably is a good idea to get to know it a bit.
I have a crowd setup with some flag-waving agents.
1. I want to know how to get a Crowd sim into Solaris/Lops/USD
2. I want to know how to render the agents with texture variations on their clothing.
3. I want to know how to render the flag, which is a vellumUnpack thing on an Agent Layer, with texture variations.
4. I want to be able to vary skin tone on the agent's body shader, using, I'm guessing, a Color Correct node or something similar, but driven by an attribute on the Agent.
I do have working methods to get all of these working in Mantra, so it should be possible to get this done in Solaris/Lops/USD
Now, I know it's asking a lot to get workflows on all this, but I am stuck on step 1.
I have got a SopImport node pointing to my Crowd cache, but then what? There is so much new terminology in Solaris/Lops/USD I have no idea where to look. I haven't found any workflow help on this particular subject and I am not a lookdev/rendering person, so 99% of the jargon is lost on me (it's VERY confusing, SideFX guys)
Houdini is a cruel mistress at the best of times, but trying to figure out something nobody else seems to have done before is very hard indeed, especially for me, a non-genius.
Any help at all would be greatly appreciated.
Dan
I want to start a discussion on rendering Crowds using the Solaris/Lops/USD thing.
I know a small amount about Crowds in Houdini and a bit less about Houdini ways and means (all the 99 different syntax styles, etc).
I know even less about Solaris/Lops/USD (I don't even know what to call it) but I can see it probably is a good idea to get to know it a bit.
I have a crowd setup with some flag-waving agents.
1. I want to know how to get a Crowd sim into Solaris/Lops/USD
2. I want to know how to render the agents with texture variations on their clothing.
3. I want to know how to render the flag, which is a vellumUnpack thing on an Agent Layer, with texture variations.
4. I want to be able to vary skin tone on the agent's body shader, using, I'm guessing, a Color Correct node or something similar, but driven by an attribute on the Agent.
I do have working methods to get all of these working in Mantra, so it should be possible to get this done in Solaris/Lops/USD
Now, I know it's asking a lot to get workflows on all this, but I am stuck on step 1.
I have got a SopImport node pointing to my Crowd cache, but then what? There is so much new terminology in Solaris/Lops/USD I have no idea where to look. I haven't found any workflow help on this particular subject and I am not a lookdev/rendering person, so 99% of the jargon is lost on me (it's VERY confusing, SideFX guys)
Houdini is a cruel mistress at the best of times, but trying to figure out something nobody else seems to have done before is very hard indeed, especially for me, a non-genius.
Any help at all would be greatly appreciated.
Dan
Edited by dansidi - June 29, 2020 08:52:52
Solaris and Karma » Agents with Redshift in Hydra
- dansidi
- 59 posts
- Offline
Hi,
Do you have any more info we can look at regarding Crowds in Solaris/Lops/USD?
Information on this topic is VERY thin on the ground.
Did you publish your newsletter?
Can we have a link to it, please?
Thanks a lot!
Do you have any more info we can look at regarding Crowds in Solaris/Lops/USD?
Information on this topic is VERY thin on the ground.
Did you publish your newsletter?
Can we have a link to it, please?
Thanks a lot!
Houdini Learning Materials » Tutorial request: Crowd rendering using Solaris/Lops/USD
- dansidi
- 59 posts
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Hi SideFX tutorial people.
I am having a nightmare trying to figure out how to get Crowds into the new Solaris/Lops/USD thing. (I don't even know what to call it!)
Please can you release a tutorial on how to render Crowds with texture variations using that thing I mentioned above?
That would be MOST HELPFUL
Many thanks in advance!
Dan
I am having a nightmare trying to figure out how to get Crowds into the new Solaris/Lops/USD thing. (I don't even know what to call it!)
Please can you release a tutorial on how to render Crowds with texture variations using that thing I mentioned above?
That would be MOST HELPFUL
Many thanks in advance!
Dan
Houdini for Realtime » Crowds in Unreal
- dansidi
- 59 posts
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Thanks a lot for your response, PPZ.
I'm looking into Golaem and some other software at the moment.
Sorry Houdini!
I'm looking into Golaem and some other software at the moment.
Sorry Houdini!
Technical Discussion » CROWD: Layering Agent Layers?
- dansidi
- 59 posts
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Hi,
Is it possible to use more than one Agent Layer at a time?
For example, I have an Agent with naked skin geometry as the default layer.
I want to add a random shirt, and random trousers and then random shoes.
However, the randomize layer in the Crowd Source node only allows picking ONE layer at a time.
Any tricks out there that allow this?
Many thanks,
Dan
Is it possible to use more than one Agent Layer at a time?
For example, I have an Agent with naked skin geometry as the default layer.
I want to add a random shirt, and random trousers and then random shoes.
However, the randomize layer in the Crowd Source node only allows picking ONE layer at a time.
Any tricks out there that allow this?
Many thanks,
Dan
Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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