Even if this might be solved, I am contemplating a custom Z pass creation, as exercised in Maya here:
http://asephei.blogspot.com/2011/10/maya-how-to-manually-generate-custom.html [asephei.blogspot.com]
I presume it can be implemented in vops, (for <H12 users). I haven't read it thoroughly yet, but seeing the network, it seems like a simple operation.
Nevertheless, the great work of SYmek has to be pointed out and acknowledged
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Technical Discussion » Deep Image Compositing
- drukpa
- 17 posts
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Technical Discussion » Wll houdini 12 replace old version hip file's nodes ?
- drukpa
- 17 posts
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I have the opposite problem - of course it is logical, but still I have to find some solution:
I made a scene in H12 on the workstation. And on two older pcs I have H10, and would like to utilize those machines for additional rendering, but H10 would not read even encapsulated scripts (like shop networks to vop type).
H12 (nor H11) cannot be installed on those pcs, for system requirements are not sufficient for newer versions.
Is there any way to export the H12 scene so H10 could read the majority of it (I don't mind the new parameters that would be lost - I am just concerned about shading, lighting and geometry, and have used standard nodes which are present in older versions)?
It would be too much to rebuild the scene from scratch in H10 just for this purpose.
Any ideas?
I made a scene in H12 on the workstation. And on two older pcs I have H10, and would like to utilize those machines for additional rendering, but H10 would not read even encapsulated scripts (like shop networks to vop type).
H12 (nor H11) cannot be installed on those pcs, for system requirements are not sufficient for newer versions.
Is there any way to export the H12 scene so H10 could read the majority of it (I don't mind the new parameters that would be lost - I am just concerned about shading, lighting and geometry, and have used standard nodes which are present in older versions)?
It would be too much to rebuild the scene from scratch in H10 just for this purpose.
Any ideas?
Technical Discussion » H11, Ubuntu 10.04, MacBook Pro (ATI Radeon X1600)
- drukpa
- 17 posts
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I also have the same problem (since spring 2009) when ATI decided to become the worst vendor ever. But it's just on my secondary laptop, although I would like to have it fixed with newer kernel and distro.
Unfortunately there are no possibilities except maybe one (which I might try if I get time) : to install new distro, and then to downgrade kernel to 2.6.27 - which is the latest kernel supported by catalyst for our late legacy cards. However, there's 50-50% that it will work (I succeeded that with Suse 11, but didn't have wlan on it).
On the other hand, if you install Ubuntu 8.04, or like me 8.10 - you will have your Houdini running, but the system might have serious faults - I am not able to install anything with dependencies (anything apart from manual installations) because the 8.10 repositories are dead for a long time. Fortunately 8.04 is LTS, so I hope you'll have luck if they maintained all repos. I didn't bother because, again, my wlan doesn't work on 8.04 (there's always something missing on the low-end hardware, it's just a matter of what you're ready to sacrifice).
Anyway, for the record, please inform here about the outcome of 8.04, if you install it.
Unfortunately there are no possibilities except maybe one (which I might try if I get time) : to install new distro, and then to downgrade kernel to 2.6.27 - which is the latest kernel supported by catalyst for our late legacy cards. However, there's 50-50% that it will work (I succeeded that with Suse 11, but didn't have wlan on it).
On the other hand, if you install Ubuntu 8.04, or like me 8.10 - you will have your Houdini running, but the system might have serious faults - I am not able to install anything with dependencies (anything apart from manual installations) because the 8.10 repositories are dead for a long time. Fortunately 8.04 is LTS, so I hope you'll have luck if they maintained all repos. I didn't bother because, again, my wlan doesn't work on 8.04 (there's always something missing on the low-end hardware, it's just a matter of what you're ready to sacrifice).
Anyway, for the record, please inform here about the outcome of 8.04, if you install it.
Technical Discussion » The Ramp Parameter
- drukpa
- 17 posts
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Another nice&clean example. Thanks Khermah, and for the other tips on Youtube; U're doing it inventive, precise and straightforward.
I spent some time working with ramps in the shader context recently, and haven't been successful:
The usage of ‘chramp’ function is effective if the value from the ramp is to be returned, and used to drive something.
But my problem is that I want the opposite: to use a parameter that will drive the specific color (or point) of the ramp. Simple example would be 2-3 colors ramp shader where one of the ramp colors would be driven with some pattern.
I did export pattern value multiplied with some color, within VOP network (as if any export would be made: paint, color, displace in a way), and then tried to call it in the ramp colors with simple “ch” with the name of my export.
However, I sense that this isn't the right way of doing it - at least not the right expression function to call (export value should be a variable, but not to be used as $VAR, but rather in specific field meant for variable call, etc… thats why i used ‘varnamer, varnameg, varnameb’ in the rgb fields respectively)
The result I've got, is that “ch” reads the default value of my export parameter, not the (variable) value that should be exported (and the export parameter is visible, but it makes no difference).
Would U suggest some solution to this?
If U have time, take a look at this simple example.
Thanks
I spent some time working with ramps in the shader context recently, and haven't been successful:
The usage of ‘chramp’ function is effective if the value from the ramp is to be returned, and used to drive something.
But my problem is that I want the opposite: to use a parameter that will drive the specific color (or point) of the ramp. Simple example would be 2-3 colors ramp shader where one of the ramp colors would be driven with some pattern.
I did export pattern value multiplied with some color, within VOP network (as if any export would be made: paint, color, displace in a way), and then tried to call it in the ramp colors with simple “ch” with the name of my export.
However, I sense that this isn't the right way of doing it - at least not the right expression function to call (export value should be a variable, but not to be used as $VAR, but rather in specific field meant for variable call, etc… thats why i used ‘varnamer, varnameg, varnameb’ in the rgb fields respectively)
The result I've got, is that “ch” reads the default value of my export parameter, not the (variable) value that should be exported (and the export parameter is visible, but it makes no difference).
Would U suggest some solution to this?
If U have time, take a look at this simple example.
Thanks
Technical Discussion » Stamping local Material overrides
- drukpa
- 17 posts
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Thanks Tony,
As I said, I've already tried a bunch of parameters and expression variations.
The issue might be switch shop's response to expressions (to any expression) in overrides - any other shader parameter is successfully overridden. Also this particular expression works ok with the transform sop (it's included in the attachment).
I am not able to open your .hip, for I have 10.0.745 (the last of 10. releases) as well as 10.0.595, but I've read your file as a code, it says U saved it out of 11.0.495 linux-x86_64-gcc4.1. I also checked the scene description, parameters & expressions in it: it's pretty similar to mine, I just used simple clay shader instead of gallery defined material, and of course *2 outside of the bracket.
Does your switch shop respond to overrides? If it does, that means I might have some other issue.
Here is my probe file2, U can check if it works on H11.
As I said, I've already tried a bunch of parameters and expression variations.
The issue might be switch shop's response to expressions (to any expression) in overrides - any other shader parameter is successfully overridden. Also this particular expression works ok with the transform sop (it's included in the attachment).
I am not able to open your .hip, for I have 10.0.745 (the last of 10. releases) as well as 10.0.595, but I've read your file as a code, it says U saved it out of 11.0.495 linux-x86_64-gcc4.1. I also checked the scene description, parameters & expressions in it: it's pretty similar to mine, I just used simple clay shader instead of gallery defined material, and of course *2 outside of the bracket.
Does your switch shop respond to overrides? If it does, that means I might have some other issue.
Here is my probe file2, U can check if it works on H11.
Technical Discussion » Stamping local Material overrides
- drukpa
- 17 posts
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I had no issues with stamping whatsoever, but when I tried recently to apply it to local overrides inside material sop, I got nothing but failures.
Here is a brief, primitive example of what I've tried:
1. 2 vex-clay shaders with different colors, added to a switch shop;
2. a copy sop with geometry and material sop inputed.
3. stamp variable name “colswitch”: round(fit01(rand($PT)*2, 0, 1))
4. in the material sop's local overrides added “switch1_input” parameter with value:
stamp(“../copy1”, “colswitch”, 0)
So, instead of switcher randomly changes between 0-1 in the integer fashion through the copies, it rather sticks with the original switcher value, ignoring overrides.
There shouldn't be anything wrong with the expression itself (I've tested it simultaneously with a transform sop, where it gives expected results);
I've also made a quick test overriding a diffuse color from clay with the simple:
rand($PT)*1.2
and it gave me random changes, but in grayscale, no trace of color.
I've checked all parameters and tried different variations, but no luck.
There's something I am missing in here.
Here is a brief, primitive example of what I've tried:
1. 2 vex-clay shaders with different colors, added to a switch shop;
2. a copy sop with geometry and material sop inputed.
3. stamp variable name “colswitch”: round(fit01(rand($PT)*2, 0, 1))
4. in the material sop's local overrides added “switch1_input” parameter with value:
stamp(“../copy1”, “colswitch”, 0)
So, instead of switcher randomly changes between 0-1 in the integer fashion through the copies, it rather sticks with the original switcher value, ignoring overrides.
There shouldn't be anything wrong with the expression itself (I've tested it simultaneously with a transform sop, where it gives expected results);
I've also made a quick test overriding a diffuse color from clay with the simple:
rand($PT)*1.2
and it gave me random changes, but in grayscale, no trace of color.
I've checked all parameters and tried different variations, but no luck.
There's something I am missing in here.
Houdini Lounge » Ubuntu 9.1
- drukpa
- 17 posts
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I tried Houdini on Ubuntu 9 <. Generally I wasn't so happy with these versions that came with new kernels and eye kandy gnome/kde.
But all is fine on Debian Etch,Lenny, Suse 10,11.1, and Fedora 8
Compiz may be better off, distro version of Houdini should be exact, and so on
But all is fine on Debian Etch,Lenny, Suse 10,11.1, and Fedora 8
Compiz may be better off, distro version of Houdini should be exact, and so on
Edited by - Sept. 28, 2010 21:15:21
Houdini Indie and Apprentice » render region with camera over mantra node
- drukpa
- 17 posts
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I am searching a way to render a region from the command line (or with expressions) to get something like in MR: -render -r mr -s 0 -e 100 -reg 0 100 0 100
The camera crop options in Houdini (they are in percent units, it would be more convenient if they were in pixels) can be animated, or mantra nodes per camera crop with takes could be generated, but it's just not as simple as it'd be if there is a command line option to do it on the fly.
Any solution?
The camera crop options in Houdini (they are in percent units, it would be more convenient if they were in pixels) can be animated, or mantra nodes per camera crop with takes could be generated, but it's just not as simple as it'd be if there is a command line option to do it on the fly.
Any solution?
Edited by - Sept. 28, 2010 22:06:06
Technical Discussion » iff import in COP
- drukpa
- 17 posts
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COP desn't recognize the iff file extension - is there any solution to import it rather than converting the whole sequence in other format?
Technical Discussion » Loading PRM&MR
- drukpa
- 17 posts
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There was a thought to render different passes in different engines for further composition. Some with PRMan, some with MR, and some with Mantra.
I guess I'll have to wait for further development and integration…
I guess I'll have to wait for further development and integration…
Edited by - Sept. 28, 2010 21:34:29
Technical Discussion » Loading PRM&MR
- drukpa
- 17 posts
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OK, aware of that, but still I doubt they'd give a proper support for running from Houdini if purchased.
Edited by - Sept. 28, 2010 21:30:47
Technical Discussion » Loading PRM&MR
- drukpa
- 17 posts
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I found docs on running PRMan engine, but it's hard on linux.
Is there any solution for it and/or for Mental Ray and not so mind blowing?
Is there any solution for it and/or for Mental Ray and not so mind blowing?
Edited by - Sept. 28, 2010 21:27:26
Technical Discussion » is there any extensions like fur, paints, fluids, cloth...
- drukpa
- 17 posts
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Thanks MichaelC, for the attention.
I see the point:
I hoped that Houdini might have all stuff integrated, like in other 3d apps, so that one doesn't have to bother looking for more and more expensive plugins. So it seems, only with huge knowledge should one approach to Houdini in order to achieve more.
I see the point:
I hoped that Houdini might have all stuff integrated, like in other 3d apps, so that one doesn't have to bother looking for more and more expensive plugins. So it seems, only with huge knowledge should one approach to Houdini in order to achieve more.
Edited by - Sept. 28, 2010 21:55:11
Technical Discussion » is there any extensions like fur, paints, fluids, cloth...
- drukpa
- 17 posts
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I've run into Houdini, and couldn't get any easy way of making fluids, hair, or cloth.
As familiar with Maya paint fx, I hoped I'll find something like it. Still haven't looked into Lsystems though.
Is it necessary to build own tools in order to have these effects, or some pre-built assets can be found?
And again, even if I achieve such effects, would it be possible to output them also to Renderman or Mental Ray (I used to always restrict myself when working with Maya and MR PRMan due to known incompatibilities)?
As familiar with Maya paint fx, I hoped I'll find something like it. Still haven't looked into Lsystems though.
Is it necessary to build own tools in order to have these effects, or some pre-built assets can be found?
And again, even if I achieve such effects, would it be possible to output them also to Renderman or Mental Ray (I used to always restrict myself when working with Maya and MR PRMan due to known incompatibilities)?
Edited by - Sept. 28, 2010 21:46:12
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