Hello,
I've been attempting to render out a few frames of a flip fluid simulation onto a plane using a sop_simple_baker from the game development toolset. It used to work but all of a sudden i keep getting an error. I've checked forums and followed all the suggested answers such as changing the file type to a .rat and none of them have worked. I'm using Houdini education 16.5 and 17 and both versions have the same problem. The tutorial that I was following was the VAT paintsplat by Andreas Glad in the decal section(link: https://vimeo.com/266717949). I have no idea what may be causing this but one guess is that i'm running Houdini through my University VPN apps service, but this was never a problem before… Any solution or suggestion would be greatly appreciated.
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Houdini Indie and Apprentice » Rendering error from simple bake node
- grandparoach
- 6 posts
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Houdini Indie and Apprentice » Missing UVs when rendering from baketexture node
- grandparoach
- 6 posts
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Hello,
This solution worked well with the C channel, but diffuse seems to have the same issue where the blue geometry is a mess of green and red. Do you have an idea as to why that is happening? Thanks for the help
This solution worked well with the C channel, but diffuse seems to have the same issue where the blue geometry is a mess of green and red. Do you have an idea as to why that is happening? Thanks for the help
Houdini Indie and Apprentice » Missing UVs when rendering from baketexture node
- grandparoach
- 6 posts
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If it helps to find a solution, I also tried the same method without the blue geometry and got this result. My workaround for this so far is to Photoshop the two results together but at the end of the day that is not procedural.
Edited by grandparoach - March 25, 2019 13:32:09
Houdini Indie and Apprentice » Missing UVs when rendering from baketexture node
- grandparoach
- 6 posts
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Hello,
Here is the project file, I made use of the game development toolset to stack some of the UVs with the UV stack node. That needs to be installed in order to see the issue properly. Thank you.
Here is the project file, I made use of the game development toolset to stack some of the UVs with the UV stack node. That needs to be installed in order to see the issue properly. Thank you.
Houdini Indie and Apprentice » Missing UVs when rendering from baketexture node
- grandparoach
- 6 posts
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I am trying to make an RGB map for my procedural model using attribute wrangles to color the separate parts of my geometry. For some reason when I try to bake this texture out using the bake texture node, only one set of UV islands gets rendered. Has this happened to anyone else and is there a solution?
Edited by grandparoach - March 25, 2019 13:32:36
Houdini Indie and Apprentice » blasting geometry by number of neighbouring primitives
- grandparoach
- 6 posts
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I am making a procedural asset for a client and need to find a way to procedurally unwrap some geometry. Specifically I want to create UV islands based on neighbouring primitives, any primitives that are not within a big cluster will be where the seams are to split the larger sets of neighbouring primitives. Is there a way to do this? I feel it is possible with Houdini by setting a threshold in vex for the number of neighbouring primitives in an attribute wrangle. I just don't know how to set such a variable and then manipulate it since i'm new to vex code.
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