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Technical Discussion » Animated texture not showing in OpenGL render
- futnuh
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I have a Decal surface shader whose texture map is a sequence of images. In the viewport, I see the texture update as I scrub. However, when I render to disk using an OpenGL render node, the texture doesn't change (it looks to be using only the first image in the sequence). Can someone explain why (and how to fix it)?
Houdini Lounge » Support for 6 degree-of-freedom Space Pilot
- futnuh
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For anyone else interested in Space Pilot support under Houdini, please go to the 3D Connexion forum and add your voice to this thread.
http://www.3dconnexion.com/forum/viewtopic.php?t=308 [3dconnexion.com]
Of course, we can probably make it happen by funding the necessary programming. Any companies willing to contribute a couple of thousand dollars towards this?
http://www.3dconnexion.com/forum/viewtopic.php?t=308 [3dconnexion.com]
Of course, we can probably make it happen by funding the necessary programming. Any companies willing to contribute a couple of thousand dollars towards this?
Technical Discussion » Fracturing a grid with a number of open polygonal curves
- futnuh
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Hi Mario,
Perhaps I'm missing something … does your code actually fracture test object or simply return those constituent primitives lying inside the region enclosed by the bounding curves? It's the former that I was trying to do - and have mostly accomplished via the Cookie SOP (a la Francois' suggestion). Or did you envision using the Cookie approach to do the fracture and then this code snippet to identify the primitive of interest?
Cheers,
Darran.
Perhaps I'm missing something … does your code actually fracture test object or simply return those constituent primitives lying inside the region enclosed by the bounding curves? It's the former that I was trying to do - and have mostly accomplished via the Cookie SOP (a la Francois' suggestion). Or did you envision using the Cookie approach to do the fracture and then this code snippet to identify the primitive of interest?
Cheers,
Darran.
Technical Discussion » Fracturing a grid with a number of open polygonal curves
- futnuh
- 56 posts
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Any ideas on the following
0) In the viewport, go into Top view.
1) Lay down a Grid SOP.
2) Lay down a Curve SOP. Draw an open polygonal curve that snakes across the grid. Endpoints of the curve cannot lie inside the grid.
3) Repeat step 2) any number of times.
4) Merge the curves.
5) Lay down an Add SOP with a single point that lies within the grid.
The aim is to procedurally extract from the grid the unique polygon clipped by the various curves (4) that contains the point (5).
0) In the viewport, go into Top view.
1) Lay down a Grid SOP.
2) Lay down a Curve SOP. Draw an open polygonal curve that snakes across the grid. Endpoints of the curve cannot lie inside the grid.
3) Repeat step 2) any number of times.
4) Merge the curves.
5) Lay down an Add SOP with a single point that lies within the grid.
The aim is to procedurally extract from the grid the unique polygon clipped by the various curves (4) that contains the point (5).
Technical Discussion » Align Points
- futnuh
- 56 posts
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circusmonkey
Hi all
Is there a way to align a selection of points. I want to mirror some geometry and would like a group of points to be aligned along the x axis.
Also is there a way to select a bunch of edges and create an edge loop ? cutting edges with polysplit is a bit tiresome.
Can't answer the second question. By align along the x-axis, do you mean set their y and z values to 0? If so, use a group sop to choose the points, followed by a point sop (acting on the above group) with the $TY and $TZ fields set to 0. This is a procedural approach, you could instead use an edit SOP and manually move the points to the zero line (use construction grid and snap).
Technical Discussion » Pz and transparency issues in deep raster
- futnuh
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Actually, looking at the image more closely, I probably want to add a VOP so that the Pz multiplier can only be 0 or 1 (nothing in between) …
Technical Discussion » Pz and transparency issues in deep raster
- futnuh
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Technical Discussion » Pz and transparency issues in deep raster
- futnuh
- 56 posts
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SYmek
The problem is that your opacity doesn't reflect alpha channel. If you are defining transparency with alpha channel you have to use it also as a opacity multiplier (inside your shader VOP)
I thought I was doing this already. My shader's Of = (alpha,alpha,alpha).
Technical Discussion » Pz and transparency issues in deep raster
- futnuh
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I'm having a few issues with Pz and deep rasters …
In the RGB test below, the filmstrip is a solid ribbon with a single texture map applied via a simple VOPs-based shader. The holes/notches in the filmstrip are fully transparent areas of the RGBA texture. As I'd like to add some depth cues (fog and blur) in composite, I render Pz as a 32-bit float in a deep raster.
With reference to the Pz image, you can see that (i) some of the holes are missing entirely (lack of any further geometry) and (ii) the shade inside of the holes is not correct. With respect to point (ii), like the RGB image, it should be the same shade as the ribbon in back. In the mantra ROP's Deep Raster tab, I have the sample filter set to “Opacity Filtering” with pixel filter “minmax max”. (Within the shader, the opacity of these holes/notches is that shown in the alpha image below.) I would have thought this should work?
On a somewhat related note, within the compositor how do you convert a 32-bit plane to 8-bit? I ended up doing a screen capture from mplay as I couldn't get the Pz plane into 8-bit format. I tried the convert COP with all manner of settings for black/white points.
In the RGB test below, the filmstrip is a solid ribbon with a single texture map applied via a simple VOPs-based shader. The holes/notches in the filmstrip are fully transparent areas of the RGBA texture. As I'd like to add some depth cues (fog and blur) in composite, I render Pz as a 32-bit float in a deep raster.
With reference to the Pz image, you can see that (i) some of the holes are missing entirely (lack of any further geometry) and (ii) the shade inside of the holes is not correct. With respect to point (ii), like the RGB image, it should be the same shade as the ribbon in back. In the mantra ROP's Deep Raster tab, I have the sample filter set to “Opacity Filtering” with pixel filter “minmax max”. (Within the shader, the opacity of these holes/notches is that shown in the alpha image below.) I would have thought this should work?
On a somewhat related note, within the compositor how do you convert a 32-bit plane to 8-bit? I ended up doing a screen capture from mplay as I couldn't get the Pz plane into 8-bit format. I tried the convert COP with all manner of settings for black/white points.
Technical Discussion » need good pdfs or books for houdini
- futnuh
- 56 posts
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nishitHow about writing in proper English? You alienate a large number of potential responders with this cell-phone gibberish.
hai frnds this is nishit here can anyone hlp me out were would i get good books for houdini or pdf i m a fresher for this software …and plz advice me frm wat should i start wit. :?:
Technical Discussion » Collada import question (Google Sketchup)
- futnuh
- 56 posts
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craiglhoffmanHey Craig, have you tried Sketchup's .obj exporter? We had a nice-looking architectural Sketchup model. We then downloaded the trial version of Pro to get .obj export ability, did the export, loaded it into Houdini … only to get an absolute mess. The points were correct but there was so much damage to the connectivity as to make it unusable. We verified this as an export issue by trying to load the .obj into Max … same issue.
The professional Sketchup does have .obj export/import so if anyone needs to use Sketchup for a project, there is a $600 solution.
Technical Discussion » Houdini 9, HDK and Visual C++
- futnuh
- 56 posts
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Le_monkey_butt
Well.. to cut it short.. when can we expect to see Windows Houdini compiled with VC8/VC++ 2005.
Ping. I'd really like to see this question answered in the positive …
Houdini Lounge » Character Resources?
- futnuh
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I'm trying to get a working knowledge of character animation in Houdini for an upcoming project. At least for me, video tutorials are the most effective way of getting up to speed quickly. I've watched
3D Buzz, Houdini Issue 2
http://www.3dbuzz.com/vbforum/sv_dl_list.php?c=11 [3dbuzz.com]
SESI's Autorig and New Muscle Tutorial
http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
Are there any other video resources (free or paid) relating to character animation and rigging? I'm specifically interested in learning about capture geometry, posing, setting up and integrating animation cycles, blending, etc.
3D Buzz, Houdini Issue 2
http://www.3dbuzz.com/vbforum/sv_dl_list.php?c=11 [3dbuzz.com]
SESI's Autorig and New Muscle Tutorial
http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132 [sidefx.com]
Are there any other video resources (free or paid) relating to character animation and rigging? I'm specifically interested in learning about capture geometry, posing, setting up and integrating animation cycles, blending, etc.
Technical Discussion » How to use Particle CHOP?
- futnuh
- 56 posts
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Coming back to this, I'm still struggling to get the Particle CHOP working. I've created the simplest of hip files to demonstrate. Could I trouble someone in the know to download my hip and spot the error? As always, any help is much appreciated.
Cheers,
Darran.
Cheers,
Darran.
Houdini Lounge » Make Quicktime movie
- futnuh
- 56 posts
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mentor
Or registered QuickTime Player - just click on “Open image sequence” and choose image file. Then u've to click on “Export” and choose suitable format
Good luck. We purchased QuickTime Pro specifically for this feature. I gave up concatenating an image sequence after watching it parse the (1000 frames of) input selection for half an hour. No feedback to say what was going on. It is a very disappointing offering from Apple. And I'm not alone in these impressions by a long shot - read the feedback on Apple's site.
BTW, I heard from Side Effects directly that a Quicktime ROP is an often-requested feature. They know it.
Houdini Lounge » Make Quicktime movie
- futnuh
- 56 posts
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harry_the_cat
It would be nice if you could do this in houdini - another comp op or a ROP fileout to mpg or avi would be brilliant.
I agree fully. EyeOn Fusion has this ability. Directly producing AVI and Quicktime from with a ROP fileout is high-up on my RFE list …
Houdini Lounge » Houdini reseller in Australia
- futnuh
- 56 posts
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terrybuchanan
Does it really take that long to learn the program well enough to start working in an entry-level position? The reason I ask is because I've often seen comments like the one below. Though half-jokingly presented, they would leave one to believe it is an impossible task to master this program well enough anytime soon, to start getting work with it. How long does it normally take the average person?
It really depends on the aim and the person. I've seen people taket to Houdini and be productive within a month. I've also seen people dabble with it for a few weeks and not really “get it”. It isn't so much Houdini, the program, that takes a long time to master, it's the procedural paradigm. If you have a programming background, this will seem quite natural. Even if you don't, you should hopefully still be productive within about a month. Get the Will Cunningham book, get the Gnomin intro DVD, and watch some of the online videos (VTMS) at 3dBuzz.
Think of Houdini like karate. While most of the world is awed by a black belt, practitioners will say that the first “dan” is only the start of the training. They realize the potential, and know it is a lifelong process of learning - in our case, learning not about the interface/menu/etc but exploring the possibilities it allows.
Technical Discussion » Debugging VEX and VOPs
- futnuh
- 56 posts
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twod
You should be able to use printf() in VEX SOPs in the same way you do in shaders.
Where does the output show up though? For shaders, I assume it would be the mantra output. I'm not seeing any printf results for my VEX SOP in the default textport …
It struck me that perhaps the output was going to the console. Since I'm using Windows XP with Houdini started from the task bar, perhaps it was just being lost. I then tried starting houdini from the command line but still no printf SOP output.
Aside, I should have found this message before posting regardless, http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=5900&highlight=printf [sidefx.com]
Technical Discussion » Debugging VEX and VOPs
- futnuh
- 56 posts
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I'm working on my first non-trivial home-brew SOP using vex. For shaders, printf is really useful for debugging. Is there a way to get printf output for SOP development (without reverting to using the HDK)?
On the same theme, how do people typically debug VOPs?
Cheers,
Darran.
On the same theme, how do people typically debug VOPs?
Cheers,
Darran.
Technical Discussion » Complicated "birthing distribution" problem?
- futnuh
- 56 posts
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I've just spent the past few hours immersed in VOPs. It is nowhere near as intimidating as I had thought. While I haven't actually solved my problem, I'm seeing a tiny speck of light at the end of the tunnel ;-)
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