Hi Konstantin,
Awesome, thanks for the reply! I'll look into this!
Found 196 posts.
Search results Show results as topic list.
Technical Discussion » VEX intersect(): Sending rays after rays
- deadalvs
- 196 posts
- Offline
Technical Discussion » VEX intersect(): Sending rays after rays
- deadalvs
- 196 posts
- Offline
Hi all,
I'm struggling to understand how I can use an attr wrangle node (detail mode) to send rays and then evaluate the result (without a solver that loops over frames).
From m points, I need to n rays each, check if they intersect; then if they intersect send more rays from that new point (different direction) and so on. Similar to global illumination, with the concept of 'ray depth'.
Can somebody give me a pointer in how I would structure such an approach using VEX? Is this even possible in an attr wrangle node?
Thanks for any input & cheers,
Matt
I'm struggling to understand how I can use an attr wrangle node (detail mode) to send rays and then evaluate the result (without a solver that loops over frames).
From m points, I need to n rays each, check if they intersect; then if they intersect send more rays from that new point (different direction) and so on. Similar to global illumination, with the concept of 'ray depth'.
Can somebody give me a pointer in how I would structure such an approach using VEX? Is this even possible in an attr wrangle node?
Thanks for any input & cheers,
Matt
Technical Discussion » Import Hou in External Python Process
- deadalvs
- 196 posts
- Offline
Hi,
Same questions... input would be most welcome.
This is just for 2.7 - I need 3.x:
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
Cheers,
m.
Same questions... input would be most welcome.
This is just for 2.7 - I need 3.x:
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
Cheers,
m.
Technical Discussion » list of list of integers (VEX)
- deadalvs
- 196 posts
- Offline
Hi,
thanks for the inputs, much appreciated.
VEX not yet supporting multi-dimensional arrays is one of those key points, I missed this information…
Well I can use vectors as a hack and then cast the 3 floats to int, I just was searching for a ‘native’ solution.
Thanks again, I believe this should work!
m.
thanks for the inputs, much appreciated.
VEX not yet supporting multi-dimensional arrays is one of those key points, I missed this information…
Well I can use vectors as a hack and then cast the 3 floats to int, I just was searching for a ‘native’ solution.
Thanks again, I believe this should work!
m.
Technical Discussion » list of list of integers (VEX)
- deadalvs
- 196 posts
- Offline
Hi all,
I've been trying this now for two hours without success.
I'd like to create “list of lists of integers” in VEX. I need to access each pair again later on by index.
In python:
mylist = [, , ]
mylist –>
I cannot figure out how to create the elements, as int, vector2, array().
Any help would be appreciated. Thank you!
m.
I've been trying this now for two hours without success.
I'd like to create “list of lists of integers” in VEX. I need to access each pair again later on by index.
In python:
mylist = [, , ]
mylist –>
I cannot figure out how to create the elements, as int, vector2, array().
Any help would be appreciated. Thank you!
m.
Technical Discussion » Python: Multithreading code
- deadalvs
- 196 posts
- Offline
Haha, I like the (German) ‘moin’!
Sadly I don't have the time to learn VEX right now (I wish!). Sadly also, I don't have a strong enough programming base as scripting is only a small part of my tasks. Doesn't sound like a low-hanging fruit.
Well, for now running the script a few times takes much less me-time than the time to speed the script up.. I guess I'll leave this for now until I must have this thing run faster.
Thanks for the inputs!
Matt
Sadly I don't have the time to learn VEX right now (I wish!). Sadly also, I don't have a strong enough programming base as scripting is only a small part of my tasks. Doesn't sound like a low-hanging fruit.
Well, for now running the script a few times takes much less me-time than the time to speed the script up.. I guess I'll leave this for now until I must have this thing run faster.
Thanks for the inputs!
Matt
Technical Discussion » Python: Multithreading code
- deadalvs
- 196 posts
- Offline
Hi,
For processing meshes (altering topology), I have a python script that is relatively expensive and can easily run 10 mins (iterating over all points and computing values based on closest neighbors).
I'm wondering if I can split this up into threads and run the script in parallel threads, then process the results once all threads are done. (E.g. processing 20% of points in 5 threads.)
Does somebody have an example (of similar nature) I could look into?
Thanks in advance,
m.
For processing meshes (altering topology), I have a python script that is relatively expensive and can easily run 10 mins (iterating over all points and computing values based on closest neighbors).
I'm wondering if I can split this up into threads and run the script in parallel threads, then process the results once all threads are done. (E.g. processing 20% of points in 5 threads.)
Does somebody have an example (of similar nature) I could look into?
Thanks in advance,
m.
Technical Discussion » Py/VEX: Add point on prim edge
- deadalvs
- 196 posts
- Offline
Hi guys,
Thanks for the inputs, I'll think about them.
Very cool work on that carve sop by the way!
Thanks for the inputs, I'll think about them.
Very cool work on that carve sop by the way!
Technical Discussion » Py/VEX: Add point on prim edge
- deadalvs
- 196 posts
- Offline
Hi all,
Given a point with position (x, y, z) that technically lies on a prim edge (or very very close), what is currently the best way to add this point on the prim (subdividing the edge / adding a vertex)? Using Python/VEX?
I'd like to maintain attrs/UVs on the prim and just add a point. (Let's assume I know which edge I'd like to add the point to.)
I have checked https://www.sidefx.com/docs/houdini/vex/functions/addpoint.html, [www.sidefx.com] but I'm not sure if this is the right starting point.
Any input welcome!
Thanks,
m.
Given a point with position (x, y, z) that technically lies on a prim edge (or very very close), what is currently the best way to add this point on the prim (subdividing the edge / adding a vertex)? Using Python/VEX?
I'd like to maintain attrs/UVs on the prim and just add a point. (Let's assume I know which edge I'd like to add the point to.)
I have checked https://www.sidefx.com/docs/houdini/vex/functions/addpoint.html, [www.sidefx.com] but I'm not sure if this is the right starting point.
Any input welcome!
Thanks,
m.
Technical Discussion » Parallax Occlusion Shader for Mantra?
- deadalvs
- 196 posts
- Offline
Technical Discussion » Parallax Occlusion Shader for Mantra?
- deadalvs
- 196 posts
- Offline
Hi,
for efficiently rendering detailed interiors .. does somebody have a workflow for creating a parallax occlusion shader in Mantra?
Inspiration is SpiderMan on PS4, see also https://www.youtube.com/watch?v=onKSZQQCgcQ. [www.youtube.com]
Any input welcome!
m.
for efficiently rendering detailed interiors .. does somebody have a workflow for creating a parallax occlusion shader in Mantra?
Inspiration is SpiderMan on PS4, see also https://www.youtube.com/watch?v=onKSZQQCgcQ. [www.youtube.com]
Any input welcome!
m.
Technical Discussion » Using VOP COP2 Generator output in texture map path, using op:
- deadalvs
- 196 posts
- Offline
Hi all,
I went ahead and asked support. The setup is correct except that no UV coords node can be plugged to the principled shader from the outside.
Reason why UV coords cannot be connected (from support):
“This has to do with the new materials and the way they work…
Because the principled shader is already a material with parameters promoted (not just a vop node), you cannot connect parameters into it. You will need to do so inside the principled shader (and promote the parameters to the top, if necessary).
”
I have attached a working file to this post (17.0, build 497).
Wanted to share this, hope it helps others.
Cheers,
matt
I went ahead and asked support. The setup is correct except that no UV coords node can be plugged to the principled shader from the outside.
Reason why UV coords cannot be connected (from support):
“This has to do with the new materials and the way they work…
Because the principled shader is already a material with parameters promoted (not just a vop node), you cannot connect parameters into it. You will need to do so inside the principled shader (and promote the parameters to the top, if necessary).
”
I have attached a working file to this post (17.0, build 497).
Wanted to share this, hope it helps others.
Cheers,
matt
Technical Discussion » Using VOP COP2 Generator output in texture map path, using op:
- deadalvs
- 196 posts
- Offline
Hi,
thanks for the input!
I have attached the example now. I do get the preview of the color in the viewport (need to click into the viewport to refresh!), but not when I render (Mantra), there I get an error in the console.
Note: I have placed the cop2net within the obj context (next to the geo1).
matt
thanks for the input!
I have attached the example now. I do get the preview of the color in the viewport (need to click into the viewport to refresh!), but not when I render (Mantra), there I get an error in the console.
Note: I have placed the cop2net within the obj context (next to the geo1).
matt
Technical Discussion » Triplanar projection: Normal maps
- deadalvs
- 196 posts
- Offline
Found this cool video tutorial that converts a greyscale image to proper normals in houdini.
Now it'd just be cool to push the result of this to the texture node that feeds into the shader. If this works is an open question similar to this one here:
https://www.sidefx.com/forum/topic/67166/ [www.sidefx.com]
Hope I can get an input.
Thanks!
m.
Now it'd just be cool to push the result of this to the texture node that feeds into the shader. If this works is an open question similar to this one here:
https://www.sidefx.com/forum/topic/67166/ [www.sidefx.com]
Hope I can get an input.
Thanks!
m.
Technical Discussion » Using VOP COP2 Generator output in texture map path, using op:
- deadalvs
- 196 posts
- Offline
Hi,
I'm trying to use a VOP COP2 Generator in the /img/ context and then reference the result in the /obj/ context, in a texture map node that feeds into a principled shader.
Is this possible?
the docs say yes, but I cannot get this to work: https://www.sidefx.com/docs/houdini/io/op_syntax.html [www.sidefx.com]
Any input welcome!
Thanks,
m.
I'm trying to use a VOP COP2 Generator in the /img/ context and then reference the result in the /obj/ context, in a texture map node that feeds into a principled shader.
Is this possible?
the docs say yes, but I cannot get this to work: https://www.sidefx.com/docs/houdini/io/op_syntax.html [www.sidefx.com]
Any input welcome!
Thanks,
m.
Technical Discussion » Triplanar projection: Normal maps
- deadalvs
- 196 posts
- Offline
Hi EvanP,
thanks for the input!
I have played with your idea, though I'm not sure about the color value ranges that are valid to ‘look okay’. I'm getting quite some artifacts with the mandril pic mapped.
If I take the average, I have a greyscale vector:
- Do I need to multiply this with the tangent space violet color (8080ff)?
- If the values range from black to white: Is 50% grey neutral, while black points the normal backwards (and white inverted?)
I have attached an example hip file. Maybe somebody could have a look.
I'm just after a ‘valid look’ that adds some details to the surface.
Thanks!
m.
thanks for the input!
I have played with your idea, though I'm not sure about the color value ranges that are valid to ‘look okay’. I'm getting quite some artifacts with the mandril pic mapped.
If I take the average, I have a greyscale vector:
- Do I need to multiply this with the tangent space violet color (8080ff)?
- If the values range from black to white: Is 50% grey neutral, while black points the normal backwards (and white inverted?)
I have attached an example hip file. Maybe somebody could have a look.
I'm just after a ‘valid look’ that adds some details to the surface.
Thanks!
m.
Technical Discussion » Triplanar projection: Normal maps
- deadalvs
- 196 posts
- Offline
Hi,
does somebody have an example on how the ‘UV Tri-Planar Project’ node can be used to also drive normal mapping and not only color?
I'd already be happy with the colors being converted to greyscale and then displace using that.
I'm using the principled shader core, but I'm not sure which additional nodes would be used. :-/
Any input welcome!
m.
does somebody have an example on how the ‘UV Tri-Planar Project’ node can be used to also drive normal mapping and not only color?
I'd already be happy with the colors being converted to greyscale and then displace using that.
I'm using the principled shader core, but I'm not sure which additional nodes would be used. :-/
Any input welcome!
m.
Technical Discussion » instancing SpeedTrees using heightfield scatter (H17)
- deadalvs
- 196 posts
- Offline
found a way that works for me now flexibly enough, using the instance SOP. Houdini 17.
have attached an example that also renders the materials.
hope this helps somebody else too!
cheers,
matt
have attached an example that also renders the materials.
hope this helps somebody else too!
cheers,
matt
Technical Discussion » instancing SpeedTrees using heightfield scatter (H17)
- deadalvs
- 196 posts
- Offline
Hi all,
Sadly, I'm stuck (again) with scattering instances.
The attached example works fine with a copytopoints SOP with ‘pack and instance’ active. The trees render fine.
When using the same setup but a SpeedTree model (see screenshot), the speedtree materials are lost and the trees render white.
What causes this? How can I fix it?
Any input welcome! Thanks,
Matt
Sadly, I'm stuck (again) with scattering instances.
The attached example works fine with a copytopoints SOP with ‘pack and instance’ active. The trees render fine.
When using the same setup but a SpeedTree model (see screenshot), the speedtree materials are lost and the trees render white.
What causes this? How can I fix it?
Any input welcome! Thanks,
Matt
Technical Discussion » Rendering height fields with Mantra & principled shader
- deadalvs
- 196 posts
- Offline
Oh boy.
It works if I use the ‘convert heightfield’ node - and NOT the standard ‘convert’ node!
(Thanks for the sidefx support on this one!)
Cheers,
m.
It works if I use the ‘convert heightfield’ node - and NOT the standard ‘convert’ node!
(Thanks for the sidefx support on this one!)
Cheers,
m.
-
- Quick Links