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Houdini Lounge » Render farms - SideFX "not supporting public renderfarms"
- geordiemartinez
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Technical Discussion » Recommendations for Rendering facilities for education
- geordiemartinez
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Technical Discussion » Vellum: Can you control the dihedral angle across edges?
- geordiemartinez
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I'm trying to find a way to crease some vellum cloth by controlling the bend or dihedral angle of a set of edges?
In marvelous designer you can select a line and set a fold angle to be above or below 180 degrees and it will crease along that edge. I am looking for the equivalent in Houdini if it exists.
In marvelous designer you can select a line and set a fold angle to be above or below 180 degrees and it will crease along that edge. I am looking for the equivalent in Houdini if it exists.
Technical Discussion » how can i put a list of strings into a detail attribute with python?
- geordiemartinez
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Here is an example that worked for me.
node = hou.pwd() geo = node.geometry() some_list = ["blah","blah"] geo.addArrayAttrib(hou.attribType.Global, "data", hou.attribData.String, tuple_size=1) geo.setGlobalAttribValue("data", some_list)
Technical Discussion » Vellum sim must complete THEN generate an alembic using PDG
- geordiemartinez
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Technical Discussion » Vellum sim must complete THEN generate an alembic using PDG
- geordiemartinez
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Technical Discussion » Vellum sim must complete THEN generate an alembic using PDG
- geordiemartinez
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I am trying to use PDG to complete a vellum sim, store the sim results on disk using a Vellum IO v2 node (hou 19.5),
THEN export out an alembic of a further down stream alembic ROP
QUESTION: In order to get the full completed sim what node in PDG do I need to use to activate the "save to disk" function of the Vellum IO SOP node and when it's done then the work item is done then generate an alembic from the cached results.
I am trying a ROP Geometry Output, but it doesn't seem to actually activate the Vellum IO v2 node.
THEN export out an alembic of a further down stream alembic ROP
QUESTION: In order to get the full completed sim what node in PDG do I need to use to activate the "save to disk" function of the Vellum IO SOP node and when it's done then the work item is done then generate an alembic from the cached results.
I am trying a ROP Geometry Output, but it doesn't seem to actually activate the Vellum IO v2 node.
Technical Discussion » Detail Attribute Returning 0
- geordiemartinez
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I can't get it to work in a time range attribute on an Alembic ROP the same way it would in a string attribute. I don't want to set a key because I will use different length alembics and always want the end value to be relative to the alembic length.
Technical Discussion » Detail Attribute Returning 0
- geordiemartinez
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I see that I cannot use the detail function in a field that expects an integer otherwise it sets a key.
At least this is true for frame range fields.
So I added an null (exactly like the example file above) and that null had a string attribute that I put the detail function.
then I copied a reference to this field and pasted it into the frame range field and it now works.
At least this is true for frame range fields.
So I added an null (exactly like the example file above) and that null had a string attribute that I put the detail function.
then I copied a reference to this field and pasted it into the frame range field and it now works.
Edited by geordiemartinez - July 13, 2022 20:15:59
Technical Discussion » Getting alembic frame range as an attribute
- geordiemartinez
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Technical Discussion » VAT point count limits per texture size? Frame range limit?
- geordiemartinez
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UPDATE. It seems to work.
I used this metric of keeping the calculated number under 9000
I used this metric of keeping the calculated number under 9000
(frame_count * point_count)/texture_size
and it seems to be working for all of my costume pieces. I kept them all at 1000 frames so I can line them up in the sequencer in Unreal. Technical Discussion » VAT 3.0 geometry spiking intermittently in Unreal
- geordiemartinez
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Technical Discussion » VAT 3.0 geometry spiking intermittently in Unreal
- geordiemartinez
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I have a piece of soft body geometry that doesn't spike in Houdini, but a small part of it does in Unreal.
Any ideas why this may be happening?
point count: 38916
texture size: 8192
frame length: 1000
UE 5.0.2
UPDATE: Restarting Unreal fixes this issue.
I am going to try splitting the position up into two textures and see if that works.
Any ideas why this may be happening?
point count: 38916
texture size: 8192
frame length: 1000
UE 5.0.2
UPDATE: Restarting Unreal fixes this issue.
I am going to try splitting the position up into two textures and see if that works.
Edited by geordiemartinez - June 25, 2022 01:11:48
Technical Discussion » VAT point count limits per texture size? Frame range limit?
- geordiemartinez
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Hello all,
I am running tests on soft body deformation to see what fails and succeeds in producing the Vertex Animation Textures according to point count and frame range. I have a long simulation with 89620 points and I need to know how I can break up the results so I can string them together in unreal; by frame length? by point count? any suggestions?
The tests:
For a soft body simulation of a basic grid mesh I have increased the frame length and point count to see what works and doesn't.
These tests take a long time.
It would be helpful on the VAT 3.0 node to have a warning or error before it processed for 45 min and fails.
There must be a way to calculate if the ROP will fail before you go through the operation. Thoughts or ideas?
I have been multiplying the frame count by the point count and dividing by the texture size
I am running tests on soft body deformation to see what fails and succeeds in producing the Vertex Animation Textures according to point count and frame range. I have a long simulation with 89620 points and I need to know how I can break up the results so I can string them together in unreal; by frame length? by point count? any suggestions?
The tests:
For a soft body simulation of a basic grid mesh I have increased the frame length and point count to see what works and doesn't.
These tests take a long time.
It would be helpful on the VAT 3.0 node to have a warning or error before it processed for 45 min and fails.
There must be a way to calculate if the ROP will fail before you go through the operation. Thoughts or ideas?
I have been multiplying the frame count by the point count and dividing by the texture size
(frame_count*point_count)/texture_size
and it seems if that number is below 9000, it completes successfully. But I'm grasping at straws here through trial and error. Houdini Indie and Apprentice » Texture in viewport
- geordiemartinez
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I am seeing errors when I try to export with 89,620 points on an 8k mesh using Hou 19.0.622. The vellum sim is 1000 frames long.
The node says that the point limit is 16million+
If I chop the asset into 9k point count chunks it seems to work.
What is the math used to determine what is the best texture size per point count?
What are the limitations on point count?
Can whatever math be used to engage a warning before rendering if it's not going to work?
Right now it feels like a lot of trial and error and it just seems to be having the appropriate combination of point count + texture size.
The node says that the point limit is 16million+
If I chop the asset into 9k point count chunks it seems to work.
What is the math used to determine what is the best texture size per point count?
What are the limitations on point count?
Can whatever math be used to engage a warning before rendering if it's not going to work?
Right now it feels like a lot of trial and error and it just seems to be having the appropriate combination of point count + texture size.
Edited by geordiemartinez - June 24, 2022 12:14:27
Technical Discussion » Alembic to Skinning Converter Issues
- geordiemartinez
- 45 posts
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Hey all,
I'm trying to convert and existing alembic to an FBX using the skinning converter.
ISSUE: The Skinning Converter seems to be culling primitive attributes on the geometry. This makes the applications of materials in Unreal difficult, but it also won't export to FBX unless the path or name attribute exists on the node
-- One has to promote the path attribute to points then return it to primitives after the node to get the FBX.
Or is there something I'm doing wrong? Is there an example of how to properly convert an alembic to an fbx?
I'm trying to convert and existing alembic to an FBX using the skinning converter.
ISSUE: The Skinning Converter seems to be culling primitive attributes on the geometry. This makes the applications of materials in Unreal difficult, but it also won't export to FBX unless the path or name attribute exists on the node
-- One has to promote the path attribute to points then return it to primitives after the node to get the FBX.
Or is there something I'm doing wrong? Is there an example of how to properly convert an alembic to an fbx?
Technical Discussion » Point deform but capture using UV space? Is there a way?
- geordiemartinez
- 45 posts
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Thank you all.
I saw an Entagma tutorial (yarn ball) with the the method Tanto suggested. I tried that and had exactly the issue you suspected. the seams were borked. It would be more useful to UV space but keep the offset so if you have a shirt with thickness it would be captured by the closest point in UV space. I'm sure there is a way to do this.
I opened lucap1's file and it is what I am looking for! Thank you!!
it would be awesome if this was something that was available as a standard node.
I saw an Entagma tutorial (yarn ball) with the the method Tanto suggested. I tried that and had exactly the issue you suspected. the seams were borked. It would be more useful to UV space but keep the offset so if you have a shirt with thickness it would be captured by the closest point in UV space. I'm sure there is a way to do this.
I opened lucap1's file and it is what I am looking for! Thank you!!
it would be awesome if this was something that was available as a standard node.
Edited by geordiemartinez - Feb. 7, 2022 00:22:52
Technical Discussion » Point deform but capture using UV space? Is there a way?
- geordiemartinez
- 45 posts
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I have a 1-sided and 2-sided mesh. it's a shirt. I simmed the 1-sided and wish to deform the 2-sided.
They both share the same UVs. Is there a way to perform the point deform capture step using UV space instead of world space?
I think this would prevent capturing points that cause shearing.
They both share the same UVs. Is there a way to perform the point deform capture step using UV space instead of world space?
I think this would prevent capturing points that cause shearing.
Technical Discussion » Alembic point count change on export
- geordiemartinez
- 45 posts
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I did submit this as a but to Sidefx and they gave me a temp workaround that is similar to yours Tomas.
Basically these points just need a path attribute to know how to get packed away into the alembic.
Here is their solution
Basically these points just need a path attribute to know how to get packed away into the alembic.
Here is their solution
Technical Discussion » Alembic point count change on export
- geordiemartinez
- 45 posts
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Need help.
After I import an alembic, repositioning the points (no blasts or removals) then exporting the alembic. somehow the point count is changing.
Here is an image of the point wrangle node right before Alembic ROP and then after I bring the result in and unpack and convert.
The info panel says there are unconnected points. I believe these are the points that are somehow being removed at export.
I have tried every setting and I still have Houdini export modifying the alembic in ways that are not helpful.
Any help would be appreciated.
After I import an alembic, repositioning the points (no blasts or removals) then exporting the alembic. somehow the point count is changing.
Here is an image of the point wrangle node right before Alembic ROP and then after I bring the result in and unpack and convert.
The info panel says there are unconnected points. I believe these are the points that are somehow being removed at export.
I have tried every setting and I still have Houdini export modifying the alembic in ways that are not helpful.
Any help would be appreciated.
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